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Re: Questions in modding.

Posted: Thu Jan 03, 2013 6:04 am
by NewAgeOfPower
Can't find what gives the Rebel Flagship a shield in blueprints.xml. Is this hardcoded?

Re: Questions in modding.

Posted: Thu Jan 03, 2013 7:45 am
by Kieve
NewAgeOfPower wrote:Can't find what gives the Rebel Flagship a shield in blueprints.xml. Is this hardcoded?
Yeah, most of the 'special' stuff the Flagship does is all hardcoded into the game itself. Entirely too much of this game is, in my opinion, but it works for what it is.

As for <dodge>, I'm not 100% certain but I believe it's the speed at which the drone zips around. <speed> as the comment line says, is the frequency at which it fires. Could be mistaken, would need to play around with it and see.

Re: Questions in modding.

Posted: Thu Jan 03, 2013 9:34 am
by alextfish
NewAgeOfPower wrote:Drones taking hits is based on image size?

Giant transparent image may solve problems, as it will cover your ship no matter where it is flying, unless we find defensive drones don't get hit by incoming fire.

My problem is then drones have no cooldowns... as soon as one gets hit, you could simply spend another drone part to instantly 'regenerate' your shields.
I'm pretty sure it ignores transparent parts of the image... though I guess I could be wrong. Defensive drones definitely do get hit by incoming fire.

You could simply spend another drone part, sure, but that'll burn through your drone parts pretty quickly. It also won't work against truly simultaneous shots, like those from two lasers firing in sync, or from the stage-3 flagship's superweapon.

Re: Questions in modding.

Posted: Thu Jan 03, 2013 9:47 am
by NewAgeOfPower
I was really fascinated with this game's potential, but if so many things are hardcoded, then it isn't adaptive like many roguelikes.

Meh.

Mayhaps someone with more experience will write an .exe hack changing these aspects.

EDIT: My solution is found. Pray for FTL Overdrive to reach completion. Lol!

Re: Questions in modding.

Posted: Thu Jan 03, 2013 11:20 pm
by NewAgeOfPower
alextfish wrote:I'm pretty sure it ignores transparent parts of the image... though I guess I could be wrong.
I meant... gah... think of a physical shield with a crosshatch pattern, then cut out the spaces between the crosshatch.

It would look sorta like a grate. Or perhaps we can design a circle with hollow interior?

Re: Questions in modding.

Posted: Tue Jan 08, 2013 10:40 pm
by shark
I'm yet to see drones being destroyable. I guess it can happen, just not under controlled circumstances.

But starting weapons can go well over 4, as well as starting crew; it's just that your CURRENT crew can't exceed 8 which usually crashes the game when you have more than 8 and you get a crew-related event.

Re: Questions in modding.

Posted: Thu Jan 10, 2013 10:59 pm
by DCChuckles
thashepherd wrote:
Kieve wrote: Yes, it's possible to shoot your own drones through horrible timing.

The shield-drone idea is fascinating, and would certainly work. The only flaw in this plan is, defensive drones orbit following the ellipse radius on your ship. You could make a drone purely to absorb hits, but it would be centered on that elliptical path and continue to orbit your ship, which would make things a little awkward.
Heads up - I've actually heard that it's not possible to shoot down your own drones. I don't recall where, so research is still necessary.

That idea definitely shows promise, though: shades of space-breakout. And you can alter their path if you change the shield ellipse (that's what they follow - although I guess you're giving up the protection of your shield....).
No, it is possible, as I have found out many a time :/