FTL : SUPREMACY

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FTL : SUPREMACY

Postby ApexMods » Thu Jun 18, 2015 9:17 pm

INTRODUCTION

This FTL mod is a work in progress - originally on a much larger scale, but the release of the game's Advanced Edition DLC changed so many things that I had to start from scratch. For now, it is far from complete (think early access, but completely stable, fully playable, and largely balanced) and best summarized as my attempt at "taming" this glorious beast of a game, yet again.

With player ships altered to be more customizable, expanded system upgrades, rebalanced and extended equipment selection, more viable missile and drone usage, new events, variable rebel fleet pursuit, overhauled UI elements, and much more, FTL:SUPREMACY strives to kick your space adventure into high gear. There's "over 9000" (I've lost track by now) lore-friendly changes, fixes, and additions, aimed at making every aspect of FTL a little more logical, fair/balanced (yet demanding), and overall nicer. ;)

Among its many features, the mod offers extended exploration of each sector, more frequent occasion for trade and ship customization, and intensified space battles against more formidable opponents. Rather than boring you with minute details, I invite you to hop in and give FTL:SUPREMACY a go. Please try to do a couple of complete runs (incl. boss battle) to really get a feel for everything.

Hope you enjoy!



REQUIREMENTS & INSTALLATION

- Requires FTL Faster Than Light (Advanced Edition) v1.5.13 for Mac, Linux, or Windows

- Compatible with both original and "Advanced Edition" play styles (works with and without "Advanced Edition Content" being enabled or disabled in-game).

- Use latest release (v1.6) of "Slipstream Mod Manager" by Vhati to install (for full installation instructions and downloads, please visit http://www.ftlgame.com/forum/viewtopic.php?f=12&t=17102)



DOWNLOADS

http://www.moddb.com/mods/ftlsupremacy/downloads



CHANGELOG

Code: Select all

v0.1.0
  - initial public release

v0.1.1
  - added option to skip introduction at any time
  - adjusted fire, breach, and stun chance for all weapons
  - adjusted speed of Scythe Beam
  - adjusted various flagship and other AI ship stats
  - adjusted weapon mount points for Kestrel Cruiser
  - changed various AI ship names
  - fixed broken functionality for "Teleporter Therapy" ship augment
  - fixed cloak image for Auto-Assault ships

v0.1.2
  - added new AI ships
  - added new drones
  - adjusted crew, equipment, and stats for AI and player ships
  - adjusted miscellaneous events
  - adjusted sound volume and duration for beam weapons
  - adjusted stats for weapons and drones
  - adjusted weapon mount points for several ships
  - fixed Slug Nebula door hacking event
 
v0.1.3
  - added new weapons and drones
  - adjusted equipment for Mantis B player ship
  - adjusted rarity for drone parts and missile units
  - adjusted stats and visuals for several weapons and drones
  - adjusted weapon mount points for several ships
  - fixed various blueprint lists (e.g. equipment available to AI)
 
v0.2.0
  - added new AI ships
  - added new artillery
  - added new background images
  - added new crew customization options
  - added new drones
  - added new events
  - added new optional "therapeutic measures"
  - added new visuals for flak artillery
  - added new weapons
  - adjusted Ghost crew appearance and availability
  - adjusted sector-by-sector fleet pursuit delay
  - adjusted several events
  - adjusted stats for several items (balancing)
  - adjusted weapon mount points for several ships
  - changed and adjusted several sound effects
  - changed and adjusted several visuals
  - changed game start
  - changed layout of several player ships
  - changed player ships' starting equipment
  - changed visuals for Federation Cruiser B and C
  - fixed battery subsystem crash issue
  - fixed crew selection highlighting and customization layers
  - fixed defense drone targeting bug (ship layout workaround)
  - fixed Ghost crew portrait bug (crew customization workaround)
  - fixed Rockman Aggressor ship visuals
  - fixed several event text errors and inconsistencies
  - fixed several other minor glitches
Last edited by ApexMods on Mon Jul 04, 2016 10:30 am, edited 6 times in total.
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Re: FTL : SUPREMACY

Postby stylesrj » Thu Jun 18, 2015 10:04 pm

I'll have to add this to my list of mods to try out. And record of course.
It sounds like a huge undertaking and I think the best way to discover problems and issues is to have video evidence :lol:
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Re: FTL : SUPREMACY

Postby stylesrj » Fri Jun 19, 2015 12:36 pm

Ok, I've made a video run of this mod... I spent two hours on Normal with an OP ship and it was a tough fight. Good job on that. Not even the Big Bang Cruiser would probably survive such a fierce mod.

