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

Distribute and discuss mods that are functional. Moderator - Grognak
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.213/Inf 1.213/EL 1.213

Postby Russian Rockman » Sat May 17, 2014 2:22 pm

Ahha! Looks like the Mantis C has 4 weapon mounts, but can only actually have 3 weapons. So you could really just place the Artillery mount right over the 4th!
Try this...

Code: Select all

<weaponMounts>
   <mount x="537" y="140" rotate="true" mirror="true" gib="6" slide="up"/>
   <mount x="537" y="330" rotate="true" mirror="false" gib="5" slide="down"/>
   <mount x="316" y="102" rotate="true" mirror="true" gib="4" slide="up"/>
   <mount x="316" y="368" rotate="true" mirror="false" gib="4" slide="down"/>
   <mount x="316" y="368" rotate="true" mirror="false" gib="4" slide="no"/>
</weaponMounts>


Not sure about the Zoltan placement.

At the moment, the Lanius Ships do not seem to have an artillery mount at all... I do not see the weapon firing from anywhere. If I could suggest a mount, I would suggest the top of the bottom front blade. (Wait, did that make sense? :lol: ) You've convinced me that that would be a better spot.

Also, the Lanius and Crystal weapon descriptions so not mention the base cooldown time in their descriptions. It's easy to forget to edit dlcBlueprints... ;)


I understand that everything was probably done last minute. I knew you couldn't possible add that much content so fast without some bugs. You were just soooo eager to get artillery in before Open Artillery weren't you... :lol: The last few back and forths between dmi3 and I have only been about bug fixing and balancing, otherwise we would have been done a long time ago. Now I'm busy looking for bugs in CE. :roll: But you have added A LOT of stuff that would have taken us a good long while.

I imagine some better artillery images for the Rock, Crystal, Stealth, and Lanius are coming up... ;) Directly from EL perhaps...

Suggestions:
Sorry to overwhelm you!!!!

For the Zoltan Artillery, the Maul Beam (High Tech_2) or Maul Beam (Steel or Steel HTor Steel Bright) might be good here. Green would work for the Type A only.

For Rock B, Plasma Thrower (Dark) would look cool.
For Rock A, Shotgun Missile (Dark) would also look cool.

NOTE: I noticed that Endless Loot is lacking any pure brown variants of weapons, something to consider maybe...

The Lanius A could use a "remodeled" Shotgun 2 (HT Steel Bright or HT Steel)
The Lanius B could use a "remodeled" Shotgun 2 (Red)
Both POSSIBLY could use the Dark too... If you really didn't want 2 variants.

I also would like it if the Federation C used a "remodeled" Shotgun 2 (Old/Rusty/Dirty)
It could look like it was taped on to where the beam is supposed to be! :lol: Dumb pirates...

For all the Federation ships, I think they should use the artillery room images for consistency... and because they look cooler IMO. :D

The Mantis C could use a Light Chain (Blue, Steel, or Dark) since the rusty doesn't really math.

The Stealth Cruiser could use a "remodeled" version of one of the normal stealth missile launchers. Steel or High Tech maybe?
EDIT: I noticed that the Stealth Cruiser artillery actually has it's own image, but you can only see it when claoked. Awesome idea! ;) It could still use it's own image eventually though, similar to the other high tech missile launchers.
EDIT 2: Also, do you think the Stealth Artillery should shoot 3(1 damage) missiles instead of 1? no particular reason other than that it looks cooler... :ugeek:

NOTE: There is also a lack of digital camo weapons in Endless Loot, something else to consider...

And finally, the Crystal artillery. I'm thinking you could use a steel, or slightly darker version of the Crystal heavy 2, or the biggest Crystal weapon there is. Maybe even use the desaturated version?

NOTE: Some of the Crystal Weapons in Endless Loot look awesome, especially the different colored ones. And some of them look... funny. :roll: If rannl is feeling up to it, maybe he could make some special weapon skins just for the crystal weapons. I would love to see that!!! I think the Crystal Cataclysm mod has a few already.



EDIT: I also think the Zoltan, Kestrel. and Rock artillery mounts should be brought forward a bit so we can see more of the weapon itself. And the Crystal artillery could maybe be redone too look more like part of the ship actually.

Also also, since the Kestrel uses the Boss's artillery weapon I thought it would be neat to give other player ships the other weapons. The Ion one could go to maybe one of the Zoltan Ships, the Missile to the Kestrel C, and the Beam to another Zoltan ship or the Kestrel B to complete the set... :D I love irony.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.214/Inf 1.214/EL 1.213

Postby Sleeper Service » Sat May 17, 2014 3:35 pm

Russian Rockman wrote:Ahha! Looks like the Mantis C has 4 weapon mounts, but can only actually have 3 weapons. So you could really just place the Artillery mount right over the 4th!

