Community project.

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Ok update so far, i just completed the game with the new version of the Rock 2 cruiser. No shield but begins the game with 3x the rock armour giving it 45% resist chance. It also starts with extra hull hitpoints.

I had a blast, and it was great fun to both not be able to hide behind shields, but also not be afraid of hull damage.

Final score was around the 4000 mark, so nothing broken. I had to dump many trade augments, as i would often attack civilian ships, but i guess an Elite rock cruiser isn't about Trading :).

I had to rely heavily on the cloak to beat the final boss, but it didn't feel broken, and i only managed to buy it in sector 5-6 .

The boss was taken down by fire bombs and boarding actions...which is how it should be played with rock 2.

I'm now going to continue working on the various tweeks and changes to other ships.
the graphical textures all worked fine, and it will take some time, but everything is loading up correctly and doing what it's supposed to.

Question: when dealing with upgrade costs and abilities, i noticed advanced battle-systems had 5second + to the cloak each level.

I want a lvl 4 cloak that gives a MASSIVE bonus (60_secs), but cost something like 600 scrap, this is doable yes?
the lower 3 levels and costs and store cost i want to remain the same.
How would i specifically do this. Again, please show me where to dig and i'll do the rest.

Thanks for helping me with the AI augment, i'll be going though that now i know what to re-code.
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Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Just completed the game with the new modified Red tail, i'll definitely be removing the teleporter from the list because this ship was so damn fun to fly without it!

From your perspective you might thing this sounds like just removing features from the game, but trust, the way i've gone about it intensifies other game-play strategies. one hand gives whilst the other takes away from each ship.

which files EXACTLY do i modify to make the shield and teleporter subsystems have rarity 0?
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Community project.

Post by kartoFlane »

blueprints.xml contains data for most of the stuff you want to change. augBlueprints, systemBlueprints, etc -- just browse through it, and you'll encounter most of the stuff you need.

Also, you might find this useful.
Superluminal2 - a ship editor for FTL
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NewAgeOfPower
Posts: 289
Joined: Wed Jan 02, 2013 1:52 am

Re: Community project.

Post by NewAgeOfPower »

kartoFlane wrote:blueprints.xml contains data for most of the stuff you want to change. augBlueprints, systemBlueprints, etc -- just browse through it, and you'll encounter most of the stuff you need.

Also, you might find this useful.
Careful karto.... Kieve might accuse you of being a Google Overlord Worshipper :D
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Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Ok guys this is really helpful stuff. I also think i know how i'm going to be able to 'fix' the trade system. Telling the player not to cheat is IMMERSION BREAKING and AWFUL. I get how it couldn't be programmed so i'm going to rephrase that awful trade-station phrase to something that doesn't bump the player on the head.

Never break the 4th wall unless you are doing it deliberately.

I am also going to be highlighting any questions like this from now on, so it's easier for you lot to read and help me.

For example

Is the end boss editable in anyway? If so, what ways and what files to edit?
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Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Ok My friend came around and sat down, completed the game on normal using the New 'auto cruiser'. It's modified from the original work (which was AWESOME btw ).

This new auto-cruiser features an AI Avatar Generator that costs 0 scrap (as it should, esp with the chance to spawn corrupted AI's). This is not only fluffy , but allows for the cruiser to start with no o2 generator, and some hilarious blue-options.

One time I spawned an new ai, jumped, attacked a civilian trader, the crew rebeled, so the anti-personnel drone shot the newly born AI in the face.

HILARIOUS, and also exactly how i wanted it to be.
The auto cruiser is now like the slug/rockmen/mantis...he gets blue options when attacking civilian ships....:)
*evil laughter*
Its great stuff and the other ships are coming along nicely too, i shall keep you all updated :)
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Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Modding all 18 ships is now coming to completion, i am now trying to add the CRYSTAL DRONE from the Drones + mod. It seems that the crystal drone was not added to the captains edition. I want to make it the one and only drone that the Crystal Type B ship has.

How do i add just the cystal drone (only appearing in Crystal sector trade) to captain's edition. I want to mod itin.

I also want to make Cloak Shields and Teleporter Rarity 0.....working on that now....

Btw guys this lil project is coming along swimmingly. The ships now are extremely characterfull, and encourage one captain to treat each ship differently. From the economy, to the jump routes, even to which sector to chose....far more so than before.
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Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

Ok, so from what i'm seeing the 'captians edition' mod IS the community project. FAIR ENOUGh. I'm working hard on finishing these ships still.

I hoping in the long run that captains edition will included these new re-balanced player ships as standard.

Happy days.....

I tried editing the kestrel type A but it bugged the tutorial, so i'm leaving that ship alone.
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Knightmarez
Posts: 143
Joined: Fri Nov 08, 2013 3:30 am

Re: Community project.

Post by Knightmarez »

I want to make Shields, Cloak and Teleporter not appear in the stores. I have looked but cannot find it in blueprints.xml. How do i edit this?

Right now the systems aren't installed on the ships, so you can spend the scrap, but you get nothing for it.

This is kinda broken.
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Community project.

Post by kartoFlane »

What you're looking for is the system's blueprint in blueprints.xml:

Code: Select all

<systemBlueprint name="shields">
	<type>shields</type>
	<title>Shields</title>
	<desc>Powers your shields. Every shield bar can block one incoming shot. Upgrading increases bar count.</desc>
	<startPower>2</startPower>
	<maxPower>8</maxPower>
	<rarity>1</rarity>
	<upgradeCost>
		<level>100</level> <!-- level 2 -->
		<level>20</level> <!-- level 3 -->
		<level>30</level> <!-- level 4 -->
		<level>40</level> <!-- level 5 -->
		<level>60</level> <!-- level 6 -->
		<level>80</level> <!-- level 7 -->
		<level>100</level> <!-- level 8 -->
		<level>120</level> <!-- Imaginary level 9 -->
	</upgradeCost>
	<cost>150</cost>
</systemBlueprint>
There, change the <rarity>1</rarity> to <rarity>0</rarity>. That'll remove it from stores.
Superluminal2 - a ship editor for FTL
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