[SHIP] Escort Duty

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aragorn12435
Posts: 6
Joined: Mon Feb 11, 2013 10:52 pm

Re: [SHIP] Escort Duty

Postby aragorn12435 » Sat Feb 16, 2013 9:47 am

Awesome ship, just finished my first run with it on normal, destroyed the flag ship, unlocked the red-tail, and got a score of 3676. One minor thing that i noticed is when the crew move from the "transport" to the "fighter", they seem to get confused with the doors, walk back and forth a couple times, and then happily walk through the wall to their station, nothing major, but thought i'd mention it :) overall, excelent ship, just as enjoyable as the viper :)
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [SHIP] Escort Duty

Postby DryEagle » Sat Feb 16, 2013 3:36 pm

Crew pathing when you have unconnected rooms is completely f***ed up because the game was never designed for it. That it works at all is good enough. There's absolutely no way to 'fix' or improve how they move because it's the way the game engine is.
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aragorn12435
Posts: 6
Joined: Mon Feb 11, 2013 10:52 pm

Re: [SHIP] Escort Duty

Postby aragorn12435 » Sun Feb 17, 2013 1:49 am

i'm new to all of this modding in FTL, to be honest, i didn't know it could be done untill last week. Thoroughly enjoying myself though. Currently trying to wrap my head around FTL ship edit, without much success, hopefully i'll get it all figured out and contribute something back to the modding community :)
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [SHIP] Escort Duty

Postby UltraMantis » Sun Feb 17, 2013 2:20 am

aragorn12435 wrote:i'm new to all of this modding in FTL, to be honest, i didn't know it could be done untill last week. Thoroughly enjoying myself though. Currently trying to wrap my head around FTL ship edit, without much success, hopefully i'll get it all figured out and contribute something back to the modding community :)

If you can wrap your head around these ship file descriptions, the only editor you will need is Notepad. ;)
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Ginger Dragon
Posts: 67
Joined: Sat Oct 27, 2012 10:26 pm

Re: [SHIP] Escort Duty

Postby Ginger Dragon » Sun Feb 17, 2013 6:36 am

Just did a let's play of this ship, here it is: http://www.youtube.com/watch?v=m_uSPb4ZZLg

ALMOST got the cloaking installed, unfortunately, I ran into a Zoltan ship in sector 4 that had a pike beam and an anti-ship drone. I'm going to do a second run-through tomorrow. Again, I'll let you know.

Overall though, I freaking LOVE this ship. The pretty crafty usage of the shields ellipse, the fact that the laser that has not had its frequency set properly constantly shoots a shot with a different frequency, hell, even the fact that the healing bomb has a small negative effect to it as well is awesome! Incredibly unique, and incredibly fun to play.

Also, it's nice to have a defense drone that is actually capable of hitting enemy shots every once in a while. :lol:
Last edited by Ginger Dragon on Sun Feb 17, 2013 5:11 pm, edited 1 time in total.
Check out my youtube channel. I do FTL mod playthroughs, as well as all kinds of other assorted games.
http://www.youtube.com/user/GingerDragon87?feature=mhee
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [SHIP] Escort Duty

Postby DryEagle » Sun Feb 17, 2013 2:40 pm

Personally I just make my ships by hand now, without using a ship editor. It's a pain in the neck BUT you get a lot more precise understanding of what's going on where, and can also set up some cool stuffs like split room designs etc, which I don't think any of the editors allows.
That being said, if you do want to use an editor, I would highly recommend superluminal: viewtopic.php?f=12&t=11251 as it is far better (in my opinion, no offence to anyone) to use than any of the others currently out there.

At the end of the day though, the most important thing is to have a solid idea for a ship. If you have a great concept, and work at it, you will get it done in the end, one way or another.
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kartoFlane
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Re: [SHIP] Escort Duty

Postby kartoFlane » Mon Feb 18, 2013 8:32 pm

DryEagle wrote:...and can also set up some cool stuffs like split room designs etc, which I don't think any of the editors allows.

Challenge accepted.

As for the ship itself, I'm seriously impressed... Really great idea. If my gut instinct is correct, crew can pass betwen ships due to doors being linked to rooms on separate ships (i.e. the left/right, top/down IDs)?
Superluminal2 - a ship editor for FTL
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [SHIP] Escort Duty

Postby DryEagle » Tue Feb 19, 2013 1:49 am

The doors are basically numbered as if the rooms were adjacent, even through they're physically split. So basically you have 2 doors linking the same room numbers, but with different coordinate locations.

What's interesting is that doors are treated basically as pathing checkpoints rather than actual doors - meaning you could have a door in the middle of a room, not touching any wall, and so long as it was numbered correctly (current room -> other room). Basically it's like the crew check each room for a door to another room if it's on their path, no matter where the door actually is.
Adjacency does seem to be somewhat required for fire spread, though not for venting air. It's kinda bizarre. And it messes up pathing so they start walking in zigzags. But again, the game was never designed for this.
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DauntlessK
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Joined: Tue Feb 19, 2013 2:09 am

Re: [SHIP] Escort Duty

Postby DauntlessK » Mon Feb 25, 2013 8:45 pm

Cool idea! I will try this soon! And I see what you mean by what the doors actually are in-game. Thanks
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Agg Shell
Posts: 99
Joined: Wed Jan 30, 2013 10:24 pm
Location: Comfterably living in the rebal flagship

Re: [SHIP] Escort Duty

Postby Agg Shell » Sat Mar 02, 2013 7:07 pm

Hello dry Eagle, a fine ship you made. but i have one sugestion, add a slug to the starting crew. I just finished watching part 3 of VoV's lets play of this ship, and i noticed that right when he got a slug the pathing between ships improved amazingly. go watch it, and maybe try it out. might help you for futre ships like this!
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