That has nothing to with how artillery is placed. Artillery always uses mount 5 as far as I know. Or the one that has slide="no", not sure, but how many normal mounts exist does not matter for that.

Russian Rockman wrote:At the moment, the Lanius Ships do not seem to have an artillery mount at all... I do not see the weapon firing from anywhere. If I could suggest a mount, I would suggest the top of the bottom front blade. (Wait, did that make sense? :lol: ) You've convinced me that that would be a better spot.

The Lanius ships totally have mounts, just check the xml. I used a wrong dummy anim there. Their fire point was planned for exactly that position. ;)

Also, most artillery weapons match the ships hull style now. I'm pretty OK with how the crystal artillery guns and most other stuff looks right now.

Russian Rockman wrote:EDIT 2: Also, do you think the Stealth Artillery should shoot 3(1 damage) missiles instead of 1? no particular reason other than that it looks cooler... :ugeek:

I'd prefer having it single shot to create some more need to drop enemy evasion and distinguish it from the Rock and other artilleries (it's the only single shot one.)


CE Update 1.214
- Enemy version of the Mantis A/B artillery added
- Mantis teleporter barge max artillery power lowered
- Lockdown Blast Mark II description changed
- Some crew names correctd
- Some artillery graphics changed
- Fed C/Lanius A/Lanius B artillery mount fixed
- Player ship glow on some artillery mount positions softened

CE Vanilla Player Ship Loadouts Addon 1.214
- Changes of CE 1.214 imported

CE Infinite 1.214
- Changes of CE 1.214 imported
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.214/Inf 1.214/EL 1.213

Postby Russian Rockman » Sat May 17, 2014 3:41 pm

Sleeper Service wrote:
Russian Rockman wrote:Ahha! Looks like the Mantis C has 4 weapon mounts, but can only actually have 3 weapons. So you could really just place the Artillery mount right over the 4th!

That has nothing to with how artillery is placed. Artillery always uses mount 5 as far as I know. Or the one that has slide="no", not sure, but how many normal mounts exist does not matter for that.


I was saying you could put the artillery right where the 4th weapon WOULD go if the Mantis C actually had 4 weapons. I think it's a really good place since it's right next to the artillery room, rather than on the other end of the ship. The 5th weapon mount could be the same as the 4th since the 4th is not used.

Code: Select all

[code]<weaponMounts>
   <mount x="537" y="140" rotate="true" mirror="true" gib="6" slide="up"/>
   <mount x="537" y="330" rotate="true" mirror="false" gib="5" slide="down"/>
   <mount x="316" y="102" rotate="true" mirror="true" gib="4" slide="up"/>
   <mount x="316" y="368" rotate="true" mirror="false" gib="4" slide="down"/> <---Not used
   <mount x="316" y="368" rotate="true" mirror="false" gib="4" slide="no"/> <--- Artillery is in the same spot
</weaponMounts>


Sleeper Service wrote:Hm, I guess I have to take a closer look at this the... A lot of stuff hate been changed last minuet. Feel free suggest a better mountpoint. To me it looks like all the good ones are already taken. Mirroring it would make sense I guess.

You were saying all the good weapon mounts were taken, but they aren't actually.

Sleeper Service wrote:The Lanius ships totally have mounts, just check the xml. I used a wrong dummy anim there. Their fire point was planned for exactly that position. ;)

I didn't check the .xml, I just new that the animation wasn't showing up. Thanks for looking into what the actual issue was.

Sleeper Service wrote:
Russian Rockman wrote:EDIT 2: Also, do you think the Stealth Artillery should shoot 3(1 damage) missiles instead of 1? no particular reason other than that it looks cooler... :ugeek:

I'd prefer having it single shot to create some more need to drop enemy evasion and distinguish it from the Rock and other artilleries (it's the only single shot one.)

Ahh variety, Good Point. The 3 damage missile also is a buff now so being able to miss does balance the artillery with the Cloaking a bit. The synergy with cloaking was a good thing to consider.

Sleeper Service wrote:CE Update 1.214
- Enemy version of the Mantis A/B artillery added
- Mantis teleporter barge max artillery power lowered
- Lockdown Blast Mark II description changed
- Some crew names correctd
- Some artillery graphics changed
- Fed C/Lanius A/Lanius B artillery mount fixed
- Player ship glow on some artillery mount positions softened

I'll check those new artillery graphics out. Thanks!
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.214/Inf 1.214/EL 1.213

Postby Sleeper Service » Sat May 17, 2014 6:09 pm

Russian Rockman wrote:I was saying you could put the artillery right where the 4th weapon WOULD go if the Mantis C actually had 4 weapons. I think it's a really good place since it's right next to the artillery room, rather than on the other end of the ship. The 5th weapon mount could be the same as the 4th since the 4th is not used.

