4474 lines? Are you serious?
Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- bamalf
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
what's changed in the newest ftl.dat? is it anything big? what do we need to do to restore compatibility of mods?
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
I would like to change the 50% & 80% values on the autopilot capabilities of the piloting subsystem. How can I do that? It's the last piece of a little mod of mine.
In fact, I don't see any way to change any integer values in FTL besides cost and various level entries. Is changing a simple value like the above (or the damage of a weapon) really too much for FTL?
In fact, I don't see any way to change any integer values in FTL besides cost and various level entries. Is changing a simple value like the above (or the damage of a weapon) really too much for FTL?
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Hello everyone !
I just modded my first weapon yesterday and I'm quite hyped to make more, as a Game Designer.
Although I'd have several questions for either weapons or... other ideas. Here they are, and thanks to anyone finding the courage and time to answer them :
Anyway, thanks for your time again, i have a plethora of ideas, now all i need is the time, will and knowledge to make it happen !
I just modded my first weapon yesterday and I'm quite hyped to make more, as a Game Designer.
Although I'd have several questions for either weapons or... other ideas. Here they are, and thanks to anyone finding the courage and time to answer them :
- Which art software is best suited for FTL ? I planned to use Illustrator (cause it's easy to "draw" with it when you're not an artist) then convert the vectorial into pixellated png.
- Is it possible to apply Mind control effects to a weapon ?
- Is it possible to apply Hacking effects to a weapon ?
- Is it possible to multi-fire a beam ? (As in firing 2 or more lasers in a pattern)
- Is it possible to quick fire a beam ? (as in Charge weaponry)
- Is it possible to modify teleporters to target your own ship using the Teleporter System?
- Is it possible to teleport enemies to your ship using the Teleporter System ?
- Is it possible to have weapons other than beams with 100% accuracy or weapons that ignore a set percentage of enemy avoid ratio ?
- Is it possible to have chain buffs other than damage and cooldown ? (Such as projectile speed, shield piercing, Effect chances, etc...)
- Is it possible to combine chain and charge functionnalities on the same weapon ?
- Is it possible to make a subsystem (Same slot as the battery) that gives XP each jumps similar to the clonebay heal ?
Anyway, thanks for your time again, i have a plethora of ideas, now all i need is the time, will and knowledge to make it happen !
- Jumbocarrot0
- Posts: 423
- Joined: Sat Oct 21, 2017 1:18 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Technophage wrote:Hello everyone !
I just modded my first weapon yesterday and I'm quite hyped to make more, as a Game Designer.
Although I'd have several questions for either weapons or... other ideas. Here they are, and thanks to anyone finding the courage and time to answer them :
- Which art software is best suited for FTL ? I planned to use Illustrator (cause it's easy to "draw" with it when you're not an artist) then convert the vectorial into pixellated png.
- Is it possible to apply Mind control effects to a weapon ?
- Is it possible to apply Hacking effects to a weapon ?
- Is it possible to multi-fire a beam ? (As in firing 2 or more lasers in a pattern)
- Is it possible to quick fire a beam ? (as in Charge weaponry)
- Is it possible to modify teleporters to target your own ship using the Teleporter System?
- Is it possible to teleport enemies to your ship using the Teleporter System ?
- Is it possible to have weapons other than beams with 100% accuracy or weapons that ignore a set percentage of enemy avoid ratio ?
- Is it possible to have chain buffs other than damage and cooldown ? (Such as projectile speed, shield piercing, Effect chances, etc...)
- Is it possible to combine chain and charge functionnalities on the same weapon ?
- Is it possible to make a subsystem (Same slot as the battery) that gives XP each jumps similar to the clonebay heal ?
Anyway, thanks for your time again, i have a plethora of ideas, now all i need is the time, will and knowledge to make it happen !
- Most modders use GIMP or Paint.net as its free and easy to do pixel art on. Although any art software would be suitable.
- No
- No
- No
- You can’t apply charge effects to a beam, you can however apply chain effects (faster/stronger each fire)
- No
- That’s already possible in vanilla game if the enemy is mind controlled. Its not possible to do this if not mind controlled.
- No, although you could use events to disable enemy engines.
- Maybe? I’ve never tried it myself.
- I think so? I think I’ve seen it elsewhere.
- Making custom systems or subsystems are not possible, so no.
