[MOD] Stations Job 1.2

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stargateprovider
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[MOD] Stations Job 1.2

Postby stargateprovider » Tue May 06, 2014 5:31 pm

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Download latest version:
http://www.mediafire.com/file/lktg3tfqpgw122t/Stations_Job_1.2.ftl/file

Older versions:
https://www.mediafire.com/folder/a6amjzd74i9pg/Stations_Job_old

Downloadable addons:

Thruster Terminals Tweak: Allows all engines to be manned again in the Stations Job mod
Artillery Enabler: Makes the artillery system appear in stores (only useful for Rebel stations)

Screenshots:
http://imgur.com/a/YaqrY

Gameplay videos:

with v1.0:
- https://youtu.be/XoQqC-HCCFY
older:
- https://youtu.be/GcIPQOqKu8M
- https://youtu.be/JuR20McqLDs
- https://youtu.be/anweSMxwABQ

You're a station manager in the Federation base sector.
You will find many ways to earn scrap and offer your services to passing ships by focusing on different aspects! (special items):

-- Trade Focus - More trading, negotiate lower prices with trade goods, state exactly what you want when trading
-- Piracy Focus - Less trade offers, but you can earn scrap by other means
-- Lounge - Set up a lounge in your station for weary travelers, gamble with them
-- Research Lab - Forward scientists to your lab or pay the lab to create equipment for you
-- Starship - Stays with you for a limited time and might help you
-- Extractors/Mining Drone - Focus on mining ore and trading it
-- Electronic Components - Use in combination with other items to build things

28 Stations:
* Decreased max. engine power to 3 bars
* Increased max. weapons power to 9 bars
* Increased max. drone control power to 9 bars
* Increased max. shield power to 10 bars
* Engines (called thrusters) and piloting (called command) are for keeping the station in position or shifting trajectory.

Contributors:
-- Sleeper Service, who lets me use the CE stations
-- R4V3-0N, creator of Rebel type B, C and Crystal type A stations
-- Anduqwer, creator of Mantis, Rock and Zoltan type C stations
-- Contributors of many good ideas: Superbeanz111, Russian Rockman and the abovementioned

Code: Select all

Changelog

1.2
- Added Slug station type C - the final station
- Changed Rebel station C weapons, added an empty room
- Changed Zoltan station C weapons
- Swapped Engi station A and B and AI station A drones
- Engi station C's Ion Artillery no longer pierces shields
- Engi station C now has 2 weapon slots and 4 drone slots
- Engi station B now has 3 weapon slots and 3 drone slots
- Removed Zoltan Shield Bypass from Lanius station A
- Updated Chain Beam, created custom weaponart for it
- Improved miniship glows
- Enemy crew size now scales in difficulty over time
- Lowered store missiles and drone parts prices
- Added more functionality for the Piracy Focus
- Added subevents and another rebel fleet event
- Buffed final boss
- Artillery is now buyable for Rebel stations if you have a suitable mod
- Created Artillery Enabler Addon
- Created the Thruster Terminals Tweak add-on
- Updated tutorial and added more tips in the hangar and game-start
- Mod will be more compatible with Stargate Mod 1.0+
- Minor improvements and fixes

1.1
- Updated mod for FTL 1.6
- New item trading mechanics regarding FTL update
- Minor improvements and fixes

1.0
- Added Rock station type C
- Added Mantis station type C
- Added Zoltan station type C
- More interior decorations (mostly sofas)
- Added outer glow to the Crystal stations
- Added glow to the station selection screen
- Support for CE's mining equipment
- Added Trade Focus and Piracy Focus
- Added Starship (one time use augment)
- Added Mining Beam Drone
- Updated and added events
- Fixed bug where max. item requirement was smaller than min.
- Station specific achievements now have the respective outpost icon and text
- Achievements that can't be achieved in SJ are marked with an X
- Overall balancing
- Minor improvements and fixes

0.i
- Added Slug station type B
- Added a second "weapon" to Rebel station C
- Added Safety-First-Handbook
- Added a handbook and Electronic components to Asteroid station
- Unique events should now occur later in the game
- Added events
- More station inspector stuff
- Improved compatibility with CE and other mods in general
- Minor improvements and fixes

