[Ship] Zoltan Shield Ship - Defendant

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stylesrj
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[Ship] Zoltan Shield Ship - Defendant

Postby stylesrj » Sun Sep 14, 2014 9:06 am

The Cerenkov Class Zoltan Cruiser was seen as a very weak ship by many of the Federation and the Zoltan Empire. Armed with an ion weapon and a highly inaccurate drone, it was uncertain how such a ship could ever perform effectively.

A certain Zoltan Envoy kept suggesting alternatives to the Cerenkov or even just a different loadout change. The Zoltan Resource Committee refused to listen so she took action herself, drawing up plans for an alternative to the Cerenkov.

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http://www.mediafire.com/download/86snk ... ielder.ftl
(Replaces Zoltan C)

The Defendant utilises the power of Engi automation and Zoltan shielding technology to create a highly defensive cruiser. Of course, the ZRPC was not willing to fund it all the way and as of such there are several problems in the design.

Things to note:
1) There is no station for piloting or the engines. That wasn't in the budget. Nor was a decent reactor.
2) The Shield Room has spots for 8 people. The intent is to grab 8 Zoltans, put them in that room and laugh at how ion-proof your ship is.
3) The Medbay shares the same room. This is intentional. Having all those Zoltans in there wouldn't be so great if they're constantly having to switch out for healing. This might mean though that one or both rooms cannot be fixed as overlapping rooms do that. Don't worry, the ship's automated. It can fix it, albeit slowly. This also means that the medbay will always be powered with the shields. Twice the energy! Twice the fun!
4) For some reason the station in the Shield Room doesn't work. Dunno why, let's say it wasn't in the budget.
5) The mod comes with altered events and blueprints. There's a dummy augment so the event will work. This does mean any event using a start beacon will be altered. I've tested this on Captain's Edition and Captain's Edition Infinite and so far it works, but it does mean you can't socialise with the crew at the start and there won't be a 5 ship delay on Infinite. This may also affect the Flagship Randomiser and that you can't read the intel, but it's my first attempt at event scripting.
6) Like my other ship, there are no gibs or special cloaking images.

Any problems encountered, let me know. The main purpose of this ship was to show off an 8 person shield room and an OP amount of shields :D
And of course not be too much of an OP ship, just something gimmicky.

Special thanks:
BrenTenkage for trying out the ship:
https://www.youtube.com/watch?v=5cRynB04n40&feature=youtu.be
Last edited by stylesrj on Sat Sep 20, 2014 10:38 pm, edited 1 time in total.
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NewAgeOfPower
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Re: [Ship] Zoltan Shield Ship - Defendant

Postby NewAgeOfPower » Tue Sep 16, 2014 12:57 am

Get bren/valor to do a vid of this ship.
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stylesrj
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Re: [Ship] Zoltan Shield Ship - Defendant

Postby stylesrj » Tue Sep 16, 2014 8:48 am

I'm rather shy believe it or not :?
How do I go about that without sounding desperate?
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Re: [Ship] Zoltan Shield Ship - Defendant

Postby BrenTenkage » Wed Sep 17, 2014 9:16 am

stylesrj wrote:I'm rather shy believe it or not :?
How do I go about that without sounding desperate?

The answer is, "Hey Bren, I have a mod, mind doing a vid of it?"

my answer is sure, I'm just glad I still have fans who want me to play the game. Really I'm mostly doing requests or mods that catch my eye for now on, not getting a lot of the views, I feel like an old Rock Star whose's fame is barely there 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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Re: [Ship] Zoltan Shield Ship - Defendant

Postby stylesrj » Wed Sep 17, 2014 9:17 am

The answer is, "Hey Bren, I have a mod, mind doing a vid of it?"


Ok then ;)

Hey Bren, I have a mod, mind doing a vid of it? :lol:
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Re: [Ship] Zoltan Shield Ship - Defendant

Postby BrenTenkage » Wed Sep 17, 2014 9:19 am

stylesrj wrote:
The answer is, "Hey Bren, I have a mod, mind doing a vid of it?"


