{WIP} Automated Vessel Omega

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Zanoko
Posts: 30
Joined: Sat Mar 30, 2013 7:03 am

{WIP} Automated Vessel Omega

Post by Zanoko »

I've started plans for an Automated Vessel named the Omega.

Information:


Omega Class Interceptor:
This automated vessel was designed by a coalition of Engi, Zoltan, and Human collaboration. After having dealt with many Automated Vessels, the Federation Coalition of Scientists decided to build a more elaborate re-creation of the Engi stealth cruiser. Re-defining the automated program inside of the standard Automated scouts, the Coalition have finally proven to be ingenious past their own prime.


EDIT:

- Added two special weapons

Radiation Bolt Emitters (is disguised as an Ion weapon to hide it from the Federation and Rebels.)

(These were taken in ALpha stage 2(only 1 Radiation Bolt Emitter available)

http://cloud-2.steampowered.com/ugc/577 ... EEC9AC5AD2

http://cloud-2.steampowered.com/ugc/577 ... AF9E52424/

http://cloud-2.steampowered.com/ugc/577 ... 56E9570E1/


EDIT:
  • added starting with 2 R.B. Emitters
  • Added 1 power to R.B. Emitters
  • Balanced R.B. Emitter's affects.
Currently this is all that's been done. I'll have to fix the size of some of the rooms most likely. There's a nine person teleporter coupled with the Automation on the Omega. I'll reduce this to about six maybe four.
Zanoko
Posts: 30
Joined: Sat Mar 30, 2013 7:03 am

Re: {WIP} Automated Vessel Omega

Post by Zanoko »

Update:

So I've started to co-work with a friend of mine. And we're a tad bit stuck. Is there a way to have an event realize when X weapon has been fired. So that once the weapon has fired, the event ends. Once the weapon starts to charge, the event starts.
FrostWyrmWraith
Posts: 31
Joined: Tue Feb 26, 2013 3:38 am

Re: {WIP} Automated Vessel Omega

Post by FrostWyrmWraith »

I don't understand why it has a teleporter at all, to be honest. It's supposed to be automated, yes? And it has no O2 system. So...no one can survive on the ship. Therefore, the teleporter cannot be used. I'd say ditch the teleporter and bring the room sizes down so they fit the outline of the ship- it's pretty ugly when rooms poke out of the ship's frame.

As to the event question, I don't think you can do that. What are you trying to make happen exactly?
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: {WIP} Automated Vessel Omega

Post by kartoFlane »

@Zanoko
Nope, sadly such events are not possible.
Superluminal2 - a ship editor for FTL
Zanoko
Posts: 30
Joined: Sat Mar 30, 2013 7:03 am

Re: {WIP} Automated Vessel Omega

Post by Zanoko »

I'm playing with the room sizes to fix it all, but the ship is able to be modified by the player to inhabit a crew.

Questions first:

I was trying to set up a specalized main canon that would ionize all systems except for 02 when the ship fired it's main canon. Then it'd sit for maybe 20 seconds before the systems would come back online.


Revision to version .02
  • Reduced the size of the teleporter to eight personnel
  • Increased size of the medbay to eight personnel
  • Re-balanced R.B. Emitters once again
  • Re-wrote room sizes to better match the base
  • working on specialized main canon and possibly the installment of an Illegal Biological Bomb system
  • Added main weapon that takes 60 seconds to charge but can destroy most ships
So far these are the updates. Any questions and concerns, Suggestions and requests are welcomed. I'll do what I can, but as of right now it all looks promising. Thank you for your feedback and such. ^^


Note: yet again let point out that it does not START with a crew, but the ship can be upgraded with an 02 system, medbay, and teleport. All to fit the usage of up to an 8 man boarding party.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: {WIP} Automated Vessel Omega

Post by DryEagle »

If you are running a no-oxygen mod you should remove the no-oxygen warnings from the UI, as these will be very annoying if they're on ALL THE TIME.
Check my shard mod (link in sig) to see which files need to be changed for that (removing the no-oxy stripes is optional, the rest should be done)
All ships I have created include custom weapons, graphics etc:
Image
ImageImageImageImage
Zanoko
Posts: 30
Joined: Sat Mar 30, 2013 7:03 am

Re: {WIP} Automated Vessel Omega

Post by Zanoko »

Well I'm a tad hesitant about that simply because if the player wants a crew, they can upgrade the ship to have one. And then the Oxygen alert will be gone. Sure it can get annoying, but like I said if they WANT a crew, that would rob them of the alert for it. so I'm just a tad hesitant about that. But I have to agree, you have some amazing ships xD
Zanoko
Posts: 30
Joined: Sat Mar 30, 2013 7:03 am

Re: {WIP} Automated Vessel Omega

Post by Zanoko »

After a long absence from the modding community I've returned and started questioning the foundation for this ship lol. Those that want me to continue this project let me know, otherwise I'll scrap it and leave it to anyone who wants it. For now I think I'm going to play more with creating weapons and seeing how far the Engine will allow me to modify it. I've yet to assign an official project on my Agenda but hey, maybe a nice little project will fall in to my lap, no? XD
agigabyte
Posts: 547
Joined: Fri May 31, 2013 1:59 am

Re: {WIP} Automated Vessel Omega

Post by agigabyte »

Keep going with the great work. :D
Zanoko
Posts: 30
Joined: Sat Mar 30, 2013 7:03 am

Re: {WIP} Automated Vessel Omega

Post by Zanoko »

Alright, I'm going to completely rewrite the ship design, graphic, and most likely add new weapons. I'd like input on what kind of weapons you all want. I'll also take requests as to the kind of ship, if you guys really don't want an automated vessel let me know! I'm going to make this project TOTALLY up to you guys!
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