[Ship] Federation Heavy Assault Cruisers vAE.0.88

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RAD-82
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[Ship] Federation Heavy Assault Cruisers vAE.0.88

Postby RAD-82 » Thu Mar 13, 2014 5:09 am

Install with Slipstream Mod Manager

MediaFire Download Link AE.0.88 - Replaces Kestrel-A and Kestrel-B

Code: Select all

Initial release 0.6:
-Missing graphics (hull, cloak, gibs, mini-ship)
-Missing names

0.7 update:
-Added hull graphic, but it has bad shading.  Still requesting help with that.
-Still missing cloak, gibs, and Type B colors; waiting for final hull graphic.
-Still missing names; suggestions welcome.
-Updated blueprints, now with more arsenal.  May reduce challenge, but whatever...  They're free scrap.

0.77 update:
-Fixed bugs due to actual testing
-Added enhanced shield, weapon, and drone systems; modified through SMM tags
-Since you can now have 5 layers of shields, guess someone else also gets them; modified through SMM tags

AE.0.88 update:
-Updated for AE compatibility
-Added and modified artillery system
-New set of starting weapons for the Type-A
-Named the ships Dodo
-Recolored the Type-B in a scheme similar to the Nisos
-Still missing gibs, hull (particularly the engines) is still poorly shaded
-(May 22, 2015) Silent update for misc.xml.rawappend

These ships are Heavy Assault Class, so they do come with increased shield, weapon, and drone system potential. They have 4 weapon and 3 drone slots. I don't like how too many slots looks on the UI, but I'm doing it anyways. They can also mount an Anti-Ship Battery if you buy an artillery system.

Artillery Bug: It has been discovered that if you "buy" an artillery system, it corrupts your save file, so don't buy it unless you plan on finishing your game during that play session. If you do have to save your game and wish to continue, check out the Artillery Crash Fix.

It appears that some crew were assigned to the wrong ships. That's not a problem, is it?

The Medbay was ripped out of the Type B, to be replaced with a Clone Bay. The system hasn't shown up yet. That's not a problem, is it? What a bunch of idiots those engineers were...

Based on starting conditions, Type B may be more difficult to start out than the Type A.

Image
Anyone who wishes to help with the hull, I'll provide a glimpse into the room layout of the ships. Note that it isn't possible to install all systems, but if you could, they would look like this.

Type-A: The White Dodo - Heavy Assault
Image
There must be something wrong with the person who designed this room layout.

Type-B: The Black Dodo - Boarding
Image

Credits:
FTL, Slipstream, Notepad, PSP7
{insert name here, should anybody actually help} for fixing the hull
slowriderxcorps for Level 10 system-related graphics (Enhanced Systems Module)
Last edited by RAD-82 on Fri Sep 22, 2017 8:45 pm, edited 12 times in total.
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xlandar
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Re: [Ship] Federation Class: Heavy Assault {WIP}

Postby xlandar » Thu Mar 13, 2014 5:19 am

downloading now, i'll see what i can do (but don't get your hopes up!). what colors are you looking for in a type B?
art and coding tutorials wanted, pm if you have some good ones please!Image
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RAD-82
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Re: [Ship] Federation Class: Heavy Assault {WIP}

Postby RAD-82 » Thu Mar 13, 2014 6:24 am

Fed-B colors (Nisos)

After doing a quick Google search, Wikipedia showed me the connection between The Osprey and Nisos. Greek mythology, Nisos turned into an osprey. I think it would be nice to have something similar for the names of these two ships.

edit:
MightyKebab wrote:Extended bomber engines carrying a giant shuttle? Not the best ship design I'd say.

It isn't meant to be a giant shuttle. It's supposed to be a bulky ship.

*spirit crushed, prolonged absence incoming, causing a lack of response to whatever xlandar comes up with* :(
Last edited by RAD-82 on Thu Mar 13, 2014 4:57 pm, edited 1 time in total.
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Re: [Ship] Federation Class: Heavy Assault {WIP}

Postby MightyKebab » Thu Mar 13, 2014 1:39 pm

Extended bomber engines carrying a giant shuttle? Not the best ship design I'd say.
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Re: [Ship] Federation Class: Heavy Assault {WIP}

Postby Ora_unit_SR388 » Thu Mar 13, 2014 10:33 pm

Try out this.

fed_heavy.png
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Re: [Ship] Federation Class: Heavy Assault {WIP}

Postby MightyKebab » Fri Mar 14, 2014 2:07 pm

RAD-82 wrote:Fed-B colors (Nisos)

edit:
MightyKebab wrote:Extended bomber engines carrying a giant shuttle? Not the best ship design I'd say.

It isn't meant to be a giant shuttle. It's supposed to be a bulky ship.

*spirit crushed, prolonged absence incoming, causing a lack of response to whatever xlandar comes up with* :(



But imagine how the bridge and beyond would fly off if a powerful blast were to hit the connection to it's wings!
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RAD-82
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Re: [Ship] Federation Class: Heavy Assault {WIP}

Postby RAD-82 » Sat Mar 15, 2014 2:35 am

Well, I've uploaded something that lacks hulls and names. 8-) Untested, of course.

I may try to improve the hull soon. What Ora_unit_SR388 did isn't what I had in mind when I said, "The gaps between the middle section and the outer frame needs filled in with something."

Edit: It has changed a bit, but still needs work. This is how it currently looks. I still need to fix the back half. Perhaps it will be ready for somebody to fix the lighting/shadows for me when that is done.

