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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Fri Mar 24, 2017 2:41 pm
by meklozz
Sixfortyfive wrote:Can anyone help me figure out how to get the computer terminal glow (manning glow) working correctly on new room layouts?

This is the current version of the mod file for the ship I'm working on right now (playable Rebel Flagship):
http://sixfortyfive.com/temp/ftl/test.ftl

In short, I guess I'm asking why this code in rooms.xml.append doesn't appear to be doing anything:

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<roomLayout name="sixfortyfive_room_engines">
   <computerGlow x="5" y="1" dir="UP"/>
</roomLayout>

<roomLayout name="sixfortyfive_room_weapons">
   <computerGlow x="54" y="7" dir="RIGHT"/>
</roomLayout>


The piloting and shield rooms on this ship use standard, unmodified room layouts, and as such, their computer terminals glow properly. Even if I edit those two particular room layouts in this append file (say, by moving the position of the glow effect), those changes get applied and displayed correctly.

However, I haven't figured out a way to get the glow effect to appear for these new room layouts. I've tried specifying the default image set name (name = "glow") in the computerGlow tag. I've tried duplicating the default glow image set and implementing that through Superliminal. No changes seem to take hold, though.

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<roomLayout name="sixfortyfive_room_engines">
automatically adds 'room_' at the start, renaming your img to 'room_sixfortyfive_room_weapons' and changing the line in the ship blueprint to

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<weapons power="8" room="5" start="true" img="room_sixfortyfive_room_weapons">
fixes this.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Thu Mar 30, 2017 9:57 pm
by TaxiService
Can we make an artillery weapon where more system power meant more damage, or more projectiles?

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Fri Mar 31, 2017 12:32 am
by Chrono Vortex
TaxiService wrote:Can we make an artillery weapon where more system power meant more damage, or more projectiles?

I'm pretty sure that's hard-coded, but you could always put in a request to make that happen here.

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Apr 11, 2017 10:28 pm
by igneduptoreportabug
Is there some kind of image that I can use to make my ship look like a "pirate" ship, or are they drawn on when people make these mods?

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Wed Apr 12, 2017 12:44 am
by elijahdb
igneduptoreportabug wrote:Is there some kind of image that I can use to make my ship look like a "pirate" ship, or are they drawn on when people make these mods?


If you want pirate tattoos on a ship that's only a re-color I can do that for you. :)

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Aug 07, 2017 5:45 pm
by CurseDC
How do you get GIMP images onto Superluminal2? I can't seem to change the extension to .png
Help!
Please!

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Mon Aug 07, 2017 6:00 pm
by fdagpigj
CurseDC wrote:How do you get GIMP images onto Superluminal2? I can't seem to change the extension to .png
Help!
Please!

In GIMP, use Export As (shortcut Shift+Ctrl+E) instead of Save As (shortcut Shift+Ctrl+S)

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Tue Aug 08, 2017 3:02 am
by CurseDC
fdagpigj wrote:
CurseDC wrote:How do you get GIMP images onto Superluminal2? I can't seem to change the extension to .png
Help!
Please!

In GIMP, use Export As (shortcut Shift+Ctrl+E) instead of Save As (shortcut Shift+Ctrl+S)

Thanks!

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sat Aug 12, 2017 6:34 pm
by PR0T05T33L
Is there an easy way to adjust a system's maximum power on a specific ship? For instance, limiting the artillery to a maximum 2 bars of power? Is it possible to do this within Superluminal?

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Posted: Sat Aug 12, 2017 9:04 pm
by mr_easy_money
PR0T05T33L wrote:Is there an easy way to adjust a system's maximum power on a specific ship? For instance, limiting the artillery to a maximum 2 bars of power?

(.ftl files are .zip files in disguise, renaming and extracting them ends up with a folder called "data", and inside this folder you'll find the "blueprints.xml.append" file, which is probably the file the ship is in)
yes, if you open the "blueprints.xml.append" xml data file, you can add a max attribute to the <artillery> tag

for example, the artillery on the fed cruiser:

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(shortened to fit)
<shipBlueprint name="PLAYER_SHIP_FED" layout="fed_cruiser" img="fed_cruiser">
   <class>Federation Cruiser</class>
   <name>The Osprey</name>
   <unlock>There have been rumors of advanced ship construction in the Rebel Stronghold...</unlock>
   <desc>This ship features the latest in Federation technology: an advanced beam weapon that pierces through shields.</desc>
   <systemList>
      ...
      <artillery power="1" room="6" weapon="ARTILLERY_FED"/>
      ...
   </systemList>
   ...
</shipBlueprint>

the line

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<artillery power="1" room="6" weapon="ARTILLERY_FED"/>

can be changed to

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<artillery power="1" max="2" room="6" weapon="ARTILLERY_FED"/>

and that should limit the max the system can go. you can probably do this for any system

if that was too quick I'll gladly break it down further
PR0T05T33L wrote:Is it possible to do this within Superluminal?

I don't see any such option in Superluminal though