[SHIP] Red Baron Kestrel

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SpaceBaron
Posts: 3
Joined: Mon Aug 05, 2013 6:32 pm

[SHIP] Red Baron Kestrel

Post by SpaceBaron »

This is a version of the Kestrel designed to take advantage of boarding droids rather than conventional weaponry.
·single weapon slot
·enough power to power everything at once
·double hull health and rock plating (a bit OP, but again, only one weapon slot)
·replaces normal Kestrel
·REQUIRES grognak's mod manager
{KNOWN BUGS}
·drunk space goers: crew walks around random rooms and even walk through walls until going to the selected destination. the cause is unknown, so have fun giggling like a 12 year old at your intoxicated space crew.
{LINKS}
Pic of hull: http://s21.postimg.org/9bmaczcrr/Red_Baron_Kestral.png
download: https://mega.co.nz/#!UQsFGC4I!MyEJ9mahc ... RjzJ0g9zcM
UltraMantis
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Joined: Thu Sep 20, 2012 3:17 pm

Re: [SHIP] Red Baron Kestrel

Post by UltraMantis »

If the crew is walking around like drunk, then the problem is in <shipname>.txt

This wiki explains how the rooms must be linked to work properly. It takes a bit of trial and error, but you get the hang of it.
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kartoFlane
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Joined: Mon Jan 14, 2013 10:20 pm

Re: [SHIP] Red Baron Kestrel

Post by kartoFlane »

Yeah, the doors are linked to rooms all over the entire ship. That's likely a combination of the editor's feature (loading door links), reassigning room IDs when deleting a room (door links are ID based), and FTL's own inconsistency in this regard (door's left ID links to room on the right, etc... editor expects them to be linked correctly)

Well, turns out the reassigning of IDs was completely obsolete -- a remainder from an earlier version. Got it fixed.
Superluminal2 - a ship editor for FTL
UltraMantis
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Re: [SHIP] Red Baron Kestrel

Post by UltraMantis »

That's good to hear. Mind you i have allways done it by hand and while it takes longer to learn, once you do it doesn't fail.
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SpaceBaron
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Re: [SHIP] Red Baron Kestrel

Post by SpaceBaron »

UltraMantis wrote:If the crew is walking around like drunk, then the problem is in <shipname>.txt

This wiki explains how the rooms must be linked to work properly. It takes a bit of trial and error, but you get the hang of it.
ok, i need some confirmation. the list of doors start with the rightmost door(s) on the ship, correct?
UltraMantis
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Re: [SHIP] Red Baron Kestrel

Post by UltraMantis »

The top left. The room in the top left corner is basically the 0,0 coordinate. Each increment moves the location of the door 1 grid space to the right or 1 grid space down for vertical doors.

You will find it easier if you only define 3-4 doors, then test the result to see if you positioned them correctly. If all is not well, make adjustments and test again until you get them in place. Then fill in the rest of the doors.

A grid space is one "box" inside the room. For example large rooms have four. If such a room is the top left room of the ship, then it's top left "box" is the 0,0 coordinate. if you have a picture of the floorplan you can easily count the number of spaces and position the rooms.
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SpaceBaron
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Re: [SHIP] Red Baron Kestrel

Post by SpaceBaron »

UltraMantis wrote:The top left. The room in the top left corner is basically the 0,0 coordinate. Each increment moves the location of the door 1 grid space to the right or 1 grid space down for vertical doors.

You will find it easier if you only define 3-4 doors, then test the result to see if you positioned them correctly. If all is not well, make adjustments and test again until you get them in place. Then fill in the rest of the doors.

A grid space is one "box" inside the room. For example large rooms have four. If such a room is the top left room of the ship, then it's top left "box" is the 0,0 coordinate. if you have a picture of the floorplan you can easily count the number of spaces and position the rooms.
thanks, ill fix it real quick, and then edit the original post.
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