I did not quite catch your meaning beforehand. That might actually be something to consider then. :)
IBeShadow
Posts: 1
Joined: Sat May 17, 2014 6:34 pm

Re: FTL Captain's Edition 1.214/Inf 1.214/EL 1.213

Postby IBeShadow » Sat May 17, 2014 6:41 pm

Found a bug with the Rebel Platform weapon mount. The one on the left is hovering. http://imgur.com/SFSa47H
Edit: Found another bug with the Fire Bomb II, it has no "launcher" sprite http://imgur.com/ZvOKprl,B3IuY34
Last edited by IBeShadow on Sat May 17, 2014 6:46 pm, edited 1 time in total.
Panlew
Posts: 12
Joined: Sun Apr 27, 2014 2:44 pm

Re: FTL Captain's Edition 1.214/Inf 1.214/EL 1.213

Postby Panlew » Sat May 17, 2014 6:45 pm

Could you please remove those ugly avatar things or at least make a patch that reverts them to normal...?
The crew portraits.
Torchwood202
Posts: 132
Joined: Sun Sep 30, 2012 4:10 pm

Re: FTL Captain's Edition 1.214/Inf 1.214/EL 1.213

Postby Torchwood202 » Sat May 17, 2014 6:57 pm

Finally got the secret diplomacy ending :shock:
Was greater than expected.
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.214/Inf 1.214/EL 1.213

Postby Russian Rockman » Sat May 17, 2014 7:37 pm

Panlew wrote:Could you please remove those ugly avatar things or at least make a patch that reverts them to normal...?
The crew portraits.


It's quite simple to do that yourself you know. Just remove the portraits and replace them with the first frame of the walking animation (top left corner of the crew sheets. You can find the files in img/people.

Also, I think it's kind of rude to call them "ugly." They're certainly not ugly, someone spent a lot of time and effort to make those and I could never make something as realistic looking as those, especially using pixel art. If you think they are "Out of place" that's fine, but they aren't ugly.

Also, you can only see them in the crew hangar and ship menu... If that make a difference.



99 Hundred Bugs in the Code
99 Hundred Bugs!!!
You take one down, patch it around
1,287 bugs in the code!
:lol: :lol: :lol: :lol: :lol:


Found a few more bugs... Sorry Sleeper. :roll:

These ones are weird. I took screenshots in case you didn't believe me. :P

The Federation C and Lanius ships hull images disappear when certain weapons pass through their shields.
http://imgur.com/6t4L24C
http://imgur.com/M09z5x5
I don't get it either.

The Zoltan Type A has a weird reddish square behind it.
http://imgur.com/9AyW53O

The Zoltan B still uses the old artillery image.

Good job on the Zoltan C and Mantis C artillery, they match great. I still think the Kestrel and Rock artillery should be, "pulled forward" a little bit like the Zoltan artillery though so they are more visible and we can appreciate them more.
Panlew
Posts: 12
Joined: Sun Apr 27, 2014 2:44 pm

Re: FTL Captain's Edition 1.214/Inf 1.214/EL 1.213

Postby Panlew » Sat May 17, 2014 7:57 pm

Russian Rockman wrote:It's "quite simple" to do that yourself you know. Just remove the portraits and replace them with the first frame of the walking animation (top left corner of the crew sheets. You can find the files in img/people.


I'm not very good with image editing, they will probably be off-centered.

Russian Rockman wrote:Also, I think it's kind of rude to call them "ugly." They're certainly not ugly, someone spent a lot of time and effort to make those and I could never make something as realistic looking as those, especially using pixel art. If you think they are "Out of place" that's fine, but they aren't ugly.


Well, sorry I wasn't trying to be uncivilized, but they COMPLETELY ruin the setting for me.

Russian Rockman wrote:Also, you can only see them in the crew hangar and ship menu... If that make a difference.


Doesn't change the fact that whenever I see them I just wanna press the random ship button and start.
Russian Rockman
Posts: 819
Joined: Fri Jan 10, 2014 11:43 pm

Re: FTL Captain's Edition 1.214/Inf 1.214/EL 1.213

Postby Russian Rockman » Sat May 17, 2014 8:39 pm

Panlew wrote:
Russian Rockman wrote:It's "quite simple" to do that yourself you know. Just remove the portraits and replace them with the first frame of the walking animation (top left corner of the crew sheets. You can find the files in img/people.


I'm not very good with image editing, they will probably be off-centered.


I thought a good portion of the people might not like those portraits. I think they are neat, but they do seem to kind of not match.

Would you happen to have a version of CE from before 1.2? If so you can copy the image files out of there to replace the portraits...

Who is online

Users browsing this forum: No registered users and 12 guests