Hope these answer your questions
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Thanks Jumbocarrot0, it does answer my questions although that impressive amount of NOs are a bit of a bummer. I imagine these aren't possible with the XML modifications of modding, but isn't there a way to find and possibly modify hard coded stuff for the game ? A lot of not mod friendly games get modded anyway, so I'm guessing FTL could be forced into shapes as desired with the requiered knowledge. Any idea on the subject anyone ?
I also have another question. Is it possible to combine two types of weaponry with their associated bonuses ? For example the BOMB typ and the BURST type allowing to launch multiple bombs in an AeO pattern ?
I also have another question. Is it possible to combine two types of weaponry with their associated bonuses ? For example the BOMB typ and the BURST type allowing to launch multiple bombs in an AeO pattern ?
- Jumbocarrot0
- Posts: 423
- Joined: Sat Oct 21, 2017 1:18 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Technophage wrote:Thanks Jumbocarrot0, it does answer my questions although that impressive amount of NOs are a bit of a bummer. I imagine these aren't possible with the XML modifications of modding, but isn't there a way to find and possibly modify hard coded stuff for the game ? A lot of not mod friendly games get modded anyway, so I'm guessing FTL could be forced into shapes as desired with the requiered knowledge. Any idea on the subject anyone ?
I also have another question. Is it possible to combine two types of weaponry with their associated bonuses ? For example the BOMB typ and the BURST type allowing to launch multiple bombs in an AeO pattern ?
There are people working on rewriting the executable. Although they have to rewrite it EVERY time FTL updates, so they’re set back quite a bit.
And no, each weapon can only have 1 type assosiated with it. Sometimes weapons can be mimicked to look like combining two types, such as swarm missiles which is actually a BURST type with a missile texture. The example you specifically suggested cannot be done however without some really quirky stuff.
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Anon wrote:I would like to change the 50% & 80% values on the autopilot capabilities of the piloting subsystem. How can I do that? It's the last piece of a little mod of mine.
I'd love to do this too. Does anybody know if it's possible?
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
I'm trying to add new choices to a mod's existing event, from within my own mod.
The event is the single, unnamed event in CE_PRODUCTION, as shown below:
I want to add a new <choice> section to it.
I'm trying to use the special <mod:*> tags in Slipstream but I'm not sure if I understand the syntax.
Can someone help?
The event is the single, unnamed event in CE_PRODUCTION, as shown below:
Code: Select all
<eventList name="CE_PRODUCTION">
<event>
<text>You consider your options.</text>
<choice req="AE_PRODUCTION" hidden="true">
<text>(On-Board Assembly Line) Spend time manufacturing trade goods.</text>
<event load="CE_ONBOARD_PRODUCTION"/>
</choice>
<choice req="AE_AMMO_MANUFACTURER" hidden="true">
<text>(Ammo Manufacturer) Assemble some missiles while you wait for the FTL to charge. [ Scrap: -20 ]</text>
<event load="CE_AMMO_PRODUCTION"/>
</choice>
<choice req="AE_DRONE_MANUFACTURER" hidden="true">
<text>(Drone Manufacturer) Assemble some drone parts while you wait for the FTL to charge. [ Scrap: -15 ]</text>
<event load="CE_DRONE_PRODUCTION"/>
</choice>
<choice req="AE_FUEL_RECYCLE" hidden="true">
<text>(FTL Fuel Recycler) Recycle some FTL fuel cells.</text>
<event>
<text load="CE_FUEL_RECYCLE_TEXT"/>
<item_modify>
<item type="fuel" min="2" max="4"/>
</item_modify>
</event>
</choice>
<choice req="AE_HOLOGRAM_GENERATOR" hidden="true">
<text>(AI Avatar Generator) Bring a sentient holographic crew member into existence. [ Scrap: -15 ]</text>
<event load="CE_HOLOGRAM_BIRTH_LIST"/>
</choice>
<choice req="AE_CLONE_LAB" hidden="true">
<text>(On-Board Clone Lab) Clone one of your carbon based crew members.</text>
<event load="CE_CLONING"/>
</choice>
<choice>
<text>Change your mind and move on.</text>
<event/>
</choice>
</event>
</eventList>
I want to add a new <choice> section to it.
I'm trying to use the special <mod:*> tags in Slipstream but I'm not sure if I understand the syntax.
Can someone help?
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Kiloku wrote:I'm trying to add new choices to a mod's existing event, from within my own mod.
Can someone help?
Code: Select all
<mod:findName type="eventList" name="CE_PRODUCTION">
<mod:findLike type="event">
<mod-append:choice>
...
</mod-append:choice>
</mod:findLike>
</mod:findName>
Something like that probably.