AE R&D - What is new? What can we do now?

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Russian Rockman
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Re: AE R&D - What is new? What can we do now?

Post by Russian Rockman »

RAD-82 wrote:The devs are looking into fixing it: http://www.ftlgame.com/forum/viewtopic.php?f=9&t=23964
YEAH!!! Hopefully they will fix the drones firing at explosions of projectiles issue too. That is an issue right now in Captains Edition.
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NewAgeOfPower
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Re: AE R&D - What is new? What can we do now?

Post by NewAgeOfPower »

Can't seem to make 0x0 rooms work no matter what I try.

The dev version of my mod that is heavily reliant on 0x0 rooms to make each faction feel different, and play differently; they have different vulnerabilities and immunities.
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R4V3-0N
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Re: AE R&D - What is new? What can we do now?

Post by R4V3-0N »

NewAgeOfPower wrote:Can't seem to make 0x0 rooms work no matter what I try.

The dev version of my mod that is heavily reliant on 0x0 rooms to make each faction feel different, and play differently; they have different vulnerabilities and immunities.
Random guess, but is putting a room off screen able to produce a similar result?
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dalolorn
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Re: AE R&D - What is new? What can we do now?

Post by dalolorn »

R4V3-0N wrote:
NewAgeOfPower wrote:Can't seem to make 0x0 rooms work no matter what I try.

The dev version of my mod that is heavily reliant on 0x0 rooms to make each faction feel different, and play differently; they have different vulnerabilities and immunities.
Random guess, but is putting a room off screen able to produce a similar result?
Unlikely, but not inconceivable. Try it. :P
Russian Rockman
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Re: AE R&D - What is new? What can we do now?

Post by Russian Rockman »

R4V3-0N wrote:
NewAgeOfPower wrote:Can't seem to make 0x0 rooms work no matter what I try.

The dev version of my mod that is heavily reliant on 0x0 rooms to make each faction feel different, and play differently; they have different vulnerabilities and immunities.
Random guess, but is putting a room off screen able to produce a similar result?
No, drones will still fire at rooms that are off screen... However! Kartoflane tried putting rooms on top of another room to make them invincible. I haven't tested it myself, but maybe it will work??? :?
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kartoFlane
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Re: AE R&D - What is new? What can we do now?

Post by kartoFlane »

Yup, 0x0 crash the game since AE came on. The alternative is to put two rooms of equal size on top of each other.
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Sleeper Service
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Re: AE R&D - What is new? What can we do now?

Post by Sleeper Service »

So systems can still be made invincible? Good to know. I guess it's harder to telegraph to the player which system is invincible now, as they will always be placed normally within rooms. On player ships we could telegraph that with fancy room images I guess, but invincible systems on enemies can't really stick out. :|
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kartoFlane
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Re: AE R&D - What is new? What can we do now?

Post by kartoFlane »

I think you can still place them on "walls", like you have done in CE. You just have to position the rooms so that they overlap correctly.
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Sleeper Service
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Re: AE R&D - What is new? What can we do now?

Post by Sleeper Service »

Ah I see, did not consider that.



On a different note: I did some quick testing on modifying the "reactor" system with the usual event tags ("divide", "limit", "loss", "clear".) This might actually been working before AE already, but it looks like it just surfaced as a possibility now. Here are the results:

(all this concerns system="reactor")
- "divide", "limit", "loss" and "clear" all take the expected effects on player and enemy ships alike
- "divide", "limit" and "loss" seem to take no effect in ion storms
- "clear" can actually restore power for ships in ion storms (much like it can also restore sensors in regular nebula)
- lowering player or enemy reactor power too much (=0? <0?) causes crashes the moment it is done
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Working on a sci-fi deckbuilder nowadays.
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Russian Rockman
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Re: AE R&D - What is new? What can we do now?

Post by Russian Rockman »

Sleeper Service wrote:Ah I see, did not consider that.



On a different note: I did some quick testing on modifying the "reactor" system with the usual event tags ("divide", "limit", "loss", "clear".) This might actually been working before AE already, but it looks like it just surfaced as a possibility now. Here are the results:

(all this concerns system="reactor")
- "divide", "limit", "loss" and "clear" all take the expected effects on player and enemy ships alike
- "divide", "limit" and "loss" seem to take no effect in ion storms
- "clear" can actually restore power for ships in ion storms (much like it can also restore sensors in regular nebula)
- lowering player or enemy reactor power too much (=0? <0?) causes crashes the moment it is done
HELL YEAH!!!!! YOU,and I, are geniuses! I can see multiple event possibilities and maybe some new augments coming out of that find! Can't wait. :D
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