Community project.

Discuss and distribute tools and methods for modding. Moderator - Grognak
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Community project.

Post by kartoFlane »

Yes, IS uses the secret sector jump. However, it forces the player to move to the Crystal sector -- so you can't, for example, force player to jump to another beacon in the same sector, or even the next sector.

Modifying the FTL.exe could definitely yield some interesting results, though no one has tried it yet, other than decompiling it for admiration purposes.

But that's a long shot, I guess.
You say you're a good programmer with game design experience -- rather than wrestling with current modding limitations, you might be interested in helping out with FTL: Overdrive, which is a project aiming to rewrite FTL in Java with focus moddability.
Superluminal2 - a ship editor for FTL
User avatar
Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Another question, do you HAVE to put down certain subsections. Like a drone bay for example, it would help give racial flavour to alot of ships if the Drone bay wasn't allways an option, but a perk. Same with regards to other features.

I'm thinking that if i include the work of a mod that makes the subsystems have more upgrade options, rebalanced cost...but then take away the subsystems from the ships, then i de-fact-deny them, givng me more tools to work with (in terms of racial flavor)

For example a 40 second cloak isn't broken if only a handful of ships can actually get it....and if those ships don't have shields......
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Community project.

Post by kartoFlane »

You don't have to, but if you don't, weird things happen -- for example, the system will be available in stores and the player will be able to buy it, but buying it will only consume the scrap without installing the system in the player's ship.

To counter that, you'd have to set the system's rarity to 0 (so that it doesn't appear in stores) -- but that's modifying the system's blueprint, which means that it affects all ships, which in turn means that none of your ships will be able to buy the system (those that start with it will have it, though)
Superluminal2 - a ship editor for FTL
User avatar
Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Another question, i have seen the Auto-cruiser allow for a 4 slot drone bay (usually results in 1 defense drone and 3 offensive drones). Is it possible to add more variations to this?

A 1 slot-drone bay for example?

I know the engi by default has 3 ?

How can i get more specific controls with this?.

I'm planning to make ships have a 1x2 sized drone room with a one square blocked off like the 3rd square in a 2x3 med bay, the idea being that i can reduce the power of drones on most ships, making the engi with their 2x2 drone and 3-4 drone slots....they are the highest tech level units after all....

I also want to change the mod for the AI augment so that it costs 0 scrap to make a new AI 'ghost' crewmember. how do i do this ?
User avatar
Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

which in turn means that none of your ships will be able to buy the system
This sounds promising. if done right it could be worked into a feature. the drone bay for example seems to be limited by other factors, for example engi get 3 drones where as most get 2....so the drone bay wouldn't needed to be added or given rarity 0.

With let's say shield system....it needs to be available for the whole zoltan '' start with no shield other than zoltan shield but purchase it'' gameplay...which is good.....
But lets say i want the stealth cruiser to never get shield......
A small message in the trade window could hint that some traders will try to 'scam' you ...saying they will install a shield system when they can't / won't....
combined with a redesigned layout on the stealth ship ....you could be using teh stealth ship and have NO spare rooms to build anything on, the offer of a shield comes up......if they player doesn't figure it out that it is a ''scam'', then he won't feel the game is broken, but that he got tricked! It's hinted at in the message and there isn't anywhere for system to be attached...

I guess it's back to using your 40 second cloaking device in combination with your stealth weapon that you start with XD

....well...this is me imagining still, i'm making notes and planning right now, please guys continue answering my questions on this thread i have many more and will think up some more ontop of that.
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Community project.

Post by kartoFlane »

Room size has nothing to do with how many drones a ship can have -- this property is controlled by the <droneSlots> tag in the ship's blueprint. The Auto-Cruiser has <droneSlots>4</droneSlots>, and I also modifed the default 2-slot graphic to accomodate 4 slots (since FTL uses 2-slot for anything other than the default values - 2 and 3)

Same goes for weapons.

So you can have a ship that only has one drone slot, and another that has 3, and all will work correctly. You can't, however, block a slot in the drone system's room -- that only works for medbay.

I don't know about the AI Avatar Generator -- that's from CE, IIRC. I'm fairly sure it uses an event to spawn the ghost crewmembers, the aug itself is a dummy, but you'd have to ask Sleeper for details.
Superluminal2 - a ship editor for FTL
User avatar
Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Ok thank you for that info, when you say you can block off a room on the drone bay, what happens if you do spesifically?

Also, right now i'm trying to block off a 2x1 part of the room in the stealth cruisers medbay. i'm making a custom texture , using GIMP. Everything goes fine until i exprort it, when it turns my custom med-bay texture into a folder for some reason.

When i load it up in-game the room is blocked off just fin, but the default texture is still in use. What's going on? perhaps i did something wrong in gimp?
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Community project.

Post by dalolorn »

Knightmarez wrote:Ok thank you for that info, when you say you can block off a room on the drone bay, what happens if you do spesifically?

Also, right now i'm trying to block off a 2x1 part of the room in the stealth cruisers medbay. i'm making a custom texture , using GIMP. Everything goes fine until i exprort it, when it turns my custom med-bay texture into a folder for some reason.

When i load it up in-game the room is blocked off just fin, but the default texture is still in use. What's going on? perhaps i did something wrong in gimp?
The game simply refuses to block off a tile in any non-medbay room. That's all there is to it.
User avatar
Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: Community project.

Post by Sleeper Service »

Knightmarez wrote:I also want to change the mod for the AI augment so that it costs 0 scrap to make a new AI 'ghost' crewmember. how do i do this ?
Yep that's a dummy aug. The scrap cost is controlled by the event. You can change it there.
Image
Working on a sci-fi deckbuilder nowadays.
Other games I made.
User avatar
Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Right ok i see now, about the med-bay.

any idea what is going on with the custom png textures being turned into folders when i export the ship?

I am right clicking the tile, seting the texture to the custom png, it looks great on superliminal, all good, then i save...no problem, then i export....problem, new texture is turned into folder.
Post Reply