[Mini-MOD] 8 Scouts, FotF Component

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Whale Cancer
Posts: 272
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[Mini-MOD] 8 Scouts, FotF Component

Postby Whale Cancer » Mon Oct 01, 2012 11:39 pm

THIS MOD IS NOW OBSOLETE: GO TO http://www.ftlgame.com/forum/viewtopic.php?f=11&t=3637 FOR THE MOD THAT OBSOLETES THIS ONE. Original post follows:

Here are 8 scout variations. Each scout has a unique sprite, even if some are quite similar. They replace the first 8 ships (i.e. Kestral, Red Tail, The Nesasio, DA-SR 12, etc.,)

These will be used in my "Foundation of the Federation" [FotF] mod, but only 4 will be player ships (the rest being enemy/NPC ships). As it stands, it will be the Intrepid, Watchman, Vigilant, and the Shinobi.

These ships feature some of the new weapons that will be used in FotF such as Autocannons and more Multi-Missile Launchers (dealing 1 damage each). However, these weapons aren't incorporated into the vanilla events so you won't be able to buy more during the game (this may change once I finish the multi-missile launcher sprites, as it stands only the mark 1 variation is finished).

This ZIP contains 3 .flt files. They must all be loaded for these ships to work (the file/folder structure is to make things easier to organize and test): https://sites.google.com/site/sebcraftl ... ects=0&d=1

These haven't undergone any vigorous game balance testing, so any comments re: balancing are welcome.

Edit: If you downloaded this immediately, please redownload it! The first file I posted omitted the necessary cloaking sprite (was on the to-do list, brainfart before uploading made me forget it).
Last edited by Whale Cancer on Thu Oct 11, 2012 11:31 pm, edited 2 times in total.
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icepick
Posts: 344
Joined: Fri Aug 10, 2012 11:18 pm

Re: [Mini-MOD] 8 Scouts, FotF Component

Postby icepick » Tue Oct 02, 2012 3:56 am

I will have to check this out. I have a great desire to play as a scout for some reason. :)
Dirt
Posts: 8
Joined: Tue Oct 02, 2012 8:12 am

Re: [Mini-MOD] 8 Scouts, FotF Component

Postby Dirt » Wed Oct 03, 2012 7:10 am

A new playstyle for sure, but a very fun one at that. Having no shields or cloaking makes for a nice challenge. Makes me even more excited for FotF
Zaffre
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Re: [Mini-MOD] 8 Scouts, FotF Component

Postby Zaffre » Wed Oct 03, 2012 3:42 pm

The airlocks on the Federation scout (the one that replaces the Stealth ship) don't work. When opened, the room won't vent. Possibly the fact that it's a one tile room but I don't know.
Whale Cancer
Posts: 272
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Re: [Mini-MOD] 8 Scouts, FotF Component

Postby Whale Cancer » Wed Oct 03, 2012 6:42 pm

Zaffre wrote:The airlocks on the Federation scout (the one that replaces the Stealth ship) don't work. When opened, the room won't vent. Possibly the fact that it's a one tile room but I don't know.


Actually, this has to do with the order in which connected rooms are listed in the ship.txt file. I noticed this, but thought I had fixed it on all of them. Apparently not.

I'll fix this shortly and upload a new version.
Contribute to help save the Whales from their various diseases! *DELAYED* Should release the skeleton with the main quests attached by the end of the week (By NOV 9)! *DELAYED* Don't listen to my dates! Things always seem to come up!
StealthCl0wn
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Re: [Mini-MOD] 8 Scouts, FotF Component

Postby StealthCl0wn » Wed Oct 03, 2012 7:24 pm

I absolutely adore these ships.
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Kieve
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Re: [Mini-MOD] 8 Scouts, FotF Component

Postby Kieve » Wed Oct 03, 2012 7:39 pm

StealthCl0wn wrote:I absolutely adore these ships.


Agreed, there is something wonderfully novel about using the little scout-ships this way. I look forward to seeing what else FotF has in store for us! 8-)
Jequirity
Posts: 7
Joined: Tue Sep 25, 2012 7:28 pm

Re: [Mini-MOD] 8 Scouts, FotF Component

Postby Jequirity » Wed Oct 03, 2012 10:37 pm

I love the autocannons on these ships, can't wait to buy more for my ships when the full mod is released! I rather like the thought of kitting out a Kestral with as many of these autocannons as possible. Will there be a wider range of autocannon in the future? I.e. autocannons that fire more than one shot at once (like twin mounted autocannons that take up one weapon slot, or autocannons that do more damage)

One thing that could be changed (it's not an essential change by any means though) is that the number of weapon slots for Scouts could be limited to three in total. Just now the scout ships can pack the same firepower as vanilla Cruiser-class ships which doesn't seem right in my opinion. Three weapon slots should be adequate; if any extra firepower is need, anti-ship drones would suffice.

Otherwise, awesome job on the scouts, they are really good fun to play :D
gwez
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Joined: Fri Oct 05, 2012 8:28 am

Re: [Mini-MOD] 8 Scouts, FotF Component

Postby gwez » Fri Oct 05, 2012 8:36 am

Fantastic work you're doing. I was finally able to beat the flagship with one of these puppies on normal-- just barely. Playing with a little frigate breathes new life into the game.
Zalkida
Posts: 20
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Re: [Mini-MOD] 8 Scouts, FotF Component

Postby Zalkida » Mon Oct 08, 2012 11:41 pm

For some reason this ships won't work for me. When I go to select them to play as, only the rooms show up with a big black box around them. The custom weapon text doesn't show up either. I started a game as each one to see what happens. Every time a custom weapon is fired, the game crashes. There are also these weird green lines coming out of where the buttons for the weapons should be. Any ideas?
Zalkida Mirnath - Fear the Assassian