Knightmarez's UfAQ thread

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R4V3-0N
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Re: Knightmarez's UfAQ thread

Post by R4V3-0N »

This answer was answered, 3 times already.

But in case your to lazy to go to your previous questions and read the answers.

you just do

Code: Select all

<blueprintList name="WL_ROCK_TROOPSHIP">
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
</blueprintList>
R4V3-0N, a dreamer.
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Knightmarez
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Re: Knightmarez's UfAQ thread

Post by Knightmarez »

http://www.ftlgame.com/forum/search.php ... &fid[0]=12

oh how lazy of me not reading 433 pages. ffs.....

Ok so now i'm checking the 'weapon creation' thread.

NOPE no mention of the exact nature of adding a weapons name multipul times in the enemy weapon lists.

Guess i'm still being lazy?

Stop being rude and please just link me to where the answer is, or be ignore my threads and let someone else do it, but don't call me 'lazy'.

I'm not a slug, i can't search and read your mind.
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Knightmarez
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Re: Knightmarez's UfAQ thread

Post by Knightmarez »

ahh damn it, it was working at first, and i had a mantis outpost using the new weaponlist, but now the ships are not showing any weapons at all!! i have no idea why this is. :roll:
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Knightmarez
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Re: Knightmarez's UfAQ thread

Post by Knightmarez »

Ok, i started from scratch, got the autoblueprint file from CE1069 and copy pasted it, rewriting all of my work.

This time, instead of making a new weaponlist and filling it with weapons...the finding the unit and telling to move to the new weaponlist.....

...this time, i just edited the weaponlists that were already there. I gave it a test run and it seemed ok, although some mantis outposts turned up in a rock sector.

What i'm trying to do specifically is get tighter controls over what weapons each indervidual ship has.

so for example..
<shipBlueprint name="CE_CIV_ASSAULT" layout="tb_fed_assault" img="ce_civ_bomber">
<class>Militia Assault</class>
<minSector>5</minSector>
<systemList>
<weapons power="2" max="9" room="8" start="true">
<slot>
<direction>up</direction>
<number>0</number>
</slot>
</weapons>
<engines power="1" max="4" room="1" start="true">
<slot>
<direction>right</direction>
<number>3</number>
</slot>
</engines>
<doors power="1" max="3" room="0" start="false"/>
<oxygen power="1" max="3" room="4" start="true"/>
<pilot power="1" max="3" room="2" start="true">
<slot>
<direction>up</direction>
<number>0</number>
</slot>
</pilot>
<medbay power="1" max="3" room="6" start="false">
<slot>
<number>-2</number>
</slot>
</medbay>
<shields power="2" max="8" room="7" start="true">
<slot>
<direction>left</direction>
<number>2</number>
</slot>
</shields>
</systemList>
<weaponList missiles="8" load="WEAPONS_CIV"/>
<health amount="9"/>
<maxPower amount="7"/>
<crewCount amount="0" max="2" class="energy"/>
<crewCount amount="2" max="3" class="human"/>
that's w hat it originally says, and here is weapons civ
<blueprintList name="WEAPONS_CIV">
<name>LASER_BURST_1</name>
<name>LASER_BURST_2_A</name>
<name>LASER_BURST_3_ENEMY</name>
<name>LASER_BURST_5_ENEMY</name>
<name>LASER_HEAVY_1_ENEMY</name>
blahblahblah....
<name>BA_BOMB_BIG_ENEMY</name>
<name>BA_BOMB_CLUSTER_1_ENEMY</name>
</blueprintList>
now what i was TRYING but didn't work, and i don't know why... is i would do this.

