[Ship Randomizer] The Randtrel v1.3.0

Distribute and discuss mods that are functional. Moderator - Grognak
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: [Ship Randomizer] The Randtrel v1.1.1

Postby Russian Rockman » Tue Dec 02, 2014 12:56 pm

:mrgreen: :mrgreen: :mrgreen: :ugeek: :ugeek: :ugeek: :mrgreen: :mrgreen: :mrgreen:
I just wanted to say. CONGRATULATIONS rannl!!!!!

I have been away from FTL for the last few weeks cuz stuff and I missed out on the last few releases, but I've been following your finishing touches. I just got to watch 5th Horseman's showcase of your program and with all the ships finished and with randomizations for all each type as well, it all looks extremely impressive. Never has anything like this ever been done before. Seeing 5th Horseman go through all the ships gave off the impression that this was a whole new game or expansion to FTL because everything is different. It is already a major accomplishment to beat the game with every ship and with this mod you have a whole brand new set of ships to play with. And once you beat those... You can just do it all over again. Fantastic work. You must be really really proud of yourself!!! :D

So CONGRATULATIONS!!!! Once again. Thank you for all of your hard work and dedication.


On another note, did you get those problems fixed that you were mentioning? I never got a chance to respond, though I wanted to.
rannl wrote:A few relatively minor issues have popped up :
1. The engine fires are gone from the B/C random Kestral and Fed ships. I changed the value normally used for the B/C layouts names in the shipblue prints, and I believe the engine fire animation is hard coded to use the default layout names. Correct me if I'm wrong.
2. The 3 federation ship varients will all use the same artillery weapon. The best I can do in the future is to give the 3rd varient a differet weapon.
3. The 2 crystal ship varients will use the same crystal vengence effect. The shard weapon blueprint is hardcoded to the augment, meaning only one blueprint can be used.

If you have any suggestions as to what you'd like to see next with the Randtrel, please comment.

For the first issue, I can't really help you there.

For the second issue, you could assign the 2nd federation ship a whole brand new artillery weapon called FED_ARTILLERY_B (or something like that) and then just make a new weapon blueprint for that artillery. You could also change the Flak Artillery blueprint like you said, but you could also just for simplicities sake do the same for the C variant and just replace it's artillery with FED_ARTILLERY_C. Then all you need is to create 3 new shells for the Artillery blueprints and fill them with the data from the artilleries you currently have.

For the third issue, that's not really fixable like you mentioned, but it really isn't a big deal because there's only 2 types for the Crystal ship anyway.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship Randomizer] The Randtrel v1.1.1

Postby rannl » Tue Dec 02, 2014 3:37 pm

Hey RR, thanks for the warm feedback, it means a lot. I hope you enjoy the Randtrel at least as much as I enjoyed making it.

As for your comment on the fed ship arti weapons issue : unfortunately, I've already tried renaming the arti weapon blueprint in order to create several weapon varients. This is not compatible with CE, since recognition of the Fed ship in events is based on the arti weapon blueprint name (thanks to Biohazard063's youtube runs for catching this bug).
Therefore, I can only use the blueprint names ARTILLERY_FED and ARTILLERY_FED_C for random artis.
I'll add a different random arti weapn for the fed C in the next release.

Any thoughts on what you'd like to see in future Randtrel releases ?
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: [Ship Randomizer] The Randtrel v1.1.1

Postby Russian Rockman » Tue Dec 02, 2014 6:44 pm

rannl wrote:Hey RR, thanks for the warm feedback, it means a lot. I hope you enjoy the Randtrel at least as much as I enjoyed making it.

As for your comment on the fed ship arti weapons issue : unfortunately, I've already tried renaming the arti weapon blueprint in order to create several weapon varients. This is not compatible with CE, since recognition of the Fed ship in events is based on the arti weapon blueprint name (thanks to Biohazard063's youtube runs for catching this bug).
Therefore, I can only use the blueprint names ARTILLERY_FED and ARTILLERY_FED_C for random artis.
I'll add a different random arti weapn for the fed C in the next release.

Any thoughts on what you'd like to see in future Randtrel releases ?

Ah, I see... I hadn't thought about that. Just having 2 different artillery weapons is fine then. Just like Crystal Vengeance.

I'm really impressed with the current state of the Randtrel so I am actually having a hard time trying to figure out what more you could do. I believe all 3 types for each ship currently pull from the same pool. I actually prefer it this way and don't really think it would be necessary or practical to make 3 different pools for each ship. You have already implemented pretty much everything I wanted. So other than just adding "more" stuffs (layouts, hulls, and loadouts) I really can't think of anything else you could do.

