Ok so i removed BA_BIO_BEAM_FOKUS
which is a sweet weapon, but i took it off the list and now the slug came back....ish.
Not too many of them, i'm wondering perhaps there what the list of weapons that can't be used....
<_< i wonder if hullcrusherlaser is on that list as well......
Knightmarez's UfAQ thread
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: Knightmarez's UfAQ thread
I'm not being rude.
You asked how do you do this on a new thread.
The thread merged with the current Question and Answer thread and the answer was put there.
YOU asked again, same story, now you had the same question answered twice.
You even got linked to that specific post once by kieve and it seems like you didn't read it.
Sorry for sounding a bit mad now but you really should pay attention more often.
You asked how do you do this on a new thread.
The thread merged with the current Question and Answer thread and the answer was put there.
YOU asked again, same story, now you had the same question answered twice.
You even got linked to that specific post once by kieve and it seems like you didn't read it.
Sorry for sounding a bit mad now but you really should pay attention more often.
R4V3-0N, a dreamer.
- Knightmarez
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- Joined: Fri Nov 08, 2013 3:30 am
Re: Knightmarez's UfAQ thread
I just re-read this thread i see no link......?
- Knightmarez
- Posts: 143
- Joined: Fri Nov 08, 2013 3:30 am
Re: Knightmarez's UfAQ thread
Ok i just read 97 pages of the captain edition work, seeing the mod evolve over time, but i see no real explanation to my question.
new question has come up :
When i removed for example BIO_BEAM_FOKUS it seemed to help with the very weird things happening to the enemies weapon-lists and spawn rates. Some slug vessels returned!
However, some of the other weapons turned up on some of the enemies without a problem.
I don't suppose any of you know which weapons are buggy and which one's were removed purely on the grounds of being 'overpowered'?
new question has come up :
The above quote is a copy paste job of every weapon that seems to of been omited in the <blueprintList name="STANDARD_WEAPONS"> <!-- this is just all of them --> list.<!--<name>LASER_BURST_2</name>-->
<!-- <name>MISSILES_2_PLAYER</name> -->
<!-- <name>BOMB_HEAL</name> (Might else get in enemy hands? Indicates this is also pirate list?)-->
<!-- <name>BA_BEAM_BIO_FOKUS</name>
<name>BA_BEAM_BIO_2</name> -->
<!-- <name>BA_MISSILES_PERYTON_ENEMY</name>
<name>BA_MISSILES_COCKATRICE_ENEMY</name>
<name>BA_MISSILES_SIMURGH_ENEMY</name>
<name>BA_MISSILES_ONI_ENEMY</name>
<name>BA_MISSILES_IFRIT_ENEMY</name>
<name>BA_MISSILES_FIRE_ENEMY</name>
<name>BA_MISSILES_SWARM_1</name>
<name>BA_MISSILES_SWARM_2</name>
<name>BA_MISSILES_SWARM_3</name> -->
<!-- <name>BA_LASER_HULLCRUSHER</name> (Might else get in pirate hands? Causes crashes on enemy?)-->
<!-- <name>BA_BOMB_BIO_ENEMY</name> -->
<!-- <name>BA_BOMB_HEAL_2</name> -->
<!-- <name>BA_BOMB_BIO_ENEMY</name> -->
<!-- <name>BA_BOMB_HEAL_2</name> -->
<!-- <name>BA_BOMB_CLUSTER_FIRE_ENEMY</name>
<name>BA_BOMB_CLUSTER_ION_ENEMY</name>
<name>BA_EFFECTOR_1_ENEMY</name>
<name>BA_EFFECTOR_2_ENEMY</name>
<name>BA_EFFECTOR_3_ENEMY</name> -->
When i removed for example BIO_BEAM_FOKUS it seemed to help with the very weird things happening to the enemies weapon-lists and spawn rates. Some slug vessels returned!
However, some of the other weapons turned up on some of the enemies without a problem.
I don't suppose any of you know which weapons are buggy and which one's were removed purely on the grounds of being 'overpowered'?
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
- Knightmarez
- Posts: 143
- Joined: Fri Nov 08, 2013 3:30 am
Re: Knightmarez's UfAQ thread
Good, now back to the question, does anyone have any hints or suggestions on what could be going wrong? You guys don't seem to know the answer to my questions.
If you want to ask any details about what changes i made , and am trying to make i'll do the best i can to answer.
For example early on in this thread i asked a simple question, does having multiple repeats of a weapon in a weapon-list cause any problems?
Also, are there specific weapons one shouldn't put in the list?
Is there a specific way lists should be done, or the order they should be inside the auto-blueprints file perhaps?
If you want to ask any details about what changes i made , and am trying to make i'll do the best i can to answer.
For example early on in this thread i asked a simple question, does having multiple repeats of a weapon in a weapon-list cause any problems?