Video run is here:

http://youtu.be/oDu1U7J3nB4

To save you two hours, or if Youtube is still trying to convert it, here's my complaints/issues you can correct for the next version:

1) OP Ships. I chose the Shrike because it looked overpowered and thank the Bionis I did choose it. I expected tough fights and what I encountered was... frustrating battles. Almost every enemy ship had a cloaking device. I know it's supposed to counter the pre-igniter but again, I chose the most OP ship of the lot. Imagine how long it would take for me to die if I chose anything but that. Cloaking devices make battles frustrating, especially if every ship has one. Especially if it's a Mantis ship in the last few sectors. Seriously those suckers cloak for such a long time that I'd rather just jump to the next beacon than wait another 5 years for it to reveal itself. I complain about a 15 second cloak might as well being 5 years... a 30 second or more... if that ship is not serious about attacking me, I'm jumping.

2) Maxed out systems - For the love of Mayneth... No! No! No! Don't force me to use Drone Control! Every ship is maxed out (as in full systems, no chance to get newer, better ones) and it means my runs are very forced. Throughout the video, I sold all my Drones because they were worthless. The Drone Control System was worthless, it was wasting space and I sooo wished I had Hacking instead or something. Not every ship needs Drone Control. Leave that spot open. Also, the Stealth Cruisers all don't have shields and can't get them. I know Shieldless runs are possible but the mod is hard enough and a shieldless ship is gonna die horribly.

3) Augments - The Reconstructive Teleporter worked just fine. Somehow it's been modded to not work (Teleporter Therapy). Also at the start of my run, I had a big rant about having a Repair Arm in Sector 1, until I actually read the description... so thanks for making the worst augment in the game something I'd like to purchase :mrgreen:

4) Names of things - I complained how a lot of systems use sci-fi author names and stuff. We get it, we're all nerds here and we love it when authors we know are mentioned but can we get some more fictional names up in this shizzle? Why does Humanity get to name everything? Why not the Kalik-tech Crew Stims? Made by the best Mantis scientists for maximum killing power!

5) Flagship - I mentioned early in the video that Level 5 Artillery is not a good idea to make available. This is why. The Flagship's guns fire every 10 seconds or so (although the missile launcher didn't seem to be a threat this time around). They do IMMENSE damage. Shields vanish, systems breach and some of my favourite characters died and didn't come back (RIP Reyn. It was time). Sure it makes for a tough fight but at the same time... a bit too tough considering again I was flying a ship that started with a Pre-igniter. Also, the amount of health the Flagship had was redonkulous. I had no idea if I was doing damage up until nearly everyone died and I had lobbed enough flak that it could use it as armour plating. I burned some lucky hits but that thing... if you don't fly an OP ship and don't set everything on fire, it'll be impossible.

6) Guns - Ok, too many of the guns I was using had a chance of causing a breach. The Bardiche Beam and even the Flak breached every second hit or so. Automated ships were easy to defeat. Either give those automated ships Slug Repair Gel (don't!) or reduce the chance of breaching to say... none.

Ok, now for positives so it makes a sandwich. A delicious sandwich of happy happy thoughts:

1) Lore - I liked the intro. I would have read up on more of the lore but I skimmed it over in the video and asked people to pause. I haven't gone back to read it but it looks great. Maybe have two choices after the cheesy Star Wars intro - continue with the game and read up on lore. That way other videos made by other people can give out the cheesy intro and leave the lore for another video or something. It's a lot of reading.

2) The Potential - I can just see a lot of potential here. A lot of great things can come out of this if you keep at it. Just some issues need to be fixed. Some passive combat augments (Teleport Disruptor, Subspace Scanner) could be added, like in Captain's Edition and some systems could be buffed to redonkulous levels. Level 4 Clone Bays, Level 4 Teleporters... Level 5 Hacking (Level 4 hacks for 0 seconds. Level 5 hacks for 255, imagine if the enemy did that to you! Don't!)

So yeah, good mod. Keep it up.
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Re: FTL : SUPREMACY

Postby ApexMods » Tue Jun 23, 2015 6:45 am

Thanks for the video run and your detailed feedback. Very much appreciated!

