slowriderxcorps wrote:Wow, I am beyond impressed with how you managed to pull this off. My prior attempts at making a system that looped back endlessly for testing things made the game crash, as it simply was not designed to do so. I have, however, done a pass-through of the Insurrection addon, as the author of the mod, in order to throw some diagnostics your way. Here we go.Code: Select all
* For some reason, the Cloaking image for the Ship Customiser craft was not loading.
* Every weapon before the Blazing Anti-Personnel Laser in Tier 1 Lasers is missing.
* Every weapon before the Blazing Ion Blast Mark I in Ions is missing.
* Every weapon before the Mini Beam in Beams is missing
* Every weapon before the Breaching Flak Cannon II in Flaks is missing, and the weapons in general are in the wrong order.
* The Shotgun Laser in Flaks is a canned weapon that does not appear in conventional play.
* Every weapon before the Breaching Crystal Burst Mark I in Crystals is missing.
* The Crystal Shard in Crystals is a blueprint called by the Crystal Vengeance augment and should not be used.
* Every weapon before the Blazing Small Bomb in Bombs is missing.
* There are duplicate weapons appearing in Tier 1 and 2 Missiles, these are most likely calling variants used by enemy ships and should not be used.
* Every weapon before the Blazing Swarm Missiles in Tier 1 Missiles is missing.
* Every weapon before the Blazing Flare Cannon in Others is missing.
* The Flak Charge Cannon in Others is a weapon that was canned when it was discovered BURST-class weapons which fire more than once exhibit glitchy behaviour when each shot fires multiple projectiles.
* The Narrow-Band Scanner in Others is a weapon that was eventually pulled for being too situational to allow into the loot pool. It may be left in at your discretion.
* The PDS SHOT in Others is a blueprint called by ASB hazards and should not be used.
* There are two copies of the Named Piranha Torpedo Launcher in Others.
* The Super Shield Overcharger in Defensive Drones is an item that was canned when it was discovered the handling properties of Overcharger drones cannot be changed.
Thanks slowrider for the heads up ! FTL Insurrection is truly amazing, I got really hooked on that mod and really recommend it to anyone (again, it doesnt have its own entry in the master mod list and really should !). I will make an update with your corrections eventually. I used some bash script to make the add-on procedurally, and because the amount of weapons/drones in Insurrection is staggering (and I mean that in a good way ) I didnt have time to go through all details. The missing weapons you mention are from your Captain Edition add-on, I didnt mean to add them initially but mistakenly had patched the add-on before using the bash scripts. Side note:The mechanics for the AWM Roulette mod is a really nice find, congrats, I am puzzled that no one reused it again. I noticed one can also randomize the player shipBlueprints, then I tried to randomize augments like you did and things did go crazy indeed .
As for the menu looping it is a nice glitch I discovered while messing around, here is how it works if you or anyone wants to implement it. First, the hostile <ship> behaviour loads the menu when the crew dies (in my case, you wait 10 seconds for a zoltan to die whitout oxygen). Second, all events in the menu (except exiting) finish with recalling the hostile ship, which immediately loops to the dead crew event and reloads the menu again (!). Here is how it would look in the code:
<event name="STEP1">
<text>Load the hostile ship from here, then wait for crew to die</text>
<ship load="SHIP_CUSTOMIZER", hostile="true"/>
</event>
<ship name="SHIP_CUSTOMIZER" auto_blueprint="some shipBlueprint where crew automatically and quickly dies...">
<deadCrew load="STEP2"/>
</ship>
<event name="STEP2">
<text>This is the menu root, end any chain of events from here on reloading the hostile ship</text>
<choice><text>Call again the hostile ship and reopen menu root</text><event><ship hostile="true"/></event></choice>
<choice><text>Exit menu</text><event/></choice>
</event>