0.h
- Replaced Pirate station type A with Rebel type B
- Added Rebel station type C
- Added Lanius station type B
- Replaced Artemis with Small Bomb on Fed. station
- New look for the Robot (ghost) race
- Replaced story mode with time attack
- Rebel fleet arrival time can now be changed at start
- Combined "System Parts" and "Electronics" to "Electronic Components"
- Added 2 augments
- Added events
- More varied trading
- Minor improvements and fixes

0.g
- Created a basic in-game tutorial
- Reworked augments system
- Adjusted engine upgrade cost and made them unmannable on most stations
- Extended FTL charge time on certain enemy ships
- Finished Asteroid station
- Slightly improved balance
- Reduced file size
- Improved choices for empty beacons
- Added events
- Minor improvements and fixes

0.f
- Fuel icons in the UI are now hidden
- Increased max. number of shield layers to 5
- Increased max. thrusters (engines) power to 3
- Added infinite mode
- Added Asteroid station (not finished)
- Improved floor images
- Added events
- Minor improvements and fixes

0.e
- Revamped AI stations + added "robots" to type A
- Updated Engi stations + added type C
- Rotated all weaponry to face right
- Rotated some stations to face right
- Removed AE stuff from type A and B stations
- Small, possibly temporary changes in station list layout
- A few added weapons and drones
- Added events
- Minor additions and fixes

0.d
- Fixed anomolies with rewards and enemy strength (hopefully)
- Fixed AE items appearing when AE content is disabled
- Fixed bugs in events involving the crew when you use automated stations.
- Updated and added events
- Minor additions and fixes

0.c
- Optional replay mode after beating the game
- Improved Zoltan hull and gibs
- Added Mantis station type B
- Added more space backrounds
- Updated and added events
- Minor additions and fixes

0.b
- Made Lanius and Slug crew available in stores
- Updated and added events
- Corrected tooltips
- Corrected a few augments
- Adjusted scrap rewards
- Added civilian station
- Resized shield images

0.a - Initial release


Image
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/. All assets of this mod, besides third party ones which are not created by the author, are free to use for other modders, as long as they use them for non-commercial purposes and are willing to share their work alike.
Last edited by stargateprovider on Wed Aug 01, 2018 9:16 pm, edited 35 times in total.
Some of my FTL mods you may like, or hate, or... yeah:
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FtDLulz
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Re: [MOD][WIP] Stations Job

Postby FtDLulz » Tue May 06, 2014 5:33 pm

I saw you post about this in the other thread, and I can say I'll be giving this a try when it's in working order. I love the idea!
lakelurk
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Re: [MOD][WIP] Stations Job

Postby lakelurk » Tue May 06, 2014 7:20 pm

I like this idea. Can't wait to see how it turns out.
Russian Rockman
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Re: [MOD][WIP] Stations Job

Postby Russian Rockman » Tue May 06, 2014 8:41 pm

I was hoping somebody would do something like this eventually. I would say to give the beacon a store so you can "trade", and buy upgrades, systems, and such for your ship, but I don't think its possible to "rerole" stores. I suppose mostly everything trade related can be accomplished via events but you won't be able to buy new systems.

Perhaps your station could just start with every system already installed though. Shouldn't be a problem since you'll be lacking engines and piloting.

Anyway, I think this could be an interesting "Infinite Space-esque" RPG type mod.
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R4V3-0N
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Re: [MOD][WIP] Stations Job

Postby R4V3-0N » Wed May 07, 2014 3:29 am

Will there be enemy pirate and encounters?

I also think it could be cool to have you be a station in the last stand ^^; maybe a thought for later.

So far so good. I love and support this mod idea.
R4V3-0N, a dreamer.
FtDLulz
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Re: [MOD][WIP] Stations Job

Postby FtDLulz » Wed May 07, 2014 3:44 am

You could possibly modify the fleet pursuit back a bit, but have them actually advance. Once they get to you, you don't constantly get bombarded, but it could pull from an extended event list so there's a higher chance of rebel attacks. You know, like the stations you find in the game.

