Starkiller Base mod.

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TheManWhoEats
Posts: 5
Joined: Thu Dec 24, 2015 3:07 pm

Starkiller Base mod.

Postby TheManWhoEats » Tue Dec 29, 2015 7:49 pm

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This is...
The starkiller base from Episode VII
This ship is 2X the size of the Kestrel. This is my first mod, all support and criticism accepted.

Background
The Starkiller Base is the first orders base of operations. It is shown to be at least 5x the size of the death star. It has a powerful solar laser.

Known problems:
A few glitches including broken room outlines, Glitches in hangar and maybe a few more.

FTL profile:
The Federation saw potential in the work of fantasy and made it their most powerful ship. Known for having super powerful beams.

Armory
The ship has the following stats:
Reactor:30
Health:30
Weapons:8
Weapon List: Glaive Beam x 2
Shield: 1
Sensors: 2
Doors: 2
Engines:1
Piloting:1
Hacking:1
Back Up Battery:1
Med Bay:1
Oxygen:1
Augments: Battery Charger, Zoltan Shield, Slug Repair Gel
Crew: 7x Human
Drones: No (Will have 0 slots if have bought)
Ship Replaced: Kestrel Type A

Summary
Pros
Has powerful weapons
Collects scrap fast
Massive reactor
Great augments

Cons
Cannot buy augments in shops (EDIT: It can buy augments, just you need to sell one first.)
Glaive beams become outdated
Cannot obtain drones
Very low evasion
100 scrap to activate first shield.

Download
Download HERE

Have fun!

Update: Now cannot buy drones. (Should work.)
Last edited by TheManWhoEats on Thu Dec 31, 2015 8:12 am, edited 2 times in total.
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stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: Starkiller Base mod.

Postby stylesrj » Tue Dec 29, 2015 10:59 pm

I should give it a run but Fallout 4... always Fallout 4.
Seriously, I've even stopped playing League of Legends and I would always rush whatever I did to play it whenever I could.

But yeah I might give it a whirl once I'm done slaughtering everyone with a sword and sniper rifle.

Anyway, here's some ideas for improvements based on what you've said the ship has.

Cannot buy augments in shops


Why? I could sell that Battery Charger and use it to buy something better.

Cannot obtain drones


Add this to your blueprints.xml to prevent people from accidentally buying it and wasting a system slot/scrap. It makes Drones not show up in stores (and if they do somehow, it'll be too expensive to buy)

Code: Select all

<systemBlueprint name="drones">
   <type>drones</type>
   <title>Drone Control</title>
   <desc>Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.</desc>
   <startPower>2</startPower>
   <maxPower>8</maxPower>
   <rarity>0</rarity>
   <upgradeCost>
      <level>10</level>
      <!-- level 2 -->
      <level>20</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>45</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>9999</cost>
</systemBlueprint>


Overall the ship looks overpowered. Well above the Shrike Line honestly.
TheManWhoEats
Posts: 5
Joined: Thu Dec 24, 2015 3:07 pm

Re: Starkiller Base mod.

Postby TheManWhoEats » Wed Dec 30, 2015 8:22 am

stylesrj wrote:I should give it a run but Fallout 4... always Fallout 4.
Seriously, I've even stopped playing League of Legends and I would always rush whatever I did to play it whenever I could.

But yeah I might give it a whirl once I'm done slaughtering everyone with a sword and sniper rifle.

Anyway, here's some ideas for improvements based on what you've said the ship has.

Cannot buy augments in shops


Why? I could sell that Battery Charger and use it to buy something better.

Cannot obtain drones


Add this to your blueprints.xml to prevent people from accidentally buying it and wasting a system slot/scrap. It makes Drones not show up in stores (and if they do somehow, it'll be too expensive to buy)

Code: Select all

<systemBlueprint name="drones">
   <type>drones</type>
   <title>Drone Control</title>
   <desc>Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.</desc>
   <startPower>2</startPower>
   <maxPower>8</maxPower>
   <rarity>0</rarity>
   <upgradeCost>
      <level>10</level>
      <!-- level 2 -->
      <level>20</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>45</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- Imaginary level 9 -->
   </upgradeCost>
   <cost>9999</cost>
</systemBlueprint>


Overall the ship looks overpowered. Well above the Shrike Line honestly.

I know. Somewhere along the lines i made it overpowered. And I will likely implement the code in later ships if i believe it is necessary. Thanks for the advice! And i will fix the augments thing (And the crew) in the post.
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stylesrj
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Re: Starkiller Base mod.

Postby stylesrj » Wed Dec 30, 2015 10:18 pm

I really do recommend you make a new version with the drone system fix. I made a Scrin Carrier a long time ago where it only had one weapon slot if one were to buy Weapons. But even if I warned people it's not a good investment, people would still buy it and complain that it only had one weapon and they wasted Scrap.
TheManWhoEats
Posts: 5
Joined: Thu Dec 24, 2015 3:07 pm

Re: Starkiller Base mod.

Postby TheManWhoEats » Thu Dec 31, 2015 8:04 am

stylesrj wrote:I really do recommend you make a new version with the drone system fix. I made a Scrin Carrier a long time ago where it only had one weapon slot if one were to buy Weapons. But even if I warned people it's not a good investment, people would still buy it and complain that it only had one weapon and they wasted Scrap.

Okay. I will get round to it. :D thanks for the help.
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