[SHIP HUB] Battleship Arsenal

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Northern_Warrior
Posts: 65
Joined: Sun Feb 26, 2017 2:34 pm

[SHIP HUB] Battleship Arsenal

Postby Northern_Warrior » Mon Sep 04, 2017 1:44 am

I've decided to make a ship hub for all my battleships, and any future ones I may create. Here they are.

The Suvius
Image
Link: viewtopic.php?t=30292

The Bullrock
Image
Link: viewtopic.php?f=11&t=30296

The Reaper
Image
Link: viewtopic.php?f=11&t=30303

The Blackhawk
Image
Link: viewtopic.php?f=11&t=30306

The Qarthius
Image
Link: viewtopic.php?f=11&t=30304

The Sentinel
Image
Link: viewtopic.php?f=11&t=30308


All of them are big, powerful and rely on gimmicks. Custom designed, every single one. The links themselves are not necessary, as the mods are all the same file which contains all of the ships. I might add new ships or make the old ones better quality in the future.

Download link for all the ships: https://www.dropbox.com/s/m1tzgkbem7wuo ... l.rar?dl=0
NOTE: Load Battleship Arsenal.ftl first, then all the other ships. That's it, you're done. Mod should be compatible with mods that don't replace ships.
Last edited by Northern_Warrior on Mon Sep 04, 2017 2:33 am, edited 1 time in total.
User avatar
mr_easy_money
Posts: 625
Joined: Fri May 29, 2015 9:05 pm

Re: [SHIP HUB] Battleship Arsenal

Postby mr_easy_money » Mon Sep 04, 2017 2:11 am

Northern_Warrior wrote:I've decided to make a ship for all my battleships,

you mean a ship hub, not a ship :P
Northern_Warrior
Posts: 65
Joined: Sun Feb 26, 2017 2:34 pm

Re: [SHIP HUB] Battleship Arsenal

Postby Northern_Warrior » Mon Sep 04, 2017 2:34 am

mr_easy_money wrote:
Northern_Warrior wrote:I've decided to make a ship for all my battleships,

you mean a ship hub, not a ship :P

Fixed, thank you.
coolsurf6
Posts: 6
Joined: Thu Nov 17, 2016 11:45 am

Re: [SHIP HUB] Battleship Arsenal

Postby coolsurf6 » Thu Sep 21, 2017 4:53 am

There is a slight bug, not sure if it's caused by the Infinite Space. But all the mantis ships have that ghost augment making them fast as fuck boi. To be honest, it scared me the first time I encountered them when I boarded their ship.

Other than that, these designs are fucking gorgeous!

P.S: Is it possible to maybe remove the weapon system from The Suvius (Lanius Ship) and add one more point onto the drone system. It's nearly impossible to upgrade the drone system to use all those super shield drones without the infinite space mod. Or alternatively, recreate the drones to have one power instead of 2. Just some suggestions.

P.P.S: The Bullrock ship when you find a prototype med-bot dispenser becomes indestructible as you disable oxygen and all the fire and anyone boarding the ship can't touch you(Had two mantis(es?) fighting a Zolton and the Zolton won...) I had to just turn off the medbay so that I could try out the other ships :/
User avatar
Arfy
Posts: 206
Joined: Mon Apr 11, 2016 4:14 am

Re: [SHIP HUB] Battleship Arsenal

Postby Arfy » Thu Sep 21, 2017 5:09 am

coolsurf6 wrote:There is a slight bug, not sure if it's caused by the Infinite Space. But all the mantis ships have that ghost augment making them fast as fuck boi. To be honest, it scared me the first time I encountered them when I boarded their ship.

P.P.S: The Bullrock ship when you find a prototype med-bot dispenser becomes indestructible as you disable oxygen and all the fire and anyone boarding the ship can't touch you(Had two mantis(es?) fighting a Zolton and the Zolton won...) I had to just turn off the medbay so that I could try out the other ships :/


The augment thing is caused since Northern changed the value of mantis pheromones, there is a massive line of code to make it so mantis ships don't have the augment (but somewhat really hard to type out). (You can't make 'new' augments, you need to edit an existing one)

Same with the med-bot dispenser.

Looks like this:

Code: Select all

<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="ROCK_ARMOR" />
   </findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="ROCK_ARMOR" />
         <mod:removeTag />
      </mod:findLike>
      <mod-append:aug name="EXPLOSIVE_REPLICATOR"/>
      <mod-append:aug name="SHIELD_RECHARGE"/>
      
</mod:findComposite>




<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="SYSTEM_CASING" />
   </findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="SYSTEM_CASING" />
         <mod:removeTag />
      </mod:findLike>
      <mod-append:aug name="ION_ARMOR"/>
      <mod-append:aug name="DRONE_SPEED"/>
      
</mod:findComposite>
Discord: ATLAS#9226
Northern_Warrior
Posts: 65
Joined: Sun Feb 26, 2017 2:34 pm

Re: [SHIP HUB] Battleship Arsenal

Postby Northern_Warrior » Fri Sep 22, 2017 1:24 am

coolsurf6 wrote:There is a slight bug, not sure if it's caused by the Infinite Space. But all the mantis ships have that ghost augment making them fast as fuck boi. To be honest, it scared me the first time I encountered them when I boarded their ship.