I implemented some changes and fixes in the new v0.1.1 release (see updated opening post). Currently busy with RL work, but will respond in more detail once I find more time. Again, many thanks!
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Re: FTL : SUPREMACY

Postby ApexMods » Sun Jul 05, 2015 5:44 am

The next version (v0.1.2) with miscellaneous fixes, changes, and additions is now available for download. Please check the changelog in the updated opening post for details.

Finally got some time to address Styles' points and try to explain some of the things I'm aiming for with the mod.

stylesrj wrote:1) OP Ships. I chose the Shrike because it looked overpowered and thank the Bionis I did choose it. I expected tough fights and what I encountered was... frustrating battles. Almost every enemy ship had a cloaking device. I know it's supposed to counter the pre-igniter but again, I chose the most OP ship of the lot. Imagine how long it would take for me to die if I chose anything but that. Cloaking devices make battles frustrating, especially if every ship has one. Especially if it's a Mantis ship in the last few sectors. Seriously those suckers cloak for such a long time that I'd rather just jump to the next beacon than wait another 5 years for it to reveal itself. I complain about a 15 second cloak might as well being 5 years... a 30 second or more... if that ship is not serious about attacking me, I'm jumping.


I try to provide player ships that exhibit varying degrees of strengths and weaknesses, while at the same time giving each of them a more defined character. While some of the ships may appear to be overpowered, the mod will also throw some tough opponents against you that'll give you a very heavy fight, and by the time you reach the boss battle a fully decked-out ship and crew should be mandatory to survive.

The prevalence of cloaking (as well as other special systems) has been been limited/randomized for enemy ships in mod version 0.1.1 and later to levitate the frustration levels. :)

stylesrj wrote:2) Maxed out systems - For the love of Mayneth... No! No! No! Don't force me to use Drone Control! Every ship is maxed out (as in full systems, no chance to get newer, better ones) and it means my runs are very forced. Throughout the video, I sold all my Drones because they were worthless. The Drone Control System was worthless, it was wasting space and I sooo wished I had Hacking instead or something. Not every ship needs Drone Control. Leave that spot open. Also, the Stealth Cruisers all don't have shields and can't get them. I know Shieldless runs are possible but the mod is hard enough and a shieldless ship is gonna die horribly.


The increased proliferation of drones follows my set objective of maximizing variety. While this may sound counter-intuitive, the reasoning behind this is that there are lots of different drones with various purpose available to equip, giving players a broad choice on what kind of effect their drone system has on the ship - e.g. strengthening defenses, emphasizing onboard assistance, maximizing firepower etc. (since version 0.1.2 the mod offers even more drones to expand on this).

The randomness of drones available for purchase in each run further extends the variety of play styles a ship can offer. In contrast, the option to put a hacking system on every player ship can lead to all ships offering a very similar play style. This is also the thought behind equipping all player ships with a full set of pre-determined systems from the get-go that give each ship individual character, as this forces a different play style for each of them.

stylesrj wrote:3) Augments - The Reconstructive Teleporter worked just fine. Somehow it's been modded to not work (Teleporter Therapy). Also at the start of my run, I had a big rant about having a Repair Arm in Sector 1, until I actually read the description... so thanks for making the worst augment in the game something I'd like to purchase :mrgreen:


Broken augments are fixed now. This was an oversight with blueprint tags on my part. And yes, many augments are more powerful/useful in the mod and every player ship has 3 different augments equipped from the start, again to lend more pre-defined character to each ship.

stylesrj wrote:4) Names of things - I complained how a lot of systems use sci-fi author names and stuff. We get it, we're all nerds here and we love it when authors we know are mentioned but can we get some more fictional names up in this shizzle? Why does Humanity get to name everything? Why not the Kalik-tech Crew Stims? Made by the best Mantis scientists for maximum killing power!


Guess that's a matter of individual preference/taste and easily changeable for anyone really bothered by it. :)

stylesrj wrote:5) Flagship - I mentioned early in the video that Level 5 Artillery is not a good idea to make available. This is why. The Flagship's guns fire every 10 seconds or so (although the missile launcher didn't seem to be a threat this time around). They do IMMENSE damage. Shields vanish, systems breach and some of my favourite characters died and didn't come back (RIP Reyn. It was time). Sure it makes for a tough fight but at the same time... a bit too tough considering again I was flying a ship that started with a Pre-igniter. Also, the amount of health the Flagship had was redonkulous. I had no idea if I was doing damage up until nearly everyone died and I had lobbed enough flak that it could use it as armour plating. I burned some lucky hits but that thing... if you don't fly an OP ship and don't set everything on fire, it'll be impossible.


