FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
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Mr. Mister
Posts: 495
Joined: Sun Sep 23, 2012 8:51 am

Re: FTL Captain's Edition 1.084

Post by Mr. Mister »

DragonMaster2962 wrote:i like the mod i just wish you could disable parts of it, also the encased systems sounds like the most frustrating thing in the world, someone should make a mod that adds a player ship for this mod that uses encased systems, of course upgrading the encased system would have to be more expensive :D

Edit : if a system is encased dosent that mean you cant man it?
Encased systems can't be manned nor powered by Zoltans. They also can't be repaired (only should worry about it if it's shields, heavy ion mkII and mkIII are very dangerous then).

I was thinking CE could have a few stations with encased cockpit and engines, so they're an actual danger if you decide to go kaboom.
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Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.086

Post by Sleeper Service »

Minor update coming up. Mostly to incorporate Tweevles awesome type b enemy ship graphics.


1.085
- A lot of great type b enemy hull graphics by Tweevle added
- DE: One drone added
- AE: One augment added
- One general quest added
- Some more special outcomes for certain crew conversations added
- Boss should now get artillery support during phase one
- The Boss will now use it's combat augments in phase three instead of phase one
- Player can no longer evade more than one PDS targeting via cloaking
- Industrial sectors are now classified as civilian to avoid creation of additional nebula beacons
- Swarm Missile Drones can no longer cause breaches and fires
- A few more weapons display UI prompts when hitting the enemy ship
- Faction specific augs given to some enemy classes that where lacking them
- Some small fixes
- More typos and grammar corrected
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Torchwood202
Posts: 131
Joined: Sun Sep 30, 2012 4:10 pm

Re: FTL Captain's Edition 1.086

Post by Torchwood202 »

*Chuckles* Exactly why is "The Kestrel" now "The Testrel"? *Laughs even harder* ITS SO OP
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Estel
Posts: 465
Joined: Sat Jun 22, 2013 4:03 am

Re: FTL Captain's Edition 1.086

Post by Estel »

DragonMaster, could you, kindly, stop spamming about that modularity? You were answered dozen(s) times, that it is not possible. You can grab CE files and try to achieve it yourself, though.

Sleeper: Thanks goodness for nerfed swarm missile drones. 2 of those buggers in tandem were able to rip every ship in existence into pieces, in less than a minute. Can't wait to fight boss with artillery support.

/Estel
ikeelyou300
Posts: 101
Joined: Tue Dec 03, 2013 2:46 am

Re: FTL Captain's Edition 1.086

Post by ikeelyou300 »

Sorry to tell you this Sleeper, but your artillery still doesn't work. :cry: However, here is the code that I have used to get it to work. I hope it helps. I tried it with missiles, but I couldn't get it to work with missiles. Maybe you can get it to work though. Right now it works without missiles.

Code: Select all

<shipBlueprint name="BOSS_1" layout="boss_1" img="boss_1">
  <class>Rebel Flagship</class>
  <systemList>
    <artillery power="6" room="9"/>
    <artillery power="6" room="10"/>
    <artillery power="6" room="14"/>
    <artillery power="6" room="18"/>
    <artillery power="3" room="19"/>
    <pilot power="3" room="0"/>
    <sensors power="2" room="17"/>
    <doors power="3" room="13"/>
    <shields power="8" room="1">
      <slot>
        <direction>right</direction>
        <number>1</number>
      </slot>
    </shields>
    <teleporter power="1" room="3"/>
    <cloaking power="2" room="15"/>
    <medbay power="3" room="5"/>
    <oxygen power="2" room="7"/>
    <engines power="2" room="8">
      <slot>
        <direction>left</direction>
        <number>2</number>
      </slot>
    </engines>
    <drones power="2" room="12"/>
  </systemList>
  <health amount="20"/>
  <maxPower amount ="45"/>
  <aug name="FTL_JAMMER"/>
  <aug name="CLOAK_FIRE"/>
</shipBlueprint>