Huh, I thought I made sure other ships couldn't have the augment. I'll look into it.
EDIT: You need to load Battleship Arsenal.ftl before Infinite Space or any other overhaul mod that adds ships.
coolsurf6 wrote:Other than that, these designs are fucking gorgeous!

Thank you, I'm glad you seem to think so.
coolsurf6 wrote:P.S: Is it possible to maybe remove the weapon system from The Suvius (Lanius Ship) and add one more point onto the drone system. It's nearly impossible to upgrade the drone system to use all those super shield drones without the infinite space mod. Or alternatively, recreate the drones to have one power instead of 2. Just some suggestions.

Alright, I'll do some balancing on The Suvius.
coolsurf6 wrote:P.P.S: The Bullrock ship when you find a prototype med-bot dispenser becomes indestructible as you disable oxygen and all the fire and anyone boarding the ship can't touch you(Had two mantis(es?) fighting a Zolton and the Zolton won...) I had to just turn off the medbay so that I could try out the other ships :/

Didn't expect that... I'll think about how to fix this one.
EDIT: Did you get med-bot dispenser in a store or by event?
Northern_Warrior
Posts: 65
Joined: Sun Feb 26, 2017 2:34 pm

Re: [SHIP HUB] Battleship Arsenal

Postby Northern_Warrior » Fri Sep 22, 2017 1:27 am

Arfy wrote:
coolsurf6 wrote:There is a slight bug, not sure if it's caused by the Infinite Space. But all the mantis ships have that ghost augment making them fast as fuck boi. To be honest, it scared me the first time I encountered them when I boarded their ship.

P.P.S: The Bullrock ship when you find a prototype med-bot dispenser becomes indestructible as you disable oxygen and all the fire and anyone boarding the ship can't touch you(Had two mantis(es?) fighting a Zolton and the Zolton won...) I had to just turn off the medbay so that I could try out the other ships :/


The augment thing is caused since Northern changed the value of mantis pheromones, there is a massive line of code to make it so mantis ships don't have the augment (but somewhat really hard to type out). (You can't make 'new' augments, you need to edit an existing one)

Same with the med-bot dispenser.

Looks like this:

Code: Select all

<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="ROCK_ARMOR" />
   </findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="ROCK_ARMOR" />
         <mod:removeTag />
      </mod:findLike>
      <mod-append:aug name="EXPLOSIVE_REPLICATOR"/>
      <mod-append:aug name="SHIELD_RECHARGE"/>
      
</mod:findComposite>




<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="SYSTEM_CASING" />
   </findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="SYSTEM_CASING" />
         <mod:removeTag />
      </mod:findLike>
      <mod-append:aug name="ION_ARMOR"/>
      <mod-append:aug name="DRONE_SPEED"/>
      
</mod:findComposite>


Here is the code I used to make sure other ships don't use the augments:

Code: Select all

<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="ROCK_ARMOR" />
   </mod:findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="ROCK_ARMOR" />
         <mod:removeTag />
      </mod:findLike>
      
</mod:findComposite>

<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="CREW_STIMS" />
   </mod:findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="CREW_STIMS" />
         <mod:removeTag />
      </mod:findLike>
      
</mod:findComposite>

<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="SYSTEM_CASING" />
   </mod:findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="SYSTEM_CASING" />
         <mod:removeTag />
      </mod:findLike>
      
</mod:findComposite>

<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="O2_MASKS" />
   </mod:findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="O2_MASKS" />
         <mod:removeTag />
      </mod:findLike>
      
</mod:findComposite>

<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="NANO_MEDBAY" />
   </mod:findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="NANO_MEDBAY" />
         <mod:removeTag />
      </mod:findLike>
      
</mod:findComposite>

<mod:findComposite>
   <mod:par op="OR">

   <mod:findWithChildLike type="shipBlueprint" child-type="aug">
      <mod:selector name="SHIELD_RECHARGE" />
   </mod:findWithChildLike>
   
   </mod:par>
   
      <mod:findLike type="aug">
         <mod:selector name="SHIELD_RECHARGE" />
         <mod:removeTag />
      </mod:findLike>
      
</mod:findComposite>
User avatar
BrenTenkage
Posts: 1156
Joined: Tue Nov 06, 2012 4:48 pm

Re: [SHIP HUB] Battleship Arsenal

Postby BrenTenkage » Mon Sep 25, 2017 7:02 am

https://www.youtube.com/watch?v=9uuZGcTZMlY gotta say always love these ships, was wondering, ever gonna make more of these huge ass ships?
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
Dragon01
Posts: 1
Joined: Sun Jan 20, 2019 9:41 am

Postby Dragon01 » Sun Jan 20, 2019 12:06 pm

Very unique ships, each with it's own quirk I had really enjoyable playthroughs.
However I wonder if they are compatible with CE Infinite, because after a couple of sectors if I use artillery - game freezes (just before it fires). I don't understand what could cause it, since it definitely not a CE artillery bug, since ships already have it.
Nanimonai
Posts: 1
Joined: Thu Jul 18, 2019 9:45 pm

Re: [SHIP HUB] Battleship Arsenal

Postby Nanimonai » Thu Jul 18, 2019 9:49 pm

So I just installed this mod and noticed that the artillery beam of the Harbinger ship does not charge at all. Going by the load order listed in the CE edition thread I have these ship mods in the right order, or are there incompatibilities despite this? (Using the whole set of CE mods, which, looking at the post above, might have something to do with my problem.)