Make a new weaponlist "WL_CIV_ASSAULT "
<blueprintList name="WL_CIV_ASSAULT">
<name>BA_MISSILES_4</name>Ares
blahblahblah....
<name>BA_MISSILES_3</name>Hermes
</blueprintList>
and then modify the civ bomber blueprint
blah....
<number>2</number>
</slot>
</shields>
</systemList>
<weaponList missiles="8" load="WL_CIV_ASSAULT"/>
<health amount="9"/>
<maxPower amount="7"/>
<crewCount amount="0" max="2" class="ener...blah
and i'm thinking '' oh great, now the civilian bomber will use high energy requiring, high damage low rate of fire missiles, like a bomber....

but INSTEAD it wouldn't have any weapons at all! and weirder still, enemy units i haven't even touched would have no weapons / drones either.
I would check and double check for typo's but couldn't find anything.
Is there something i'm not doing when adding a new weapon-list?

I REALLY want to go to every single enemy ship and give each and every one of them a specific blueprint.
Last edited by Knightmarez on Sat Dec 14, 2013 5:08 pm, edited 1 time in total.
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Knightmarez
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Re: Knightmarez's UfAQ thread

Post by Knightmarez »

aw jeeez it's done it again. I have no idea wtf is up with this.
FOR EXAMPLE


I took the auto-blueprints.xml (and the append) files from the latest version of CE.

Lets take the 'weapons jelly part'
<blueprintList name="WEAPONS_JELLY">
<name>LASER_BURST_1</name>
<name>LASER_BURST_2_A</name>
<name>LASER_BURST_3_ENEMY</name>
<name>LASER_HEAVY_1_ENEMY</name>
<name>LASER_HEAVY_2_ENEMY</name>
<name>MISSILES_2_ENEMY</name>
<name>MISSILES_BREACH_ENEMY</name>
<name>BEAM_1</name>
<name>BEAM_2</name>
<name>BEAM_3</name>
<name>BEAM_LONG</name>
<name>BEAM_FIRE</name>
<name>BOMB_FIRE_ENEMY</name>
<name>BOMB_BREACH_1</name>
<name>ION_1</name>
<name>ION_4</name>
<name>LASER_BURST_4_ENEMY</name>

<name>BA_ION_BURST_1</name>
<name>BA_ION_BURST_2</name>
<name>BA_ION_BURST_3</name>
<name>BA_BEAM_BARDICHE</name>
<name>BA_BEAM_NAGINATA</name>
<name>BA_BEAM_PERNACH</name>
<name>BA_BEAM_FIRE_2</name>
<name>BA_BEAM_FIRE_FOCUS</name>
<name>BA_EFFECTOR_1_ENEMY</name>
<name>BA_EFFECTOR_2_ENEMY</name>
<name>BA_EFFECTOR_3_ENEMY</name>
<name>BA_LASER_LIGHT_2_ENEMY</name>
<name>BA_LASER_LIGHT_SCATTER_2</name>
<name>BA_LASER_LIGHT_SCATTER_3</name>
<name>BA_LASER_AUTO_1_ENEMY</name>
<name>BA_LASER_AUTO_2_ENEMY</name>
<name>BA_LASER_BURST_1_2</name>
<name>BA_LASER_DUAL_2</name>
<name>BA_LASER_HEAVY_SCATTER_1_ENEMY</name>
<name>BA_LASER_HEAVY_SCATTER_2_ENEMY</name>
<name>BA_MISSILES_ONI_ENEMY</name>
<name>BA_MINES_TECH</name>
<name>BA_BOMB_FIRE_2_ENEMY</name>
<name>BA_BOMB_BIO_ENEMY</name>
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
</blueprintList>
Above is the original, Below is the new one
<blueprintList name="WEAPONS_JELLY">
<name>MISSILES_BREACH_ENEMY</name>
<name>BEAM_FIRE</name>
<name>BOMB_FIRE_ENEMY</name>
<name>BOMB_BREACH_1</name>
<name>BA_BEAM_BIO_2</name>
<name>BA_BEAM_BIO_FOKUS</name>
<name>BEAM_BIO</name>
<name>BA_BEAM_FIRE_2</name>
<name>BA_BEAM_FIRE_FOCUS</name>
<name>BA_EFFECTOR_1_ENEMY</name>
<name>BA_EFFECTOR_2_ENEMY</name>
<name>BA_EFFECTOR_3_ENEMY</name>
<name>BA_LASER_LIGHT_2_ENEMY</name>
<name>BA_LASER_LIGHT_SCATTER_2</name>
<name>BA_LASER_LIGHT_SCATTER_3</name>
<name>BA_LASER_BURST_1_2</name>
<name>BA_MINES_TECH</name>
<name>BA_BOMB_FIRE_2_ENEMY</name>
<name>BA_BOMB_BIO_ENEMY</name>
<name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
</blueprintList>
The idea being '' lets see what it's like to fight the slugs if they are killing-your-crew-obsessed. and don't use any other weapons.....

but instead they just don't turn up! i went though two slug sectors and not a single one turned up, they all failed to load.