<weaponBlueprint name="ARTILLERY_BOSS_5">
  <type>BOMB</type>
  <title>Boss Artillery Support</title>
  <short>Boss Artillery Support</short>
  <locked>1</locked>
  <desc>Hazard Dummy Weapon - You shouldn't see this description</desc>
  <tooltip>Hazard Dummy Weapon - You shouldn't see this description</tooltip>
  <damage>3</damage>
  <sysDamage>0</sysDamage>
  <persDamage>3</persDamage>
  <shots>1</shots>
  <sp>0</sp>
  <fireChance>3</fireChance>
  <breachChance>2</breachChance>
  <cooldown>25</cooldown>
  <power>1</power>
  <cost>80</cost>
  <bp>4</bp>
  <rarity>0</rarity>
  <image>ce_boss_artillery_warning_2</image>
  <explosion>ce_explosion_really_big</explosion>
  <launchSounds>
    <sound>warning_effector</sound>
  </launchSounds>
  <hitShipSounds>
    <sound>smallExplosion</sound>
  </hitShipSounds>
  <weaponArt>ce_minelauncher_invisible</weaponArt>
</weaponBlueprint>
Yes, I reordered the ship's systems for a reason I'll discuss later and yes placing terminals like that works so if you want to do that too that would be nice because they won't jump around anymore between stages. :idea:

Right now you also have a bug where if you hit the boss missiles they won't show as broken because the artillery is overlapping them. YOU SHOULD PROBABLY FIX THAT ASAP. So that is why I reordered the ship systems in the blueprint. I put my 5th artillery in this new room in the .txt file:
ROOM
19
6
9
0
0
This way it is placed directly behind the engines and is "invisible" and invincible with the new system order (which I also think makes more sense). I talked about placing the 5th artillery there before, but I guess you didn't see that. :roll:

Another thing I talked about was the artillery power. You can look at my previous posts for more details, but if you want to make it possible to hack the artillery use those artillery powers because they are all power 3 contrary to what you may think because the last one takes precedence. but if you hack it and use artillery loss=3 then the last one will stay 0 and the others will be 3 so they're the same, but the artillery is offline. :D

I don't think you need the boss_1.xml file because my artillery worked fine without making a new weapon mount.

So that's basically it. Use my code and compare it to yours to see what is wrong. You can fool around with the cooldown and missile usage if you want, but this is the code I used to prove the concept to myself.

Peace out. ;)
Just ask me if you have any questions. I check the forums every day.

EDIT: On an unrelated note, I was able to connect the boss's weapon compartments to the rest of the ship. Anyone think that's a horrible idea?
ikeelyou300
Posts: 101
Joined: Tue Dec 03, 2013 2:46 am

Re: FTL Captain's Edition 1.084

Post by ikeelyou300 »

Mr. Mister wrote:I was thinking CE could have a few stations with encased cockpit and engines, so they're an actual danger if you decide to go kaboom.
There could be a Rebel Kamikaze Drone that is hard to take down and doesn't have many weapons, but prevents you from escaping and suicides into you.
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Sleeper Service
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Re: FTL Captain's Edition 1.087

Post by Sleeper Service »

You'll find that the Testrel is as boring as it gets when it comes to OP ships...

So apparently the boss can not use missile based artillery, or can not get missile supplies, I don't know... Used some of ikeelyou300s code changes and made some readjustments to make it work without missiles. Boss PDS artillery will therefore work slightly different than normal PDS, but it is kind of given away in the even anyway so, well... brace yourself and don't take to log with phase one. :D

1.087
- Another attempt on getting the boss artillery support to work
- Testrel Cruiser removed
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Nider_01
Posts: 80
Joined: Sun Sep 22, 2013 5:40 am

Re: FTL Captain's Edition 1.087

Post by Nider_01 »

New PDS working, but do it really strange. GUI says: targeting, lock-on, targeting, lock-on ... targeting, lock-on, firing, evacuate!
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Sleeper Service
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Re: FTL Captain's Edition 1.087

Post by Sleeper Service »

That's mostly to illustrate that the remaining Federation fleet is trying to draw the fire away from you. Not self explanatory, but mentioned in the event. This also should give you less of a clue how much time remains, to stress you completely. :D
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Nider_01
Posts: 80
Joined: Sun Sep 22, 2013 5:40 am

Re: FTL Captain's Edition 1.087

Post by Nider_01 »

You should add some messages like "targeting Interrupted" because now it looks strange.
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