Just a thought.
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TaxiService
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Re: [MOD][WIP] Stations Job

Postby TaxiService » Wed May 07, 2014 9:53 am

You could add a unique event where you meet the player too, and you could try to trade some missiles to them or something, lol. Anyway the idea sounds cool! Can't wait to see how it turns out.
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Sleeper Service
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Re: [MOD][WIP] Stations Job

Postby Sleeper Service » Wed May 07, 2014 10:37 am

Wow, I'm definitely looking forward to see how this turns out. Always liked this idea very much. What is your approach to enemy scaling? Any plans on how to handle this? I guess leveled blue options for ship systems with no whit option to choose from are a possibility now... since AE allows to force blue option now. These way you could scale enemies along the players shield or engine progression at least...

It also would be essential to test how stores behaves on wait, unless someone has done this already. Do they despawn? If not trading could be handled via events indeed... You also might want to test if having a player ships with no engines or cockpit actually works in AE. Being out of fuel will also globally trigger the enemy auto escape, which puts pressure on the player in each fight. On the other hand you are lucky that there is this stalemate auto surrender now, this way the player can't get stuck in an endless fight so easily, which would have been a major problem otherwhise. Well you definitely have a lot of work ahead of your. Good luck!
stargateprovider
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Re: [MOD][WIP] Stations Job

Postby stargateprovider » Wed May 07, 2014 4:04 pm

Russian Rockman wrote:I was hoping somebody would do something like this eventually. I would say to give the beacon a store so you can "trade", and buy upgrades, systems, and such for your ship, but I don't think its possible to "rerole" stores. I suppose mostly everything trade related can be accomplished via events but you won't be able to buy new systems.

Perhaps your station could just start with every system already installed though. Shouldn't be a problem since you'll be lacking engines and piloting.

First of all, Engines and Piloting are necessary to press the JUMP button and then the WAIT button, but I have decreased the Engines maximum level to 3 and it's quite expensive and I really like store idea, already edited the store so you can't buy fuel and the store gets updated when a station inspector comes by to check. Most trading still happens during events.

R4V3-0N wrote:Will there be enemy pirate and encounters?
I also think it could be cool to have you be a station in the last stand ^^; maybe a thought for later.
So far so good. I love and support this mod idea.


Yes, there will be pirates, most events are just modified fuel events, but I'll add more and probably remove all Rebel related events. I don't know if it's possible to have the game start at Last Stand, maybe by just modifing the standard sector to look like it. I'll try that in the future.

FtDLulz wrote:You could possibly modify the fleet pursuit back a bit, but have them actually advance. Once they get to you, you don't constantly get bombarded, but it could pull from an extended event list so there's a higher chance of rebel attacks. You know, like the stations you find in the game.

Just a thought.


As you start at the very start of the sector, they will reach you immediately or very soon and I didn't find it necessary to have any rebel events at all, so I delayed the fleet 10000 jumps, that should be enough :D.

TaxiService wrote:You could add a unique event where you meet the player too, and you could try to trade some missiles to them or something, lol. Anyway the idea sounds cool! Can't wait to see how it turns out.


I will certainly consider that idea!

Sleeper Service wrote:Wow, I'm definitely looking forward to see how this turns out. Always liked this idea very much. What is your approach to enemy scaling? Any plans on how to handle this? I guess leveled blue options for ship systems with no whit option to choose from are a possibility now... since AE allows to force blue option now. These way you could scale enemies along the players shield or engine progression at least...


Wow, I didn't know that. I had no idea on the enemies either so thanks for the tip, but how exactly do I make the blue options so that no matter how many system power I have, only one choice appears? Because if I have 9 system power, won't the optons for 1 ,3 and 5 power bars also appear?
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Sleeper Service
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Re: [MOD][WIP] Stations Job

Postby Sleeper Service » Wed May 07, 2014 5:31 pm

stargateprovider wrote:Wow, I didn't know that. I had no idea on the enemies either so thanks for the tip, but how exactly do I make the blue options so that no matter how many system power I have, only one choice appears? Because if I have 9 system power, won't the optons for 1 ,3 and 5 power bars also appear?

You can check some vanilla events to see how that works. Some events have different blue options for each level of cloaking or hacking for example, but there is a tag that makes only one of the option appear. If you do not control enemy scaling somehow yourself, then enemies won't get stronger at all. The player would be forced to continuously fight sector one enemies.

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