[Ship][WIP] Kumiho

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Kit
Posts: 17
Joined: Wed Jun 12, 2013 12:14 pm

Re: [SHIP][WIP] Kumiho

Post by Kit »

kartoFlane wrote:I'm not certain, but I think that weapons that have 0 damage will have no effect on shields. It's best to try it yourself, I guess.
As for ion, I don't think there should be any issues... All tags should behave the same way - I haven't tried that, though.
Ooh, this might be interesting, then. Fire-starting ion blasts could be a fun and slightly more challenging alternative to fire-starting burst lasers.

Also, I'm still at a loss for unpacking the .dat files so I can get at some of the weapon resources. Any suggestions?
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kartoFlane
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Re: [SHIP][WIP] Kumiho

Post by kartoFlane »

You can use ftldat to un/pack the archives, or, if you're using superluminal, you can go to the /archives/ folder in the editor's directory - it contains the unpacked game files.
Superluminal2 - a ship editor for FTL
Kit
Posts: 17
Joined: Wed Jun 12, 2013 12:14 pm

Re: [SHIP][WIP] Kumiho

Post by Kit »

kartoFlane wrote:You can use ftldat to un/pack the archives, or, if you're using superluminal, you can go to the /archives/ folder in the editor's directory - it contains the unpacked game files.
Well, like I said in my original post, I can't get ftldat to work for me for some reason. Also, if there are sound files in the archives folder, I have yet to find them. Is ftldat really my only option?
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Kit
Posts: 17
Joined: Wed Jun 12, 2013 12:14 pm

Re: [SHIP][WIP] Kumiho

Post by Kit »

Kit wrote:Is ftldat really my only option?
Turns out, the answer is no! I just found KuroSaru's FTL Dat Manager and, so far, it works great. You can just disregard my last post.
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kartoFlane
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Re: [SHIP][WIP] Kumiho

Post by kartoFlane »

Yeah, Kurosaru's manager is a good alternative. Superluminal uses its libraries to unpack the archives.
The reason sound files are not present in the editor's unpacked archives is because the editor doesn't use them at all... Also because those files take the most time to extract.
Superluminal2 - a ship editor for FTL
Kit
Posts: 17
Joined: Wed Jun 12, 2013 12:14 pm

Re: [SHIP][WIP] Kumiho

Post by Kit »

kartoFlane wrote:The reason sound files are not present in the editor's unpacked archives is because the editor doesn't use them at all... Also because those files take the most time to extract.
Makes sense to me.

Also, I've started updating my first post with new stats and images for weapons. Let me know what you think!
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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [SHIP][WIP] Kumiho

Post by speedoflight »

kartoFlane wrote:Not exactly. Negative system/pers damage heals instead of dealing the damage.
That way you can have a weapon that deals 1 damage to hull and systems, but 0 to crew (via -1 persDamage)
DryEagle's Escrort Duty does that, for example.
¿? Thats exactly wat i said. Negative pers damage heals.. but it only works on heal bombs.

And there is no need to write -1 if u dont want crew damage, just 0 and thats it.. i already did a bunch of weapons with that behaviour. Of course if i dont want persdamage, i just remove the <persdamage> clausule and thats it, there is no need to write -1 or something else (and with -1 u will be healing, but only if it is a heal bomb).

And yes, Kit, ion blasts can have multiple behaviours since the behaviour of a weapon is based on the type of that weapon (lasers, missiles, beams, bombs). So any ion weapon can be converted to a hull laser, or a fire igniter or watever. Its just the <ion>1</ion) wat makes the laser a ion weapon. Lasers can have any behaviour except healing (ion, breach, lockdown, fire, persdamage, hullbust, crewdamage).
My currently mods / wips ->
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Kit
Posts: 17
Joined: Wed Jun 12, 2013 12:14 pm

Re: [SHIP][WIP] Kumiho

Post by Kit »

speedoflight wrote:And there is no need to write -1 if u dont want crew damage, just 0 and thats it.. i already did a bunch of weapons with that behaviour. Of course if i dont want persdamage, i just remove the <persdamage> clausule and thats it, there is no need to write -1 or something else (and with -1 u will be healing, but only if it is a heal bomb).

And yes, Kit, ion blasts can have multiple behaviours since the behaviour of a weapon is based on the type of that weapon (lasers, missiles, beams, bombs). So any ion weapon can be converted to a hull laser, or a fire igniter or watever. Its just the <ion>1</ion) wat makes the laser a ion weapon. Lasers can have any behaviour except healing (ion, breach, lockdown, fire, persdamage, hullbust, crewdamage).
Thank you for the clarification, speedoflight!

I've been mucking around with my weapons stats a bit more too.

I don't think I can make the beam do what I want and have it cost any less than four power. I also gave the bomb and all-around nerf so I could lower its power cost to compensate for the beam.

For the Fire Burst lasers, charge time has been increased while fire chance has been decreased. Though, seeing as I've now balanced these lasers around the vanilla Hull Lasers, and the Fire Bursts don't also have hull damage, I'm entertaining a few more ideas to compensate for that. Either making them do 2 Personnel Damage per shot, 2 System Damage per shot, or raising the charge time in exchange for lower power costs.

Let me know if you feel these balance changes are an improvement or not!
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BuddyChrist
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Re: [Ship][WIP] Kumiho

Post by BuddyChrist »

Any idea when this might become fully playable? Sounds interesting.
xlandar
Posts: 151
Joined: Thu Jan 23, 2014 1:34 am

Re: [Ship][WIP] Kumiho

Post by xlandar »

Wow, for your first mod, this is a VERY nice looking ship. Most modders don't manage to create a ship AND four custom weapons for their first ship.
art and coding tutorials wanted, pm if you have some good ones please!Image
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