Page 1 of 1

[Ship] New Year's Tug

Posted: Sun Dec 31, 2017 9:01 pm
by Jimli_
So this was supposed to be the type B for my Christmas Tug, but this ended way more polished and balanced than that one, soooo... this is the main ship now :D . Features a unique firework artillery, as well as a special mind control system (aesthetically, nothing gameplay wise about the mind control is changed). I've beaten the game twice with it, once on easy and once on normal. I would recommend not using easy mode, as it makes just a little too easy. The difficulty curve is a little sharp from easy to normal though, so you might have trouble getting the ball rolling. Once you upgrade your shields though it should be a bit smoother.

Image

Download (version 1.1)

Due to a mistake on my part, the drones and backup battery systems cannot be purchased. I'll fix this in a later version, but I've already spent too much time on the mod and want to relax on New Year's Eve.

Re: [Ship] New Year's Tug

Posted: Mon Jan 01, 2018 2:14 am
by BrenTenkage
give me an hour, I'll ring in the new year wit hthis

Re: [Ship] New Year's Tug

Posted: Mon Jan 01, 2018 2:30 am
by Stormbringer
Jimli_ wrote:So this was supposed to be the type B for my Christmas Tug, but this ended way more polished and balanced than that one, soooo... this is the main ship now :D . Features a unique firework artillery, as well as a special mind control system (aesthetically, nothing gameplay wise about the mind control is changed). I've beaten the game twice with it, once on easy and once on normal. I would recommend not using easy mode, as it makes just a little too easy. The difficulty curve is a little sharp from easy to normal though, so you might have trouble getting the ball rolling. Once you upgrade your shields though it should be a bit smoother.

Image

Download (version 1.0)

Due to a mistake on my part, the drones and backup battery systems cannot be purchased. I'll fix this in a later version, but I've already spent too much time on the mod and want to relax on New Year's Eve.

how the fuck did you make a new system icon? isn't that slightly more than impossible?

Re: [Ship] New Year's Tug

Posted: Mon Jan 01, 2018 3:00 am
by Jimli_
Not at all. You just have the figure the appropriate folder that system images are stored in (in this case "icons"), then create images with the same name that the images for mind control are given.

It works with the same principle that the low O2 symbol for 1 tile rooms does. If you're having trouble finding out what a folder should be called to change a specific image, superluminal has the entire database listed.

Re: [Ship] New Year's Tug

Posted: Mon Jan 01, 2018 4:02 am
by Arfy
Just saying Jimli; your custom interior images (piloting, shields, engines, and weapons) are missing their glows.

It's not a big deal; moreover it's just a pet peeve.

(And 2/3 of your ships in your signature redirect to a Subsetgames 404 page, just replace the old links)

Re: [Ship] New Year's Tug

Posted: Mon Jan 01, 2018 4:11 am
by Jimli_
Arfy wrote:Just saying Jimli; your custom interior images (piloting, shields, engines, and weapons) are missing their glows.

It's not a big deal; moreover it's just a pet peeve.

(And 2/3 of your ships in your signature redirect to a Subsetgames 404 page, just replace the old links)


Yeah, I'm not really sure how to fix the glow issue or what I did wrong. The images for the glows are in the proper folder, but it seems to be some sort of problem with superluminal. I'll fix it eventually, probably just need to edit a line in one of the .xml files or something.

Re: [Ship] New Year's Tug

Posted: Mon Jan 01, 2018 5:48 am
by Arfy
Jimli_ wrote:Yeah, I'm not really sure how to fix the glow issue or what I did wrong. The images for the glows are in the proper folder, but it seems to be some sort of problem with superluminal. I'll fix it eventually, probably just need to edit a line in one of the .xml files or something.


Just add the prefix "room_" to the custom interior images. (room_engines_blarg)

You'll also need to change certain strings in the blueprints. (img="X" --> img="room_X")

<engines power="3" room="11" start="true" img="engines">
<pilot power="1" room="0" start="true" img="pilot3">
<shields power="2" room="9" start="true" img="shields">
<weapons power="1" room="8" start="true" img="weapons">

Re: [Ship] New Year's Tug

Posted: Sun Jan 07, 2018 12:56 am
by Jimli_
Updated the mod so now the rooms have console glows.

Re: [Ship] New Year's Tug

Posted: Tue Jan 01, 2019 5:40 am
by BrenTenkage
https://www.youtube.com/watch?v=la-rN1B ... e=youtu.be always fun to ring in the new year with fireworks