[WIP] The Cyclone - first attempt at designing a ship

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DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [Request] help making a ship ** progress!

Post by DryEagle »

The above screenshot is where I've gotten to. The medbay/dronebay overlap works out quite interestingly - only the medbay seems to take hits, and the repair drone will spawn in there, and fix it, but the repair drone doesn't regenerate - as if it isn't in the drone bay, even though it is because it spawns there. Not really sure what's going on there exactly, or how it will behave when the room is vented, as it doesn't appear to lose air, but when stealthed, the no-air crosshatch appears, so one of the two stacked rooms is connected to the doors and the other isn't?
Anyway, going to do a full playthrough now with it to see how it works out. Will post the .ftl a bit later once I work out any other kinks.
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alextfish
Posts: 184
Joined: Sun Sep 30, 2012 2:24 pm

Re: [Request] help making a ship ** progress!

Post by alextfish »

thashepherd wrote:What I've seen seems to imply that the "No Oxygen" stripes work sort of like the room images - there are separate layouts for 1x2, 2x1, 2x2, etc. If a room in an unsupported (non-vanilla) size runs out of oxygen, it ends up using a sprite that doesn't match the room's layout.

No proof that this is the case, but I've only seen it happen on 1x3 and 1x8 rooms. Fortunately it aligned with the airlock so it was actually a cool effect.
Argh, they haven't, have they? That's awful! That'll probably break a whole bunch of my Starcraft ships!

Time to go and test evacuating the Mutalisk to see if it looks horribly wrong... :(

For this mod, though, an alternative would be to just make the medbay and drone rooms both 2 spaces big and adjacent rather than overlapping, but don't give any doors to connect them to the main ship.
Many years ago I created the FTL Starcraft mod: 18 new challenging ships to fly through the FTL universe!, and wrote a tutorial on creating your own FTL ships. They haven't been updated for AE though.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [WIP] The Cyclone - first attempt at designing a ship

Post by DryEagle »

So I did a playthrough and went back to sleep...
I've come to the conclusion that the ship is rather OP, though perhaps I got lucky, as in sector 2 I already had my [4-slot] teleporter and 3 mantis, which obviously is going to horribly murder all of the early non-drone ships.

Notable points of interest:
- the drone bay does not take damage. I've seen a dozen missiles/bombs land in those squares and they only damage the medbay.
- the repair drone does not self-heal. so, basically, you have to use drone parts to replace it when it dies to hits.
- boarders in that double-room kill the drone and attack only the medbay.
- even with medbay 3, healing is quite slow - means a lot of sitting around after boarding action waiting for heals. not sure how I feel about that.
- starting weapons are on the strong side. this was meant to compensate for having a small number of (weapon+drone) slots but with the early teleporter and mantii it became a non-issue.
- one of the doors is bugged. people can walk through it but I cannot open it. makes evacuating air all the harder. no idea how to fix it, as ftlshipedit won't even load it for me -.-
- even with the reduced weapons count, total energy is a problem, as you only have 4 'spare' after 8 shields + 8 engines + 1 oxygen + 3 medbay + 1 teleport... basically that 4 other power is enough for the 2 starting guns + 1 small/emp bomb, and the sys.repair drone. you could of course drop some from the medbay etc for the def.drone but with the rate of healing, you won't want to do that. choices, choices...
going to finish this run and see if I can fix the wonky door somehow, any advice would be appreciated. it's the left one in the oxygen room, from the last screenshot.
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Kieve
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Joined: Tue Sep 18, 2012 2:21 pm

Re: [WIP] The Cyclone - first attempt at designing a ship

Post by Kieve »

Upgrades to medbay have no effect on nanite-healing. It'll always remain at a fraction of Medbay 1 for your crew. The only purpose upgrades then serve for your ship here is as 'padding' for damage taken.

As for the O2 door, it's possible you've got two doors in the same spot. Overlapping them means you can only click to open/close one, while as with the drone control, the other remains unreachable behind the upper layer.
Perhaps go through your ship.txt file and see if there's two "DOOR" entries that are identical.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [WIP] The Cyclone - first attempt at designing a ship

Post by DryEagle »

So, end of the playthrough, here's how it looked:
- stock weapons, + one EMP bomb
- traded in the def.1 for a def.2 drone
- full crew - 3 mantis for boarding, rest on the ship, incl. 2 zoltans for +power
- drone recovery augment i picked up in ~sector 4

...this was victory #14 (on normal) and went to the top of my high scores list, though only just - by 90 points.

changes that need making:
- reduce teleport from 4 to 2
- fix the oxygen-room door

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DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: [WIP] The Cyclone - first attempt at designing a ship

Post by DryEagle »

Thanks for the help everyone,
oxygen door is fixed,
the ship is now available for download and play in the working mods section: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=10383
enjoy!
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