Edit (near end of April): Removed attached image, as it is no longer relevant. There is a limit to how much one can attach to this forum, so I'm clearing out the unnecessary so there is room for more relevant attachments. Sadly, there doesn't seem to be anything that tells what the limit is.
Last edited by RAD-82 on Sun Apr 27, 2014 6:45 am, edited 1 time in total.
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Re: [Ship] Federation Class: Heavy Assault {WIP} v0.7

Postby RAD-82 » Tue Mar 18, 2014 3:46 am

Updated to v0.7! Still untested 8-) , but I hope to try it soon. I was going to try v0.6 today, but I didn't get around to it. :|
<edit>Re-uploaded v0.7! I apparently missed the removal of a / in the Type B ship, and it caused the game to crash. :oops: </edit>
<edit>v0.7 has a misplaced room. :lol: I'll wait for my next patch for that fix.</edit>

Current hull is available in the first post for anyone who wants to try and fix it.

Starting conditions have changed since v0.6, but I don't think anybody tried that, so no need to say what is different.
Last edited by RAD-82 on Tue Mar 18, 2014 5:46 pm, edited 2 times in total.
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Re: [Ship] Federation Class: Heavy Assault {WIP} v0.7

Postby MightyKebab » Tue Mar 18, 2014 2:20 pm

The new hull looks much better, kudos! The old one felt like the bridge could fly off any minute (I'm sure I mentioned that before) Crystal A/B hull for the win
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Re: [Ship] Federation Class: Heavy Assault {WIP} v0.77

Postby RAD-82 » Tue Mar 18, 2014 11:13 pm

MightyKebab wrote:The new hull looks much better, kudos! The old one felt like the bridge could fly off any minute (I'm sure I mentioned that before) Crystal A/B hull for the win

I certainly jumped the gun on posting that. I was in too much of a hurry to find help for the shading that I posted it before I had the gaps filled in. I know I'm done making changes to the hull now. I just hope someone can fix the shading on it so that gibs and a Type B can be made.

---

Updated to v0.77! New enhanced systems to support the Heavy Assault aspect of the mod! I actually tested it this time. :roll:

I borrowed some graphics from slowriderxcorps' Enhanced Systems Module. Since they are just modified FTL images rather than some original artwork, I didn't bother to ask permission. I just took and gave credit. *runs away*

http://imgur.com/a/7DjB3

I had two Automated Re-loaders in that test run of the Type A. I took one missile hit in the 3rd phase when I failed to cloak in time and my last second attempt to shoot that missile with the defense drone failed. :x Type B is still untested, but I think it is the harder of the two despite having the big teleporter.

Modding notes for the enhanced systems: Slipstream Mod Manager advanced XML tags in action!

Code: Select all

<mod:findName type="systemBlueprint" name="shields">
   <mod-overwrite:maxPower>10</mod-overwrite:maxPower>
   <mod-overwrite:upgradeCost>
      <level>100</level> <!-- level 2 -->
      <level>20</level> <!-- level 3 -->
      <level>30</level> <!-- level 4 -->
      <level>40</level> <!-- level 5 -->
      <level>60</level> <!-- level 6 -->
      <level>80</level> <!-- level 7 -->
      <level>100</level> <!-- level 8 -->
      <level>110</level> <!-- level 9 -->
      <level>120</level> <!-- level 10 -->
   </mod-overwrite:upgradeCost>
</mod:findName>

<mod:findName type="systemBlueprint" name="weapons">
   <mod-overwrite:maxPower>10</mod-overwrite:maxPower>
   <mod-overwrite:upgradeCost>
      <level>60</level> <!-- level 2 -->
      <level>25</level> <!-- level 3 -->
      <level>35</level> <!-- level 4 -->
      <level>50</level> <!-- level 5 -->
      <level>75</level> <!-- level 6 -->
      <level>90</level> <!-- level 7 -->
      <level>100</level> <!-- level 8 -->
      <level>110</level> <!-- level 9 -->
      <level>120</level> <!-- level 10 -->
   </mod-overwrite:upgradeCost>
</mod:findName>

<mod:findName type="systemBlueprint" name="drones">
   <mod-overwrite:maxPower>10</mod-overwrite:maxPower>
   <mod-overwrite:upgradeCost>
      <level>10</level> <!-- level 2 -->
      <level>20</level> <!-- level 3 -->
      <level>30</level> <!-- level 4 -->
      <level>45</level> <!-- level 5 -->
      <level>60</level> <!-- level 6 -->
      <level>80</level> <!-- level 7 -->
      <level>100</level> <!-- level 8 -->
      <level>110</level> <!-- level 9 -->
      <level>120</level> <!-- level 10 -->
   </mod-overwrite:upgradeCost>
</mod:findName>

<mod:findName type="shipBlueprint" name="BOSS_1">
   <mod:findLike type="systemList">
      <mod:findLike type="shields">
         <mod:setAttributes power="10" />
      </mod:findLike>
   </mod:findLike>
</mod:findName>

<mod:findName type="shipBlueprint" name="BOSS_2">
   <mod:findLike type="systemList">
      <mod:findLike type="shields">
         <mod:setAttributes power="10" />
      </mod:findLike>
   </mod:findLike>
</mod:findName>

<mod:findName type="shipBlueprint" name="BOSS_3">
   <mod:findLike type="systemList">
      <mod:findLike type="shields">
         <mod:setAttributes power="10" />
      </mod:findLike>
   </mod:findLike>
</mod:findName>
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