Ok then ;)

Hey Bren, I have a mod, mind doing a vid of it? :lol:


Hmm let me think bout it *one second of think time* sure, however its very late for me (stayed up watching Gokaiger, which is basically Pirate Themed Sentai...yeah) so I won't record right now
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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stylesrj
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Re: [Ship] Zoltan Shield Ship - Defendant

Postby stylesrj » Wed Sep 17, 2014 9:26 am

That's alright take your time.

Just be wary about Mind Control and Hacking Drones. I haven't had one hack Shields yet but it might cause serious, Total Zoltan Party Kill if one does hit. The Shield Room is a big kill-zone. For both the enemy and your crew
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Re: [Ship] Zoltan Shield Ship - Defendant

Postby BrenTenkage » Wed Sep 17, 2014 8:53 pm

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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Estel
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Re: [Ship] Zoltan Shield Ship - Defendant

Postby Estel » Thu Sep 18, 2014 5:18 am

The real Zoltan Party Kill would be, if someone hacks medbay ;)

Anyway, couldn't problems woth starting beacon event be solved via using Universal Starting Beacon? karto does it for his AutoCruiser (which also relies on starting beacon event), and it doesn't break CE's starting beacon things.

/Estel
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stylesrj
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Re: [Ship] Zoltan Shield Ship - Defendant

Postby stylesrj » Thu Sep 18, 2014 8:49 am

@ Bren

Thanks for reviewing my ship.
To be honest, at first I didn't know a Zoltan could power two rooms at the same time if you stacked them. But that thought crossed my mind shortly afterwards - what would it be like to have all the rooms in one.

Then I realised what might happen if a Hacking Drone got into it... you'd lose everyone in an instant

So it's got me thinking of several variants now.

1) Ship with all systems in one room, powered by Zoltans.
2) As above except all the rooms are included (exceeds subsystem limit but meh)
3) All defensive assets in one room (Shields, pilot, engines, doors,medbay/clone bay) and all offensive assets in the other (weapons, drones, artillery, sensors, teleport)
4) As above, but the special systems are also stacked in another room and all available (cloak, teleport, mind control, hacking).

The reason why it doesn't start with 8 Zoltans is because I wanted to sort of create a ship that wasn't way too OP yet it was more playable than the original ship (seriously, I hate the Cerenkov). It's also why Engines and Pilot have no stations. Necessary drawback for the fact you have a perfect killroom and potentially 4 layers of ion-proof shields (Pulsars? Yeah right!) and a Zoltan who has all the skills already up to 1 level.

When I used it in CE Infinite, I'd simply vent most of the ship and leave the Shield Room full of air. When enemies boarded, they'd hammer at the doors and I'm more than happy to let them in. Lanius and AI avatars gave me trouble though, so I had to send crew out there to deal with them.

Maybe I could make a variant of this one. One with 8 Zoltans for an easy gallivant around the galaxy,and the one with 4 Zoltans for greater difficulty when performing such gallivant.

Estel wrote:The real Zoltan Party Kill would be, if someone hacks medbay


That would be shields too. I think Hacking Drones affect all rooms in a stack. Haven't tried it though and I don't think I want to test it.

Anyway, couldn't problems woth starting beacon event be solved via using Universal Starting Beacon? karto does it for his AutoCruiser (which also relies on starting beacon event), and it doesn't break CE's starting beacon things.


Earlier I tried using the Flagship Randomiser event code to do that, thinking it'd be like USB. Couldn't get it to work well (I'm a n00b at event flags) so I found an old ship I downloaded about a year ago (the Nexus) which used Ghosts and an augment called "AI Core" which created Ghosts at every entry and exit beacon. Used that start beacon code, and well...
I think next ship that requires event flags I'll do that and learn to use USB.

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