[SHIP] SIS BattleStorm

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trollnoob3214
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[SHIP] SIS BattleStorm

Post by trollnoob3214 »

This is my first ship, so please tell me if there's something wrong with it. Mediafire link= http://www.mediafire.com/download/a6tl6 ... m+V1.1.ftl (outdated)
Version 1.3: http://www.mediafire.com/download/xd1ne ... m+V1.3.ftl
Version 1.4: http://www.mediafire.com/download/u86gn ... m+V1.4.ftl
Version 1.5: http://www.mediafire.com/download/dsxvm ... m+V1.5.ftl (Model and Gibs from Biohazard063)
Version 1.6: http://www.mediafire.com/download/h3cyi ... m+V1.6.ftl (Model and Gibs from Biohazard063)
Version 1.65: http://www.mediafire.com/download/g01sd ... +V1.65.ftl (Model and Gibs from Biohazard063)
Version 1.7: http://www.mediafire.com/download/get1u ... m+V1.7.ftl (Model and Gibs from Biohazard063)

Version 1.4 Hull: http://i.imgur.com/PwxZ6fb.png
Version 1.5 Hull: http://imgur.com/HFNWdeA (Model and Gibs from Biohazard063)
Version 1.7 Hull: http://imgur.com/9SS7b5D (Model and Gibs from Biohazard063)

Crew=
2 Lanius
1 Crystal

Equipment=
Recover Bomb (15 missiles)
Breach Laser 1
Defense 1 (15 drone parts)
Anti Personnel Drone

Augments=
Backup DNA Bank

Shields=
Lvl 2

Engines =
Lvl 2

Weapons=
Lvl 3
3 slots

Drones=
Lvl 2(shipboard drones with only have access to the jail portion of the ship)
2 slots

Mind Control=
Lvl 1

Teleporter=
Lvl 1(can only be used for abducting as it's disconnected from the main interior)

Doors=
Lvl 2

Sensors=
Lvl 2

Piloting=
Lvl 1

Oxygen=
Lvl 1

Clone bay=
Lvl 1

The main strategy when using this ship is to mind control the enemy and teleport them aboard your ship. As a result, the teleporter(no lanius boarding) and drone room is unreachable by the crew. This means you need to use repair bombs to fix the damage in those rooms. You can still sell the anti personnel drone if you want, as there are vents inside the jail deck of the ship. This does however make your jail deck vulnerable to lanius and boarding drones. The breach laser 1 is your main method of attacking enemies, its basically functions as a auto drone killer. Due to the rarity of the crew aborad your ship, you do start out with a backup DNA bank so your crew cannot be lost. This leads into the second function of the repair bomb, which is to repair the clone bay if your crew all die and it gets destroyed. You might be tempted to turn off your oxygen as you start out with 2 lanius, but doing so will kill your crystal crew member. You wouldn't want to kill a crystal crew member would you? The defense drone is to help protect your drone bay/teleporter from getting bombed. It's basically assessing the risk of said system getting destroyed by missiles vs spending valuable drone parts to keep up. Level 2 doors is to help keep prisoners under control in the jail deck. Level 2 Sensors it to allow you to mind control enemies and because the game is generally more engaging when you have high level sensors. The reason I chose 2 lanius crew and 1 crystal is because lanius and crystal crew pair very well(as much as you can expect from lanius crew) while still allowing the need for oxygen to be on. The main downside to this ship is the low amount of slots(for weapons, drones and systems) the ship gets. You cannot install any new systems aboard the ship, as this ship starts with eight(some of which have restrictions placed on them because of how they are used/placed). You only get 3 weapons slots, 1 of which is kinda mandatory to doing well in it(the repair bomb). This means to get an effective load out for the boss(in terms of weapons), you need to find a 4 power weapon of some kind and a high teir level 3 weapon. The 2 slot drone bay is standard for the most part, but when 1 of your slots is kinda needed for the anti personnel drone(lanius will pretty much stop you from ever getting your teleporter up) you are really going to chose your drones carefully.
Last edited by trollnoob3214 on Sat Aug 29, 2015 1:36 am, edited 15 times in total.
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stylesrj
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Re: [SHIP] SIS BattleStorm

Post by stylesrj »

I think the abduction ship has been done before although it didn't have the Repair Bomb to make things easier. But the isolated Teleport and Drones being together was in it and the Mind Control.