The hull points of the flagship have been tuned down since version 0.1.1, but I want the flagship battle to be a real nail biter that not only requires a player's full attention but also a fully-decked out ship and very well trained crew as requisites to survive. For my taste it's still not difficult enough. :)

stylesrj wrote:6) Guns - Ok, too many of the guns I was using had a chance of causing a breach. The Bardiche Beam and even the Flak breached every second hit or so. Automated ships were easy to defeat. Either give those automated ships Slug Repair Gel (don't!) or reduce the chance of breaching to say... none.


Breach, fire, and stun chances have been altered in the updates. I'm still fiddling around with various stats and overall balancing, so all this will be somewhat of an ongoing progress, especially since I plan to add more weapons, drones, ships etc. as I move along with future updates.

Ok, now for positives so it makes a sandwich. A delicious sandwich of happy happy thoughts:

stylesrj wrote:1) Lore - I liked the intro. I would have read up on more of the lore but I skimmed it over in the video and asked people to pause. I haven't gone back to read it but it looks great. Maybe have two choices after the cheesy Star Wars intro - continue with the game and read up on lore. That way other videos made by other people can give out the cheesy intro and leave the lore for another video or something. It's a lot of reading.


Again, the cheesiness may be debatable as a matter of preference/taste. Anyway, the intro is now skippable at any time for those annoyed by it. Most of the overarching lore elements I had been working on are not yet implemented as I started the mod from scratch after the AE release (I had ALL events altered before, but alas...).

stylesrj wrote:2) The Potential - I can just see a lot of potential here. A lot of great things can come out of this if you keep at it. Just some issues need to be fixed. Some passive combat augments (Teleport Disruptor, Subspace Scanner) could be added, like in Captain's Edition and some systems could be buffed to redonkulous levels. Level 4 Clone Bays, Level 4 Teleporters... Level 5 Hacking (Level 4 hacks for 0 seconds. Level 5 hacks for 255, imagine if the enemy did that to you! Don't!)


Thanks, Styles. While I'm aiming for some lore expansion and in general more events later on, I don't want to overdo content additions to the point the may become overburdening or start to break game balancing. Players should not lose sight of what's available and a good strategy should always be at least as important for success as lucky equipment drops.

stylesrj wrote:So yeah, good mod. Keep it up.


Again, many thanks! I shall try. :)
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Re: FTL : SUPREMACY

Postby stylesrj » Sun Jul 05, 2015 7:03 am

The prevalence of cloaking (as well as other special systems) has been been limited/randomized for enemy ships in mod version 0.1.1 and later to levitate the frustration levels.


Thank Mechonis for that! If the enemy ship is cloaked longer than my maxed out FTL, then it's not worth fighting because honestly, they don't want to fight me either.

I'm fine with everything else but this one is really sticking me:

The increased proliferation of drones follows my set objective of maximizing variety. While this may sound counter-intuitive, the reasoning behind this is that there are lots of different drones with various purpose available to equip, giving players a broad choice on what kind of effect their drone system has on the ship - e.g. strengthening defenses, emphasizing onboard assistance, maximizing firepower etc. (since version 0.1.2 the mod offers even more drones to expand on this).

The randomness of drones available for purchase in each run further extends the variety of play styles a ship can offer. In contrast, the option to put a hacking system on every player ship can lead to all ships offering a very similar play style. This is also the thought behind equipping all player ships with a full set of pre-determined systems from the get-go that give each ship individual character, as this forces a different play style for each of them.


I really don't like Drones for the same reason I don't like Missile weapons. Limited ammo. If you have to rely on limited ammo, you'll quickly encounter a situation where you'll be down to one rocket or Drone and it misses or gets blown up and you become totally screwed.
All ships have a similar playstyle once I stop relying on such pathetic, limited-ammo weapons. Drone Control is essentially a wasted system on most ships. Especially boarding vessels.

