[Ship/Conversion] Faster Than Christmas!

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Gencool
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Re: [Ship/Conversion] Faster Than Christmas!

Postby Gencool » Thu Nov 27, 2014 7:59 pm

Thankyou Sleeps! I felt I might aswell to after the CrewD thread, and the Ship layout thing got me thinking about how best to go about it all...
Tardis is meant to be non-seasonal, but I had more pressure to do this with the tight deadline...


Styles, those are all incredible, and totally in the spirit of the mod (pop culture references ftw). Makes me want to go through and add them now, but I'm having to fight the urge as I have other stuff I've been neglecting a bit to get this out on time.
I'l keep a list of ideas, and check it twice occasionally. Next time I have a spare afternoon i'l see what I can do...
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stylesrj
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Re: [Ship/Conversion] Faster Than Christmas!

Postby stylesrj » Fri Nov 28, 2014 7:27 am

Styles, those are all incredible, and totally in the spirit of the mod (pop culture references ftw). Makes me want to go through and add them now, but I'm having to fight the urge as I have other stuff I've been neglecting a bit to get this out on time.
I'l keep a list of ideas, and check it twice occasionally. Next time I have a spare afternoon i'l see what I can do...


Heh and now I've got another idea for empty beacons or just an event (maybe a stranded ship that needs an escort or just a ship in general, like the pirate trader.)

(Santa: Check your list again. Something's not right)

Santa checks his list. He checks it twice. He finds out that the crew of that ship is very naughty when they should be nice.

Then you can choose to fight (They better watch out, they better not cry. They better not pout, because I'm telling you why. Santa Claus is gunning you down!), talk to the naughty people to convince them to be good so he goes on the nice list or not intervene and leave them to their fate. The last two choices may end up in a fight though either way.
Nostras
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Re: [Ship/Conversion] Faster Than Christmas!

Postby Nostras » Fri Nov 28, 2014 6:38 pm

This mod is amazing, these elves make me cry out of laughter, these things are so frigging random :lol:

Don't really like the artillery though, perhaps also give them a chance to do damage instead of fire / breach? It just feels really underwhelming unless I plan on killing the crew... If you really want to keep it this way I propose a shorter cooldown.
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Gencool
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Re: [Ship/Conversion] Faster Than Christmas!

Postby Gencool » Sat Nov 29, 2014 1:03 am

Ohwow, did you sign up just to post in this thread? I am honoured, my friend, honoured.

Unfortunately, there's only three effects you can randomise in weapons; Fire, breach, and stun. The omnipresents have a ~50% chance of each of these. I tried setting them up with 0.5 damage and hull burst, which would theoretically mean they'd only do damage if they hit empty rooms, but at least one of those values dosn't seem to be capable of using decimals.

I don't want them to deal damage 100% of the time, as I think it ruins the point, but maybe 1 ion damage or 1 system damage? They wouldn't be random values, but not /every/ room has a system, so it'd still be slightly chaotic...
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dalolorn
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Re: [Ship/Conversion] Faster Than Christmas!

Postby dalolorn » Sat Nov 29, 2014 9:16 am

Gencool wrote:Ohwow, did you sign up just to post in this thread? I am honoured, my friend, honoured.

Unfortunately, there's only three effects you can randomise in weapons; Fire, breach, and stun. The omnipresents have a ~50% chance of each of these. I tried setting them up with 0.5 damage and hull burst, which would theoretically mean they'd only do damage if they hit empty rooms, but at least one of those values dosn't seem to be capable of using decimals.

I don't want them to deal damage 100% of the time, as I think it ruins the point, but maybe 1 ion damage or 1 system damage? They wouldn't be random values, but not /every/ room has a system, so it'd still be slightly chaotic...


Hull busting is a boolean value. Either it's true (1) or it's false (0), and it doubles damage if true.

Not sure if you can have decimal damage, though.
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Gencool
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Re: [Ship/Conversion] Faster Than Christmas!

Postby Gencool » Sat Nov 29, 2014 2:06 pm

Sorry, I meant, I'm not sure if the rounding issue happens with the damage value, or if the hullbust multiplication isn't capable of dealing with decimals (i.e. it would read 0.5 * 2 as 0 * 2)
I think the former is more likely, but I've not done much experimentation with it...
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rannl
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Re: [Ship/Conversion] Faster Than Christmas!

Postby rannl » Sat Nov 29, 2014 3:05 pm

Nice job Gencool! You should definetly make more holiday oriented mods ;)
Nostras
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Re: [Ship/Conversion] Faster Than Christmas!

Postby Nostras » Sat Nov 29, 2014 3:34 pm

Gencool wrote:Ohwow, did you sign up just to post in this thread? I am honoured, my friend, honoured.

Unfortunately, there's only three effects you can randomise in weapons; Fire, breach, and stun. The omnipresents have a ~50% chance of each of these. I tried setting them up with 0.5 damage and hull burst, which would theoretically mean they'd only do damage if they hit empty rooms, but at least one of those values dosn't seem to be capable of using decimals.

I don't want them to deal damage 100% of the time, as I think it ruins the point, but maybe 1 ion damage or 1 system damage? They wouldn't be random values, but not /every/ room has a system, so it'd still be slightly chaotic...

I'm an avid long time modded ftl player, but I doubt my feedback is valuable for the Captain's Edition, I think they drown in it. I just happened to stumble upon this mod with not that much feedback, well, why not post some?

As another suggestion, perhaps have some more sleigher loadouts? Like the kestrel ABC?
You could like add a ship which shoots a couple very short lasers in succession "hohoho kids, have a merry and especially bright christmas!" :lol:

I swear it sounded better when I thought of it
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Biohazard063
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Re: [Ship/Conversion] Faster Than Christmas!

Postby Biohazard063 » Thu Dec 04, 2014 10:08 am

So this is what you're working on then. Looks cool.
Glanced over it pretty fast as to not spoil anything for the big unveiling on my channel and need to ask you one thing :
Is CE required to use the artillery or does it work fine without since it apparently is readily available from the start?
And will stylesrj's ship be added as well?
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.
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Gencool
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Re: [Ship/Conversion] Faster Than Christmas!

Postby Gencool » Thu Dec 04, 2014 11:06 am

I'd say AE is definitely required, as the mod uses several of the new tags.

CE, however, is not required, but the mod is built with it in mind. Basically, if you stick the patch on, it will unlock a bunch of events that can only be accessed through CE, and it also adds some elements that require my Crew'D selection plates (which are now also part of CE), but you won't miss much if you just play FTXmas by itself.

With the Tinstrel, you should be able to just load it over the top of FTXmas, and it will still play through just fine.
I was kind of avoiding adding other people's content in just yet, but if styles is happy for me to do so I could include his ship as Kestral B (I've actually got a small update sat at home with a couple of grammar edits that I noticed whilst playing, but not enough on its own to warrant a big release)


I'd like to think that FTXmas could withstand a couple of play-throughs, especially when loading other mods with it.
I may be a bit biased, though, so I'l leave that up to you guys to decide (and maybe a few of us could work together on FTXmas2 next year).
Last edited by Gencool on Thu Dec 04, 2014 11:14 am, edited 1 time in total.
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