[SHIP] Klingon Bird-of-Prey (updated 20-02-13)

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Wiseworm
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Joined: Thu Jan 24, 2013 5:55 pm

[SHIP] Klingon Bird-of-Prey (updated 20-02-13)

Postby Wiseworm » Thu Jan 24, 2013 6:52 pm

Hello, this is my first MOD for FTL.

It's a Klingon K'vort-class Bird-of-Prey (replacing Mantis cruiser B) named PIvlob Do (klingonese for Warp Factor Speed ;) ).

Image
Image

VERSION 1.0
I tried to make it a believable Klingon ship:
2 Heavy Laser I - cheap but powerful starting weapons
Stealth - basic equipment of any Klingon ship
3-square Teleporter room- for nasty boarding tactics
1-square Medbay - only puny romulans need medics
No Doors Control and No Sensors - wasted power
1 Slot for Drones - Dochvam nuq?

I tried the ship and it's almost balanced (great attack but weak defense), I'm obviously open to suggestions.
Next versions might also include custom weapons.

VERSION 1.1
Added 2 custom weapons (with the original sound effects):
2 Klingon Disruptors - 1 dmg but good chance of fire and breach
1 Klingon Torpedo Launcher - missiles with high crew damage and fire chance
They can both appear by chance in shops.
The ship is now somewhat stronger but still lacks enough power for everything, you'll have to learn to juggle with systems.
Plans for future updates:
Klingon related events
A Vor'cha-class ship
Start looking for Romulan and Cardassian ship blueprints

VERSION 2.0
After a little busy time I got my hand again on this to present you a new ship!
The Vor'cha-Class Klingon Battle Cruiser "IKS QeylIS BetleH" (klingonese: The Sword of Kahless).

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Image

This one's a little tougher than the Bird-of-Prey, the Vor'cha Battle Cruiser is meant to annihilate the enemy, no prisoners allowed!
The ship's specifics:
2 Klingon Torpedo Launchers
1 Klingon Disruptor Beam - with original sound effects (it substitutes the Artillery system, shame you can't change the beam color :| )
Rock Plating Augmentation - as I said, tougher!
Stealth - like any honorable Klingon ship
2-squares medbay
The ship rooms are straight and narrow, because only puny humans need lots of space to win battles.

As a bonus, the Bird-of-Prey got a 2-squares medbay too, it was too much frustrating! ;)

DOWNLOAD LINK: http://www.freefilehosting.net/klingonbird-of-prey_1

Huge thanks to Grognak (Mod Manager), Darkfrost (FTLShipEdit), Alextfish (Ship creation tutorial) for their work
Last edited by Wiseworm on Wed Feb 20, 2013 9:26 pm, edited 5 times in total.
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BrenTenkage
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Location: On my Chair LPing mods

Re: [SHIP] Klingon Bird-of-Prey

Postby BrenTenkage » Thu Jan 24, 2013 7:28 pm

How making a custom weapon for the bird of prey, something to make it stand out rather then a new skin. you see, when I do lets plays of modded ships, I like it when the ship brings something new, a new weapon, or a new way to play, I don't want just a new skin, I want a new experience.

So try that out, and I promise to lets play this ship
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
thashepherd
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Location: Rochester, NY

Re: [SHIP] Klingon Bird-of-Prey

Postby thashepherd » Thu Jan 24, 2013 9:06 pm

They have a disruptor or something that comes out of the front in the movies...this big orange/yellow energy ball.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
Jonfon
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Joined: Mon Jan 14, 2013 2:35 pm

Re: [SHIP] Klingon Bird-of-Prey

Postby Jonfon » Thu Jan 24, 2013 9:57 pm

thashepherd wrote:They have a disruptor or something that comes out of the front in the movies...this big orange/yellow energy ball.


Isn't the ball a torpedo of some sort? The Disruptors are their shooty laser things, they have laser versions called cannons and beam-style ones as well. Mostly Birds of Prey have the disruptor cannons mounted on the wings and the torpedo launcher mounted up front (Photon torpedoes usually).

I fudged Disruptors as doing both ion and hull damage but that's not really based on anything other than the name. That combo is pretty evil overall.

The crew seems bang on, a mix / hybrid of Mantis and Rockmen.
Wiseworm
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Joined: Thu Jan 24, 2013 5:55 pm

Re: [SHIP] Klingon Bird-of-Prey

Postby Wiseworm » Fri Jan 25, 2013 3:35 pm

Disruptor is almost ready, working on torpedoes now!

Image
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BrenTenkage
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Joined: Tue Nov 06, 2012 4:48 pm
Location: On my Chair LPing mods

Re: [SHIP] Klingon Bird-of-Prey (updated 25-01-13)

Postby BrenTenkage » Sat Jan 26, 2013 5:16 am

http://www.youtube.com/watch?v=Bf34BQ7D ... e=youtu.be

hope you enjoy this lets play....yeah
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
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm
Location: Rochester, NY

Re: [SHIP] Klingon Bird-of-Prey (updated 25-01-13)

Postby thashepherd » Sat Jan 26, 2013 11:20 am

You can safely delete img/customizeUI/miniship_birdofprey.png and img/weapons/bop_torpedo_shot_strip.png.

I say this only because your mod otherwise shows great skill and attention to detail. (There _may_ be haters WRT the art style, but I don't think the modding community has struck out far ENOUGH yet)

On the other hand, you may have bigger plans in mind - you've modified autoBlueprints with the new weapons, I hope as a prelude to something greater. :)
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
Wiseworm
Posts: 4
Joined: Thu Jan 24, 2013 5:55 pm

Re: [SHIP] Klingon Bird-of-Prey (updated 25-01-13)

Postby Wiseworm » Sat Jan 26, 2013 11:35 am

@BrenTenkage
I'm glad you enjoyed the ship.
I know that fires are probably too frustrating at the beginning, I should probably reintroduce door control in the starting systems.

@thashepherd: Uh, thank you! I should have cleaned up. :oops:
Last edited by Wiseworm on Sat Jan 26, 2013 11:46 am, edited 1 time in total.
Tails
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Re: [SHIP] Klingon Bird-of-Prey (updated 25-01-13)

Postby Tails » Sat Jan 26, 2013 11:44 am

Wiseworm wrote:@BrenTenkage
I'm glad you enjoyed the ship.
I know that fires are probably too much frustrating at the beginning, I should probably reintroduce door control in the starting systems.

@thashepherd: Uh, thank you! I should have cleaned up. :oops:


Nah, it's awesome, makes the ship unique and a fun challenge to play.
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BrenTenkage
Posts: 1156
Joined: Tue Nov 06, 2012 4:48 pm
Location: On my Chair LPing mods

Re: [SHIP] Klingon Bird-of-Prey (updated 25-01-13)

Postby BrenTenkage » Sat Jan 26, 2013 6:44 pm

Wiseworm wrote:@BrenTenkage
I'm glad you enjoyed the ship.
I know that fires are probably too frustrating at the beginning, I should probably reintroduce door control in the starting systems.

@thashepherd: Uh, thank you! I should have cleaned up. :oops:


No I like that feature, got to be careful early on, plus you provide a rock man to help. But please fix the med bay
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

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