Of course the ship suffers from the same weakness as that one did: No cloaking device. So missiles (and those bloody minelayer drones in CE) would become a serious problem quickly.

Personally, I think the Repair Bomb shouldn't take any missiles to fire and it should do massive crew damage. One could abuse it though and use it to depopulate enemy ships but an insane cooldown time would mean you'd only use it on Lanius and AI/Ghost boarders because if you miss, you need to wait another 30 seconds.

Which then means one can strip out the Drone Control and have a room available for something useful like Cloaking.
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trollnoob3214
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Re: [SHIP] SIS BattleStorm

Post by trollnoob3214 »

I'm not good enough at modding yet to change a weapon, but I'll try to keep that in mind. The reason why I added the defense drone was for that very reason, to help dealing with the missiles. Cloaking isn't the only way to deal with them.
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stylesrj
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Re: [SHIP] SIS BattleStorm

Post by stylesrj »

trollnoob3214 wrote:I'm not good enough at modding yet to change a weapon, but I'll try to keep that in mind.
It's easy. Take the weapon blueprint for the Repair Bomb, throw it into blueprints.xml.append and call it "Nano_Blaster" or something.
Then you modify the ship's weapons so it carries the "Nano_Blaster"

With the Nano Blaster, you can alter the name, change stats around, etc.
The reason why I added the defense drone was for that very reason, to help dealing with the missiles. Cloaking isn't the only way to deal with them
The problem with Defense Drones is the same problem I have with the Missiles they block. They have a chance of missing or blocking the enemy's shot with their face and they use up resources. Sure Cloaking won't stop an Artemis or a Leto from wrecking you constantly but you'll be glad to have it when a Hermes or Hull comes knocking and you dodge it easily.
The Defense Drone might just decide its face is better suited to blocking the missile.

Yeah I really don't like Drone Control very much :D
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trollnoob3214
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Re: [SHIP] SIS BattleStorm

Post by trollnoob3214 »

stylesrj wrote:
trollnoob3214 wrote:I'm not good enough at modding yet to change a weapon, but I'll try to keep that in mind.
It's easy. Take the weapon blueprint for the Repair Bomb, throw it into blueprints.xml.append and call it "Nano_Blaster" or something.
Then you modify the ship's weapons so it carries the "Nano_Blaster"

With the Nano Blaster, you can alter the name, change stats around, etc.
The reason why I added the defense drone was for that very reason, to help dealing with the missiles. Cloaking isn't the only way to deal with them
The problem with Defense Drones is the same problem I have with the Missiles they block. They have a chance of missing or blocking the enemy's shot with their face and they use up resources. Sure Cloaking won't stop an Artemis or a Leto from wrecking you constantly but you'll be glad to have it when a Hermes or Hull comes knocking and you dodge it easily.
The Defense Drone might just decide its face is better suited to blocking the missile.

Yeah I really don't like Drone Control very much :D
Well I can why the defense drone missing might be an issue, cloaking has a recharge rate meaning you still won't be able to dodge everything. It only gives 60% dodge, which means with lvl 4 engines and trained crew you can still get 100% dodge, but if your engines/piloting gets hit you won't get that 100% dodge not to mention your cloaking can still get hit. On the other hand, the only way to stop the defense drone is to shoot it down (rare) or to shoot the drone control. And unlike the cloak/piloting system the drone control can have 8 health, while the piloting/cloaking system only have 3 max, and if either the engines or piloting get hit you lose 10 dodge automatically because a system needs to be a full health to be able to man it. Even if 10 dodge lost is still enough for you to get that 100% dodge, the system will have lost a usable level till its repaired so if a level 5 engine is hit, you lose 15 dodge minimum (5 from the 1 damage hit and 10 from the lost of manning the station) Also, passive dodge can still help if say, a defense drone misses an incoming hermes shot.
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trollnoob3214
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SIS BattleStorm V1.1

Post by trollnoob3214 »

Mostly the same as the old Battle Storm, but I changed a few things as well as patched a few issues.


