Hello,
I am trying to make mod with multiple ships, but I would like to make them having different prices for upgrading systems. Let's say there will be fighting ship with cheaper and 8 maximal power in weapons system, and on the scouting ship weapons will be more expensive (and 6 max power), but engines will be cheaper.
Is it possible?
I was trying to make this by adding systems - testing with oxygen: added copy of oxygen system in my blueprints.xml.append with changed name "<systemBlueprint name="oxygenmod">", and I have changed oxygen system for the moded one. But after moding game (using GMM and .ftl files) ship has no oxygen system, so I guess this is not the way.
Is there possibility to add moded system?
Moded additional systems?
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Re: Moded additional systems?
Not possible to add a modded system, but...
It's possible to replace a system. The changes will affect all engines or weapons on all ships, both player and enemy. It would be difficult to create such a mod as the enemies would be affected.
It's possible to replace a system. The changes will affect all engines or weapons on all ships, both player and enemy. It would be difficult to create such a mod as the enemies would be affected.
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Re: Moded additional systems?
I'm pretty sure its possibile to edit system upgrade costs, and the price of systems themselves at the store, but other than that, you can't do much else to systems. They're all the same upgrade costs across the board and they all cost the same amount at the store no matter what ship you're in and that would be impossible to change. 

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Re: Moded additional systems?
Thank you.
So I guess the only solution is to make different modes (.ftl files) for each ship, but - since there will be different systems proprieties - modes will not work while instaled simultaneously.
So I guess the only solution is to make different modes (.ftl files) for each ship, but - since there will be different systems proprieties - modes will not work while instaled simultaneously.
Smile, always! 

- kartoFlane
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Re: Moded additional systems?
They will work, but the way mods work is by overriding previous blueprints with matching names - so the latest / bottom-most blueprint will always be used.
Superluminal2 - a ship editor for FTL
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Re: Moded additional systems?
Well that can easily break things and cause unwanted behaviour, so it won't really work. Single mods is not such a bad solution, they can still be distributed as one package.
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Re: Moded additional systems?
You will only be able to play as one "class" with all of your ships if you do it this way. Will work, not a good way to achieve what you're trying.
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