So yeah, personal preference but I'm sure others have similar complaints about Missiles and Drones.
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Re: FTL : SUPREMACY

Postby ApexMods » Sat Jul 11, 2015 9:11 pm

stylesrj wrote:I really don't like Drones for the same reason I don't like Missile weapons. Limited ammo. If you have to rely on limited ammo, you'll quickly encounter a situation where you'll be down to one rocket or Drone and it misses or gets blown up and you become totally screwed.
All ships have a similar playstyle once I stop relying on such pathetic, limited-ammo weapons. Drone Control is essentially a wasted system on most ships. Especially boarding vessels.

So yeah, personal preference but I'm sure others have similar complaints about Missiles and Drones.

I understand, but then again, that's also the whole point of consumables in games, isn't it? I really try to make using drrones, missiles, and bombs (and in turn buying ammo at stores) more worthwhile in the mod, and the latest update (v0.1.3 - see updated opening post) addresses e.g. consumable rarity - among various other things - to emphasize this some more. Still, I understand their limitations are an obstacle that some people would prefer not deal with. I'll give it some thought how to address this better for future releases.
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Re: FTL : SUPREMACY

Postby ApexMods » Mon Jul 04, 2016 10:23 am

New version (v0.2.0) available. Miscellaneous additions, changes, and fixes (details in opening post changelog). Hope you enjoy!

Download: http://www.moddb.com/mods/ftlsupremacy/downloads/ftlsupremacy-v020
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Re: FTL : SUPREMACY

Postby Stormbringer » Tue Jul 12, 2016 7:13 am

Hey apex! could you help me with my WIP overhaul?
I just need someone very good at coding events and also someone who can replace vanilla ships with new ones.
link here:http://www.ftlgame.com/forum/viewtopic.php?f=12&t=29641
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Re: FTL : SUPREMACY

Postby Biohazard063 » Fri Jul 15, 2016 3:25 pm

Finally got around to showcasing this mod, episode 1 will be going up on ye old YT channel Tuesday next week. (link should be in my signature)

Decided to swing by and give some feedback after a first run :

First things first, nice work with the visuals, they look really good. Too bad about the slight difference between full power bar and empty one.
Same with the empty crew slots and cargo slots.

Nice writing at the start and end.

The new audio sounds pretty good as well, like the repair sounds, different sounds for opening and closing doors etc...

Gave me a proper laugh when a ship offered surrender and I said "Nope." only to see the option to not accept surrender said the same thing. :D

On to something else,
The Freight Container augment, is that supposed to sell for 750? Because honestly, that's a bit too much and can cause you to get OP straight out of the gates like it really did in my case.
If you really want to give players a starting boost to offset the fact that you start with bare bones equipment, just half of that will already suffice I recon.

Next up, a small thing I noticed that I didn't have the opportunity to check out, but I believe I will be correct on. I think... :? Been awhile since I made a mod myself.
The Voulge beam weapon, it states that it's better in destroying hull than it does destroying systems and crew.
The problem is that the stats shown in game show it does 2 hull damage and 1 system damage. Which looks like what you want on paper, but in the coding, that means the weapon will do 2 hull damage, 3 system damage and 30 crew damage. If you want it to only do 1 system damage and 15 crewdamage, you'll have to set the value for those two at "-1".

Next, 60 hull? I don't think that is really necessary...

Level 5 artillery is stupendously overpowered... (You can probably already guess what ship I went with for my first run.)

May want to slow down those ion drones a bit, they can easily stack their ion damage. The MkI probably shouldn't be able to do that.

Finally (for now), the flagship naturally :
Pretty interesting what you did with it. Not sure if it was meant to be like that or not (I assume it was), but it never powered up the artillery weapons, instead relied solely on the bombs.
Now if that is indeed the case, you may want to chuck out the artillery all together and use the imagery that the Random Flagship mod uses if the flagship has a bomb weapon. It'll stop making people wonder why the flagship suddenly has bombs but isn't using the artillery. I believe they are shaped to be the same "mount" as the original artillery, so it shouldn't be a big thing to implement this if you want.

Anyway, bottom line :
I'm liking what I'm seeing so far, I can't tell yet whether I just got insane luck or not, but my first run hardly threw up a challenge right until I reached the flagship.
The game now feels even more like you're just prepping for the flagship fight (aside from some of the things listed above), but I might change my perspective on follow up runs.
But let me say this one more time, as someone who went through over 150 mods so far, believe me when I say you've got a great mod here.
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