I don't understand, did i do something wrong? i'm installing the files buy zipping the data folder as a zip, renaming it as ftl....all the usual procedures. Other things i've changed worked fine without any bugs first time! ARRGH :evil:

I have utterly no idea what is going wrong.
I'm not even making new weaponlists, i'm just editing the ones already there, with weapons from other weaponlists! not my new weapons or anything! At least this time all the enemies had weapons, but the relevant race's didn't turn up! wtf?
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Knightmarez
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Re: Knightmarez's UfAQ thread

Post by Knightmarez »

Ok, so i uninstalled the game, deleted the .bak files in mod-manager, then ''patched' the game.
Slug vessels started appearing this time, but the game still gives me mantis in zoltan sectors, and at one point it gave the txt message of the asteroid-base-encounter....but instead it showed a 'rebel rigger'.

Very peculiar. My re-balance of what weapons the race's pick (instead of everyone basically getting access to everything) is working gameplay-balance-wise.....and at least now the enemies have weapons unlike before.......but this seemingly random side-effect of swapping which ships come in which event's is confusing me no end.
Perhaps something went wrong in the patching process? perhaps i should uninstall the game again? i don't know what to do.....
dalolorn
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Re: Knightmarez's UfAQ thread

Post by dalolorn »

Knightmarez wrote:Ok, so i uninstalled the game, deleted the .bak files in mod-manager, then ''patched' the game.
Slug vessels started appearing this time, but the game still gives me mantis in zoltan sectors, and at one point it gave the txt message of the asteroid-base-encounter....but instead it showed a 'rebel rigger'.

Very peculiar. My re-balance of what weapons the race's pick (instead of everyone basically getting access to everything) is working gameplay-balance-wise.....and at least now the enemies have weapons unlike before.......but this seemingly random side-effect of swapping which ships come in which event's is confusing me no end.
Perhaps something went wrong in the patching process? perhaps i should uninstall the game again? i don't know what to do.....
Are you sure the autoblueprint lists being called in the events aren't wrong? A faulty link or a faulty list? Maybe even a faulty blueprint?
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Metzelmax
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Re: Knightmarez's UfAQ thread

Post by Metzelmax »

ofc the enemies dont have weapons with more than 1 power in sector one :roll:
Here is the Stuff I made:
ImageImageImageImage
And stuff is always better than no stuff, right?
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Knightmarez
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Re: Knightmarez's UfAQ thread

Post by Knightmarez »

With reguards to power levels i made sure that there was always something on the list worth 1 power.....but i could double check this.
EDIT: ok now i've added at least DA_Dual old laser. A 1 power cost weapon.

Still, that seem to explain why enemy weapon lists i didn't touch started turning up with no weapons....


With regards the lists....they were constructed from the weapons already listed within the lists, so its not the weapons being linked. and in the 2nd example i'm changing a weapon-list that already existed......

i'm re-arranging what already works inside of lists that already work....and then it stop working.

Also, does listing 1 weapon multiple times cause problems? cause i stopped doing that too :s
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Knightmarez
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Re: Knightmarez's UfAQ thread

Post by Knightmarez »

I just did another run and went though FOUR nebula sectors....and didn't see a single slug vessel :S

I only used weapon-lists that already existed.
I made sure each weapon list had no 'duplicate' weapons.
I made sure that each weapon-list had a one-power weapon.

Rock and slug turned up using the new weapon lists.....but slug did not appear ....even though 4 nebula :S
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