[TC][WIP] FTL:Incursion

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thashepherd
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Re: [MOD-WIP] FTL:Incursion

Postby thashepherd » Tue Jan 01, 2013 2:53 am

Those look delicious...I want to lick them.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
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BrenTenkage
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Re: [MOD-WIP] FTL:Incursion

Postby BrenTenkage » Tue Jan 01, 2013 9:16 am

thashepherd wrote:Those look delicious...I want to lick them.


What he said...minus the licking part, I don't think licking high energy things is a wise idea LOL
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
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Kieve
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Re: [MOD-WIP] FTL:Incursion

Postby Kieve » Tue Jan 01, 2013 10:01 pm

Some preliminary testing results from last night:
-Sunfury Rotary Autocannon (SRAC)
"Though high ammunition consumption and minimal kinetic impact have limited the use of rotary cannons in space warfare, this Incursor retrofit is capable of overpowering even the strongest shields with sustained fire. While its projectiles lack the mass to penetrate a ship's hull, a continual barrage can weaken or destroy smaller ships."
Req: 2 Power, Consumes 1 Munition (missile)
Reload: 10s
Fires 4 munition bursts; 1 damage per burst.

Results
Blueprints were set for 0 System / Personnel damage. In theory this would've made it useful only for temporarily knocking down shields and hull damage. In practice, it was still dealing damage to systems, making it extremely overpowered in early sectors. Scales well in later sectors when enemies gain more evasion and more shield layers. Fast reload + missile use means do not set this thing on autofire. As is typical of miniguns, it will drain your ammo like O2 from a hull-breach. Good late-sector weapon, OP in the early ones.

-Aurora Mass Cannon (AMC)
"The Aurora is a fearsome projectile weapon combining the shield-piercing abilities of a missile with the speed of a laser bolt."
Req: 2 Power, Consumes 1 Munition (missile)
Reload: 12s
Fires 1 shot, 2 damage, ignores all shields (SP 5)
Moderate (30%) chance of breaching and/or fire

Results
A rough copy of the Heavy Laser, with munition tweak. Fires slower than the heavy but ignores shields, and costs a missile to use. Doesn't scale quite as well, due to low damage not making as much of an impact in later sectors. Useful for causing some chaos but ineffective as a main gun. Functionally, it's an Artemis that can't be shot down by Defense I drones.

-Missile Launcher blueprints incomplete. Not tested.



So I woke up this morning to find the power was out. It remained out for several hours, costing me a good chunk of work-time. I'll see about rounding off the missile launcher, then clean up the interior room-sprites so they're not all stretched and distorted. At that point, I believe the Archon will be ready for at least a preliminary Beta run. The gibs are still lacking, but they're low-priority.
Image
Back to the grindstone...

EDIT:
The Archon is now available as a stand-alone ship mod. All four Incursor weapons are included. Feedback welcomed!
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Kieve
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Re: [MOD-WIP] FTL:Incursion

Postby Kieve » Sun Jan 06, 2013 8:28 pm

Current work:
  • Laser Development
    -Lasers will come in two flavors. High-energy "Heavies" with large power requirements (3-4 depending on type), limited shield-piercing ability, and a high fire chance (60-80%). Lower-energy "Pulsars" with lesser power draw (1-3) and firing multiple shots.
  • Incursor Ships
    -Completing the gibs on the Archon is first priority. Incursor-themed ship interiors would be welcomed. If you're halfway-decent with sprite-work and are willing to lend a hand, PM me. Ship interior sprites are about the one thing I just can't seem to get right on my own.
    -The next Incursor ship is in the planning stages right now. Called the Demiurge (a name pulled from the gnostic "creator-god"), it will be the A-variant of the Archon and focus heavily on drone use. Still debating the color palette but I'm leaning towards mixing a little Zoltan-green back in with the white and dark-gray.
  • GUI Overhaul
    -Obviously on the to-do list, low-priority for now. Made a small amount of progress on the glowing "wire-UI" sections last night. The addition of color-blind mode wasn't something I was prepared for, I can't promise Incursion will be color-blind compatible. May require community input and feedback once I'm at that stage.
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Kieve
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Re: [MOD-WIP] FTL:Incursion

Postby Kieve » Wed Jan 16, 2013 7:17 am

EDIT: new Incursor music now complete (at least as complete as I think I can get it for now)
We Can Be Redeemed - more Explore music for Rebel space.

Concept artwork for the laser weapons, Demiurge, and a few other Incursor goodies have also been roughed out. Hopefully I'll have something worth displaying soon.
Kesin
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Re: [MOD-WIP] FTL:Incursion

Postby Kesin » Fri Feb 08, 2013 2:13 am

Kieve wrote: If you're halfway-decent with sprite-work and are willing to lend a hand, PM me. Ship interior sprites are about the one thing I just can't seem to get right on my own.



...are you trying to fix the current stretched systems, or are you looking for a new sprite style altogether?
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Kieve
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Re: [MOD-WIP] FTL:Incursion

Postby Kieve » Sat Feb 09, 2013 5:53 am

Kesin wrote:
Kieve wrote: If you're halfway-decent with sprite-work and are willing to lend a hand, PM me. Ship interior sprites are about the one thing I just can't seem to get right on my own.



...are you trying to fix the current stretched systems, or are you looking for a new sprite style altogether?


New sprites, custom for the whole Incursor theme. DCChuckles helped me out with a few, but I haven't had the drive to focus on getting much done lately. I'm not saying this is cancelled or dead in the water, just that for the time being I've run out of steam on the whole Incursion project.
AstroFluff
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Re: [MOD-WIP] FTL:Incursion

Postby AstroFluff » Sat Feb 09, 2013 8:02 am

May i ask how you made a custom ship picture or png? :?: mine never become the right size :(
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kartoFlane
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Re: [MOD-WIP] FTL:Incursion

Postby kartoFlane » Mon Feb 11, 2013 2:27 am

@AstroFluff
Besides making the .png file itself, you have to change values in shipname.xml to fit its dimensions:
<img x="-84" y="-61" w="414" h="252"/>
With w and h being the image's width and height, respectively (duh), and the x and y values being the offset - it has nothing to do with the .png file itself, it is used by the game to align the ship's graphic nicely.
Superluminal2 - a ship editor for FTL
Kesin
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Re: [MOD-WIP] FTL:Incursion

Postby Kesin » Mon Feb 11, 2013 7:18 pm

Kieve wrote:
Kesin wrote:
Kieve wrote: If you're halfway-decent with sprite-work and are willing to lend a hand, PM me. Ship interior sprites are about the one thing I just can't seem to get right on my own.



...are you trying to fix the current stretched systems, or are you looking for a new sprite style altogether?


New sprites, custom for the whole Incursor theme. DCChuckles helped me out with a few, but I haven't had the drive to focus on getting much done lately. I'm not saying this is cancelled or dead in the water, just that for the time being I've run out of steam on the whole Incursion project.


well if you ever care to share what exactly an Incursion-based medbay or shields room would look like, I've been trying to make these things for a while now, and I can't for the life of me figure it out (always ends up looking like a darkened regular ftl room sprite with a darker color palete). :?