Gencool wrote:Nice - so the next generation of custom ships could be made with this mod in mind...
There's an idea. You could make artillery show up in stores before, but it would also be available to vanilla ships, which couldn't use it. Now there's no downside.
Gencool wrote:Oh, also, stupid question, but is there any way of linking Artillery to Drones?
What Russian Rockman said. If there is a way to do it, it's way beyond what I know.
Russian Rockman wrote:@dmi3
150 seems like a reasonable cost for artillery anyway since, basically, it can usually be used to decimate ships all on its own as long as you have the time. You can beat the final boss solely with artillery.
Fair point. It costs 90 scrap in the current build, but I think I'll adjust it higher.
Russian Rockman wrote:I hope I didn't spoil the Crystal for you
No worries. I've opened the stasis pod about a thousand times, I just can never find a Rock Homeworld sector.
Russian Rockman wrote:And congratulations on this being your first mod. You're doing better than most.
Thanks again. I've been lurking here for a while, but never made anything.
So I've been designing ship-specific weapons, because that's a lot more fun than trying to figure out the room numbers in the blueprints, and I ran into a problem with this one. Every time it fires, FTL crashes.
Code: Select all
<weaponBlueprint name="ARTILLERY_MANTIS">
<!-- Pretty much stolen from CE's neural stunner weapon. Thanks, sleepy. -->
<type>BURST</type>
<title>Stinger</title>
<short>Artillery</short>
<desc>Stuns crew, damages systems, and breaches hulls, paralyzing an enemy ship. More power means faster cooldown.</desc>
<tooltip>Artillery: Fires a burst of small particles that can pierce shields and disable enemies</tooltip>
<radius>100</radius>
<damage>0</damage>
<stun>7</stun>
<sp>5</sp>
<fireChance>0</fireChance>
<breachChance>2</breachChance>
<speed>40</speed>
<cooldown>40</cooldown>
<power>1</power>
<cost>0</cost>
<bp>5</bp>
<rarity>0</rarity>
<projectiles>
<projectile count="15" fake="false">mantis_artillery_shot</projectile>
</projectiles>
<launchSounds>
<sound>bp_SFX_MantisSpit1</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>silence</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>artillery_fed</weaponArt>
</weaponBlueprint>
Originally it had 30 projectiles, but even after decreasing that it crashes the game. Is there anything obviously wrong that I'm missing?