Version 1.1:
-Updated Description (The old one was from an earlier build as such it didn't really match with the ship)
-Updated Ship Class(was from the old Lanius A)
-Fixed a Glitch where crew would become desynchronized when entering or exiting the doors room
-Fixed a glitch involving the background de-aligning with the hull
-Changed the drone room from a 4 tile room to a 2 tile room (unnecessary for it to be a 4 tile room as there are only 2 slots for shipboard drones to begin with)
-Added 2 vents in the drone room to help with abducted enemies.
-Removed the Zoltan Shield Bypass mainly because it wasn't as necessary as I assumed in my first test runs

Possible Future Changed/Known Issues:
-Model/Gibs is still from the old Lanius A
-Hull laser 2 might be replaced with a special pierce laser
-Repair Bomb might be replaced with a modified repair 2 bomb
-Thinking about replacing the defense 1 with a special adv defense of some kind
Last edited by trollnoob3214 on Wed Aug 12, 2015 9:11 pm, edited 3 times in total.
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trollnoob3214
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Re: SIS BattleStorm V1.1

Post by trollnoob3214 »

Forgot to mention the starting missiles has been buffed...sorry about that...
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trollnoob3214
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Re: [SHIP] SIS BattleStorm

Post by trollnoob3214 »

stylesrj wrote:
It's easy. Take the weapon blueprint for the Repair Bomb, throw it into blueprints.xml.append and call it "Nano_Blaster" or something.
Then you modify the ship's weapons so it carries the "Nano_Blaster"

With the Nano Blaster, you can alter the name, change stats around, etc.

Yeah I really don't like Drone Control very much :D
About that, what blueprints.xml.append? I don't have that anywhere in my mods folder or in my data.dat extracts. If you could msg me back I'd really appreciate it.
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trollnoob3214
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SIS BattleStorm V1.3

Post by trollnoob3214 »

Version 1.3 of the SIS BattleStorm. Mainly some balancing changes.

Version 1.3:
-Changed the hull laser 1 to a unique breach pierce 1
-Fixed the interior background refusing to align

Version 1.2:
-4 levels of shields changed to 2 levels or 1 bubbles worth
-Hull laser 2 switched to a Hull laser 1
-Weapons system changed from level 4 to level 3 to balance out with the other changes
-One of the Lanius have been removed bringing the total of crew to 2 Lanius and 1 Crystal
-3 Reactor Power was removed to balance with the other changes

Future/Possible Changes:
-Modify the Gibs and Skin of the ship from the old Lanius A
-Build Unique Hull Repair Bomb to replace the standard repair bomb the ship comes with

Possible Stats for the Repair Bomb Mk 2(feel free to comment or give feedback):
-Normal Damage=-2 to 1 (not sure yet)
-System Damage=-3 to -6 (not sure yet)
-Reload time=8 to 14 seconds (not sure yet)
-Might or might not have a charge ability that causes less damage when used more in a battle (heals some/more hull)
-Requires Missiles
-Power Requirement=2
-Sell Price=27 scrap
Last edited by trollnoob3214 on Wed Aug 12, 2015 9:12 pm, edited 5 times in total.
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stylesrj
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Re: [SHIP] SIS BattleStorm

Post by stylesrj »

Blueprints.xml.append should be in your .ftl file where you made your ship.

You take the plans for the Repair Bomb from the blueprints.xml file in your extracted documents (or it could be dlcblueprints.xml) and put them in your .append document, above the ship blueprints.
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