Also, are there specific weapons one shouldn't put in the list?
Is there a specific way lists should be done, or the order they should be inside the auto-blueprints file perhaps?
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Knightmarez's UfAQ thread
IIRC, the last time I tested this with Sleeper, we've found that listing a blueprint multiple times in a list makes it more likely to appear, ie. picked by the game.Knightmarez wrote:Another really specific question. How *exactly* does the weapon list work if i just want one weapon to appear?
Do i list it once?
Or do i list it multiple times...
As far as I'm aware, the game is completely 'blind' about the weapons it picks from the blueprint list (ie. it doesn't matter whether the weapon takes 1 power or 3 power) -- but I may be mistaken.
What weapons are listed in a blueprint has no effect on whether an enemy spawns or not -- so your not meeting any slug ships was probably just incredibly bad luck, or some obscure bug caused by copying over parts of CE code.
Nope, unless the weapon's blueprint itself contains wrong syntax. All the weapons were removed from the standard list for balancing reasons, as far as I'm aware.Knightmarez wrote:Also, are there specific weapons one shouldn't put in the list?
Nope, they just have to be inside autoBlueprints.xml (.append)Knightmarez wrote:Is there a specific way lists should be done, or the order they should be inside the auto-blueprints file perhaps?
That said, I don't think it's a good idea for you to start playing with weapon lists by copying over CE's code. That introduces a lot of unnecessary complexity.
Start small instead, modifying just a single weapon list in a single ship, and then modifying ship lists to only contain that one ship, so that you can test it with little effort.
If you're still getting weird bugs like this, post your .ftl file here, it'll be easier to find any errors with straight code in front of everyone's eyes.
Superluminal2 - a ship editor for FTL
- Knightmarez
- Posts: 143
- Joined: Fri Nov 08, 2013 3:30 am
Re: Knightmarez's UfAQ thread
Sure, got any suggestions other than drop-box on how to get this file to you? You won't mind if i copy-paste it here?
- Kieve
- Posts: 944
- Joined: Tue Sep 18, 2012 2:21 pm
Re: Knightmarez's UfAQ thread
Knightmarez, not to derail the thread with bickering but I think the reason you're getting a generally poor reception around here is, you keep overlooking the important details.Knightmarez wrote:I just re-read this thread i see no link......?
You were told point-blank that the question had been answered, and linked to. Right here. Which is more or less the same link I'd provided in your duplicate topic when I locked it.R4V3-0N wrote:The thread merged with the current Question and Answer thread and the answer was put there.
It then tends to irritate people a little when you sound indignant for not being "answered," when you were in fact given an answer to your question - multiple times.Knightmarez wrote:Ok i just read 97 pages of the captain edition work, seeing the mod evolve over time, but i see no real explanation to my question.
I realize the search-function can be dodgy at times, and nobody is going to expect you to read a hundred pages of a thread to suss out the one detail you're needing - we just ask that you pay a little more attention and read things more carefully in the future.
Also, as Karto suggested, you really are better off starting small and working out the details of your own mod before trying to dissect something as complex as CE. You're essentially trying to learn particle physics before having passed algebra - it's not impossible to do, but makes things much harder on yourself. I believe I tried to explain this to you before as well, and you pretty much disregarded the advice then, too.

With regard to posting the FTL file, drop-boxing it or posting it as an attachment (as a .zip) should work fine. Mediafire has gone downhill of late but they're still a functional alternative for free hosting.
- Knightmarez
- Posts: 143
- Joined: Fri Nov 08, 2013 3:30 am
Re: Knightmarez's UfAQ thread
well starting loads of threads is annoying i see that now, hense why i'm just using this one thread instead.
I'll try out media fire iguess.
....but here is what's confusing me, and i get the misunderstanding. The page you just linked.
http://www.ftlgame.com/forum/viewtopic. ... =70#p62491
is an exact description of what i'm doing....yet it still doesn't work ?!!?
Make a weaponlist with a custom name, check,
Add weapons to list, check
Find the Enemy ship in question, and tell it's weapons to link to new weaponlist, check.
Load up game......weird bugs.
*sigh*
double check for typo's.....none found....
...go on forum and make thread =P
that's basically what i did....so something else is going wrong....
I'll get back to you soon with a copy of the FTL file......
I'll try out media fire iguess.
....but here is what's confusing me, and i get the misunderstanding. The page you just linked.
http://www.ftlgame.com/forum/viewtopic. ... =70#p62491
is an exact description of what i'm doing....yet it still doesn't work ?!!?
Make a weaponlist with a custom name, check,
Add weapons to list, check
Find the Enemy ship in question, and tell it's weapons to link to new weaponlist, check.
Load up game......weird bugs.
*sigh*
double check for typo's.....none found....
...go on forum and make thread =P
that's basically what i did....so something else is going wrong....
I'll get back to you soon with a copy of the FTL file......