If I think of any good loadouts to add to the pools I will tell you, but I think you've got mostly everything I could have thought of and more. Especially the layouts, I've always had a hard time with designing layouts because they are so important to making each ship unique. That is why I am so impressed with how this turned out.

So really, I think you should just take some time a enjoy this mod yourself. What do YOU want to do next?
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am
Location: R.S. Dominator

Re: [Ship Randomizer] The Randtrel v1.1.1

Postby dalolorn » Tue Dec 02, 2014 8:35 pm

Rannl, I think you need to override whatever name is used with a blueprint list of the same name, containing all the appropriate items.
Tsuchigumo
Posts: 1
Joined: Mon Feb 18, 2013 10:42 pm

Re: [Ship Randomizer] The Randtrel v1.1.1

Postby Tsuchigumo » Sat Dec 06, 2014 8:41 pm

I can't seem to get this program to work even after reinstalling it twice.


http://imgur.com/mTWZepC
Image

I can't tell where the error is coming from or why it's doing this, which is a shame since I've been wanting to use this alongside CE for a while now. I haven't had any trouble with the other mods, though in this case, it's the Java program to create the mod that's breaking for some reason. I'm on Windows 7, and my Java should be up to date.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship Randomizer] The Randtrel v1.1.1

Postby rannl » Sat Dec 06, 2014 9:13 pm

@Tsichigumo :
Based on your exception (Unsupported major.minor version 51.0) you do not have java 1.7 installed.
You can update you java version to 1.8 easily from java's download site here.
You can make sure you have a java version of 1.7 or above by using the following command via you windows terminal :
java -version

@Dalolorn: I'll give the weapon list a try, hopefully it'll work out.

@Russian Rockman: What do I want to see next in this mod ? Maybe another build type, not just vanilla and CE. More content is also importent - more layouts/weapons/systems/crew/augments won't be a problem, but hull images will be a limiting factor, since the .png files are relatively large. More comments will help me decide what to do. Also, I'd like to do some refactoring and open source the tool's code. Right now the code is really messy, and it would be embarassing to release it.

Been sick this weekend, so no updates for the time being.
VoV (Vanguard of Valor) has begun a nice playthrough series with the Randtrel and the Flagship Ransomizer.
You can check out his videos here.
Thanks VoV!
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship Randomizer] The Randtrel v1.1.2

Postby rannl » Thu Dec 11, 2014 6:18 pm

Version 1.1.2 is out, thanks to dalolorn's and Sleeper Service's advice Fed ships no longer use the same randomly generated arti weapon.
Instead, each fed ship has its own randomly generated weapon (although they might select the same weapon).
Also did some file cleanup and some better asset handling, which resulted in a reduction in the size of the tool.

As always, comments are more then welcome.
Enjoy!
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: [Ship Randomizer] The Randtrel v1.1.2

Postby Russian Rockman » Thu Dec 11, 2014 11:51 pm

Great job rannl! VoV just uploaded his Randomized Flagship fight. I hope he keeps doing those for his streams, theres no reason not to when youve done the vanilla one 100 times already. Thats something you could work on again if youre happy witht the state of the Randrel and friends. It would be interesting to see hazard events get added back into the Flagship fight sometimes like old CE used to do.
sign1000
Posts: 19
Joined: Tue Jan 21, 2014 11:42 pm

Re: [Ship Randomizer] The Randtrel v1.1.2

Postby sign1000 » Sat Dec 13, 2014 1:40 am

Hey guys, have a look at this Lanius ship, and you notice that it is prepared for reversed-boarding measures.
The lanius crew was too lazy to actually board, so they just mind-controlled the enemy crew and then teleported the poor soul to their oxygen-less ship. :twisted:

Man, I get the feeling that Rannl designed the ship to be that way :lol:

I even beat the flagship (just normal AE flagship) just by cloaking and boarding (to get rid of lasers and ions) and then I would just teleport all (but one) of their crew to death before blasting them away :twisted:
[url]
http://screencast.com/t/jIkeKdCT
[/url]
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship Randomizer] The Randtrel v1.1.2

Postby rannl » Sat Dec 13, 2014 8:28 pm

@sign1000 : Nice ship you got there! Reverse boarding is a fun concept which I felt needed to have its own little spotlight. Happy to hear you enjoyed that build!

@Russian Rockman : Adding hazards to the flagship battle is an interesting idea. Check out with Sleepy for approval. I'll do my part if he's OK with it. The Flagship Randomizer wouldn't have existed if Sleepy didn't think of the concept, so any changes to it should be approved by him.
I wonder if there might be another FTL concept which could benefit from the random mod generator used with the Flagship Randomizer and the Randtrel. Any thoughts RR ?

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