[SHIP][AE] The Tardis (Re-Mastered) [v014]

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RAD-82
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v013]

Postby RAD-82 » Wed Sep 16, 2015 7:04 pm

stargateprovider wrote:Hm, you removed the civilian sector, I don't like it.

I'm not sure what caused that bug with the sector, but I think that may have been this code in sector_data.xml.append (taken from v010):

Code: Select all

<mod:findName type="sectorDescription" name="CIVILIAN_SECTOR">
       <mod:findLike type="startEvent">
         <mod:removeTag />
      </mod:findLike>
      
      <mod-append:startEvent>START_BEACON_CIVILIAN</mod-append:startEvent>
</mod:findName>

It doesn't remove the <!-- --> tags from the civilian startEvent so it's useless, you can try it in the SMM sandbox.

The other thing I noticed is that the event "START_BEACON_CIVILIAN" itself loads up the "INITIAL_START_BEACON_DOCTORCHOICES" instead of "START_BEACON_DOCTORCHOICES" which loads in every other sector.

So I changed the sector's startEvent the traditional way, because I don't quite understand the SMM advanced tags that well. The game didn't crash (checked 10 times).

There is nothing wrong with the SMM code there. There is no need to remove the <!-- --> tags since they have no effect on the game, and START_BEACON_CIVILIAN should be the starting beacon. As for which event START_BEACON_CIVILIAN loads, that was fixed in v011.

----

I looked over v013, and I noticed two start sectors beacons missing. The vanilla pirate sector, shown below, and the CE Federation sector, which is the last one listed in the code from my previous post.

events_pirate.xml.append

Code: Select all

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_PIRATE"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


I thought about some other mods (CE Infinite, FTL: Extended, Infinite Space), and copied some code for them.

events.xml.append

Code: Select all

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_DEEP_SPACE_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>

<mod:findName type="event" name="START_EXTENDED_SECTOR_BEACON">
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findName>

<mod:findName type="event" name="DEEP_SPACE_BEACON">
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findName>

<mod:findName type="event" name="START_GAME_BEACON">
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="INITIAL_START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="INITIAL_START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findName>


I also noticed that I copied some code that said Regeneration instead of Corrupted for the Master's choice. :oops: That will need to be fixed.

You forgot to remove the FIRE_EXTINGUISHERS from the DLC_AUGMENTS list so it won't show up in the Lanius event.

Your events_ships.xml.append file disappeared.

For CE Infinite, the Crystal sector there needs to be disabled. Adding events_crystal.xml.append with your generic sweep of removing blue crystal options should be sufficient.

---

Watched Biohazard063's video; Paradox artillery looks great!
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stargateprovider
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v013]

Postby stargateprovider » Thu Sep 17, 2015 5:00 pm

RAD-82 wrote:There is nothing wrong with the SMM code there. There is no need to remove the <!-- --> tags since they have no effect on the game, and START_BEACON_CIVILIAN should be the starting beacon. As for which event START_BEACON_CIVILIAN loads, that was fixed in v011.

Now I'm confused. Don't the comment tags affect anything? I always thought you could use them to leave out/make the game igonre certain sections of code like the one part in the "DEAD_CREW_SLAVER" event for example that is supposed to add 2 extra crew.

Anyway the civilian sector event didn't seem to be bugged when I checked it. I hope it'll get added back one day.
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v013]

Postby Gencool » Fri Sep 18, 2015 9:16 am

*facepalm* man I deleted all the events_ files 'cause one of them bugged out, must have forgotten to put ships back in.
Seems i'm letting this stress me out too much.

The artillery could look better, but had to be stripped back cause of graphical limitations. (Ideally I also wanted a second system to be installed, so you would get a second set of drones moving in the opposite direction)

Thankyou so much Rad, I'l take a look at this when I get a moment ^^


Stargate - the comment tags work exactly like you said. I had the 'remove' tag in there in case the mod was being loaded with something that added a start beacon to that sector, as adding two start beacon events is probably a great way to crash the game.
I found it hard to test the civvy stuff, but if you watch Style's run you'll see why i removed it. I'm not sure of the cause, nor the fix, but it seemed safer to lop it off since there's a chance a fair few people would play the mod.
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v013]

Postby Gencool » Sat Sep 19, 2015 1:26 pm

Rad- is this correct?

Code: Select all

<mod:findName type="blueprintList" name="DLC_AUGMENTS">
       <mod:findLike type="name">
          <mod:selector>FIRE_EXTINGUISHERS</mod:selector>
                  <mod:removeTag />
      </mod:findLike>
</mod:findName>


For reference, the original list is;

Code: Select all

<blueprintList name="DLC_AUGMENTS">
   <name>O2_MASKS</name>
   <name>EXPLOSIVE_REPLICATOR</name>
   <name>FIRE_EXTINGUISHERS</name>
   <name>FLEET_DISTRACTION</name>
   <name>TELEPORT_HEAL</name>
   <name>BATTERY_BOOSTER</name>
   <name>DEFENSE_SCRAMBLER</name>
   <name>BACKUP_DNA</name>
   <name>LIFE_SCANNER</name>
   <name>ZOLTAN_BYPASS</name>
   <name>HACKING_STUN</name>
</blueprintList>
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RAD-82
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v013]

Postby RAD-82 » Sat Sep 19, 2015 4:48 pm

Yeah, that's the same thing I posted a few pages back. It should work.
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v013]

Postby Gencool » Sat Sep 19, 2015 4:53 pm

I...
I should probably have a nap.
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v014]

Postby Gencool » Sun Sep 20, 2015 12:08 am

Aaaand updated.
Thanks again Rad!
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Manters
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v014]

Postby Manters » Sat Sep 26, 2015 2:26 pm

I was thinking that the Paradox should have some blue events on the flagship battle.

Perhaps the Master destroys the fleet and takes over the Rebels? :o


Edit: When I wrote this I had not fully explored the mod, so I cracked open the events and found some flavour text that points to this very thing.

Good job, love the mod
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v014]

Postby assistancerobot » Wed Nov 11, 2015 1:40 am

weapons with 0 power requirements don't work properly , so to fix sonic issue , you need to make it require power
:D :geek: :D
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v014]

Postby stylesrj » Wed Nov 11, 2015 1:46 am

assistancerobot wrote:weapons with 0 power requirements don't work properly , so to fix sonic issue , you need to make it require power
:D :geek: :D


They work just fine. You just need to activate a gun that uses power to make it function.