Disabling Systems

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Crusher
Posts: 48
Joined: Wed Mar 20, 2013 9:18 pm

Disabling Systems

Post by Crusher »

I think I saw somewhere that someone had figured out how to partially disable opponents' systems much like how some autoships are able to disable your shields with a "virus" or how a lot of slug ships can do something similar with other systems. Note, I am not referring to ion damage; it should be permanent. So is this actually possible? If it is, can someone either explain how to do it or direct me to a .ftl file that has this working?
Crusher's Type C(hallenge) Mod Ships containing:
Mantis Type C: The Sarcosuchus (No O2!)
Engi Type C: The Singularity (Boarding Drones!)
Zoltan Type C: The Annihilator (No Starting Reactor Power!)
Rock Type C: Krakatoa (Fire Boarding!)
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Disabling Systems

Post by DryEagle »

It can be done, but it will be disabled for ALL ships in the game, including yours.
Simply copy the systemBlueprint entry from the blueprints.xml into your blueprints.xml.append, and remove everything between the systemBlueprint tags. that should do it. note that this will set the system's HP to 0 (completely broken) but enemies which have it can still repair it. or you could manually go through every enemy ship blueprint and remove that system, which is a cleaner, more elegant, if more time-consuming solution.
All ships I have created include custom weapons, graphics etc:
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Crusher
Posts: 48
Joined: Wed Mar 20, 2013 9:18 pm

Re: Disabling Systems

Post by Crusher »

Hmm...that last solution is probably more in line with my intentions. I think I'll save this project until I get a little more adept with this.
Crusher's Type C(hallenge) Mod Ships containing:
Mantis Type C: The Sarcosuchus (No O2!)
Engi Type C: The Singularity (Boarding Drones!)
Zoltan Type C: The Annihilator (No Starting Reactor Power!)
Rock Type C: Krakatoa (Fire Boarding!)
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