[Ship][AE][CE ready] The Triumvirate

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Biohazard063
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[Ship][AE][CE ready] The Triumvirate

Postby Biohazard063 » Tue Sep 22, 2015 7:03 am

Origin
It has been awhile since I released the Anomaly and helped create the the Automaton and never could let got of the idea of auto-ships. The problem are overcoming the downsides that come with them. Namely no crew for ('quick') repairs or to fix breaches and Lanius/ghost boarders. The Anomaly overcame this problem trough the use of Slug gel, a repair drone and an AP-drone. And that seemed to be the only way... Since I didn't want a blatant repeat of that, the idea of a second AI-cruiser went to the back of my head and stayed there for a while. Not being worked on, but still thought about on occasion. It wasn't untill I saw a weapon idea on a different ship mod that I thought :"Okay, this I can use." So with one of the problems being solved and an interesting weapon idea, the stage was set for a new AI-Cruiser. All that remained was a hull image, with time even that got solved. And now, I can present to you

The Triumvirate
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A ternary of AI ships. Each ship with its own function but working together as one. Destroying one disables the others.
Downloads
Dropbox : Link
Mediafire : Link

Strategy
Being an AI-ship it has the same benefits and downsides of them. Much like the Anomaly, it auto-repairs systems and has an automatic manning bonus on all possible systems. Which are pretty persistent. An example would be sensors which keep lvl 1 even in a nebula and a possible lvl 3 on the flagship.
However, unlike the Anomaly, it doesn't come with a repair drone. But that is where the Auto Repair burst steps in. A weapon capable of targeting both the enemy and your self. It will repair a system for two bars whilst also ionizing them for two. So be careful what you target !

Movement through different ships is possible through the "inner airlocks".

The ship also comes equipped with the Chaos Cluster Bomb known from the Nebula Drifter since it ties in nicely with the entire "3" theme.

Other useful info
The ship replaces Federation C

All systems are available for purchase with Oxygen being priced at 50. (rather than the default 0)

CE compatible but not required.

Compatible with the Automaton mod.
Semi-compatible with the Anomaly. The only issue being the difference in artillery charge time will mess up the description and length of the charge bar.
If you don't mind that (and the fact you shouldn't buy artillery for the Automaton outside of CE which is something the Anomaly makes possible), you can get all three together for the complete AI-cruiser trifecta.

Issues :
[*]The standard shenanigans from playing an AI-ship :
Loosing crew through events if you don't have actual crew crashes the game. You're fine if you "win the roll" (a.k.a don't loose crew). Fix
Crew can't be bought in stores but can be acquired through events.
[*]Don't jump when there are crewmembers or interior drones "in transit" between two ships as it crashes the game. Also, don't power down interior drones when they are in there.


Showcase video's
Mayden Voyage.
Stylerj's... I mean Katatonik's run.
Anistuffs run.
Credit
Kartoflane : Creator of the Superluminal program
Sleeper Service : For the weapon art and animations
Gencool : Picked up the idea for the repair burst from the Tardis mod.
Federation Scum : Bouncing ideas back and forth
You : For reading and potentially trying out the Triumvirate.
Last edited by Biohazard063 on Sun Mar 06, 2016 7:57 pm, edited 4 times in total.
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][AE][CE ready] The Triumvirate

Postby Gencool » Tue Sep 22, 2015 6:56 pm

Ahha that's what you had in mind!
Looks awesome! The backwards engines suprisingly really suit the scout. Glad I could be of inspirative help.

2 ion damage is a very long time, should be an interesting trade off. May have to have a play through some time soon ^^
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- Gencool (aka Puppetsquid) -- I make weird stuff
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Biohazard063
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Re: [Ship][AE][CE ready] The Triumvirate

Postby Biohazard063 » Tue Sep 22, 2015 7:47 pm

Gencool wrote:Ahha that's what you had in mind!
Looks awesome! The backwards engines suprisingly really suit the scout. Glad I could be of inspirative help.

2 ion damage is a very long time, should be an interesting trade off. May have to have a play through some time soon ^^

Yup, that's the one. Turns out you can be quite the A-hole with it. All in all, it does work quite well.
And it just isn't capable of stacking (unless you get crew), which is great.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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stylesrj
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Re: [Ship][AE][CE ready] The Triumvirate

Postby stylesrj » Tue Sep 22, 2015 10:25 pm

I'll have to add this to the list of ships for Charlie Hive to acquire... I mean do video runs of.
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Biohazard063
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Re: [Ship][AE][CE ready] The Triumvirate

Postby Biohazard063 » Wed Sep 23, 2015 7:10 am

stylesrj wrote:I'll have to add this to the list of ships for Charlie Hive to acquire... I mean do video runs of.

Cool, just let me know when they're up and I'll add them to the showcase list.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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stylesrj
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Re: [Ship][AE][CE ready] The Triumvirate

Postby stylesrj » Sun Sep 27, 2015 8:48 am

Well, Katatonik has done a run with the Triumvirate with Captain's Edition on Easy:

https://youtu.be/xSGlrba2rd4

The stupid insect hasn't bothered to check his sponsor videos (21:34, 38:48) for unauthorised transmissions :)

On that note, if the video isn't here, it's probably because Youtube is trying to process it...
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Biohazard063
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Re: [Ship][AE][CE ready] The Triumvirate

Postby Biohazard063 » Sun Sep 27, 2015 12:38 pm

stylesrj wrote:Well, Katatonik has done a run with the Triumvirate with Captain's Edition on Easy


Added, nice run.
You used some stuff I didn't think of whilst forgetting stuff I was hoping to make apparent.
For example using the repair effector to repair a destroyed system that was on fire, but forgetting (or not bothering with) the fact that the repair effector can be fired at your own ship.
Lot less crew killing than I had expected.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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stylesrj
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Re: [Ship][AE][CE ready] The Triumvirate

Postby stylesrj » Sun Sep 27, 2015 12:40 pm

Biohazard063 wrote:
Added, nice run.
You used some stuff I didn't think of whilst forgetting stuff I was hoping to make apparent.
For example using the repair effector to repair a destroyed system that was on fire, but forgetting (or not bothering with) the fact that the repair effector can be fired at your own ship.
Lot less crew killing than I had expected.


I learned that off Gencool's TARDIS mod. The negative system damage thing. "Hmm if this repairs systems on an enemy ship... what if it's already burning? More damage!"

And yeah when it comes to repair weapons that have negative effects like ion damage, I'm all "Definitely gonna weaponise this and never use it defensively. Can't stand ion damage." I'm sure I would have done the same with Escort Duty :D
TheBoss
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Re: [Ship][AE][CE ready] The Triumvirate

Postby TheBoss » Thu Mar 31, 2016 9:27 am

There is a bug where when a system repair drone or a anti personel drone goes to the ship at the back if i de-power the drone when it goes invisible (as in through the ship to get to the other ship) it crashes but if i used a drone ship and had those drones and de-powered it when it is going to go to drone controll it goes. fix pls
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NarnKar
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Re: [Ship][AE][CE ready] The Triumvirate

Postby NarnKar » Fri Apr 01, 2016 5:12 am

TheBoss wrote:There is a bug where when a system repair drone or a anti personel drone goes to the ship at the back if i de-power the drone when it goes invisible (as in through the ship to get to the other ship) it crashes but if i used a drone ship and had those drones and de-powered it when it is going to go to drone controll it goes. fix pls


the drone bug is known and applies to all ships with disconnected rooms, as it is part of the hardcoding of ftlgame.exe. it is impossible for XML modders to fix. ticket closed.

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