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Re: [MOD] [BETA] Tardis AE (v008)
Posted: Sun Aug 16, 2015 11:02 pm
by Chrono Vortex
I just realized the cyber laser doesn't have it's own animation, so I made one for it myself.

It was originally supposed to look like
this, but the detail didn't seem quite right, so I pulled a ton of bits off of existing weapons and stuck them on so the finished product doesn't look much like I had intended it to (but it's still not too bad). I realize this doesn't matter much since the weapons aren't visible, but at least it'll look better in the UI. I also realize that the weapon doesn't do any ion damage, but the cybermen have been associated with the color blue pretty often so the blue glow seemed appropriate.
Oh, and one more thing. I had a problem with the Sonic Screwdriver, all the "bombs" took about a minute to go off after I fired them. I've had similar problems with weapons that use extremely long animations, but since the animation for the screwdriver isn't that big I'm not quite sure what could be causing that. Speaking of the Sonic Screwdriver, have you considered changing the sound that plays during repairs for the Crystals?
Re: [MOD] [BETA] Tardis AE (v008)
Posted: Mon Aug 17, 2015 12:59 am
by Gencool
OH MAN THATS AWESOME
Am I ok to use it? I'l put your name in the credits (in the ftl folder)
The screwdriver thing is because of a weird bug I'm exploiting.
The weapon uses 0 power, which means it can charge while the weapon system is down, but unfortunately it can't fire unless another weapon is running.
Ideally I would have it able to work at all times, but the hardcode of the game won't allow that.
I've added a note at the start beacon to help cover the issue.
Oh, and the repair sounds are shared between the crystals and rocks. As cool as it'd be to have the screwdriver repair noise on the Doc, it'd be weird on the Rocks...
Also, there's a v009c up; check out the changes list on the first page for more.
Re: [MOD] [BETA] Tardis AE (v008)
Posted: Mon Aug 17, 2015 4:23 am
by Chrono Vortex
Gencool wrote:Am I ok to use it? I'l put your name in the credits (in the ftl folder)
Of course, I made it specifically for use in this mod. I also made some more
jump sounds if your interested.
FTL does some really weird stuff sometimes, it's too bad the screwdriver is the target of some of that stuff.
Re: [MOD] [BETA] Tardis AE (v008)
Posted: Tue Aug 18, 2015 10:53 am
by stylesrj
Hey Gencool, I've done a video run of the TARDIS (the small one) and I have to say it's one awesome ship.
https://youtu.be/GCIlRJKMZcM
(It's a long video so expect a long processing time)
Although I say that because of the events and stuff, but there are some slight issues with it.
1) The start. Can we not set several rooms on fire? I know you can do random damage but fires shouldn't belong there when we're trying to fix up the ship without a medbay

2) Crystals. In my video run, I was able to go to the Crystal Homeworlds and fight Timelords. You could get rid of such events like you did with Santa Claus in your Christmas Mod, or... you could call it the Time Lord Sector and fight other TARDISes, Daleks and Cybermen.
3) Regeneration. Put one in for the Last Stand or even modify the text for it so the Doctor comes to Admiral Tully with a plan to save the galaxy. You could even do what CE did with the Diplomatic Ending. Have the Doctor calm down the Flagship... then the Rebels say "sike!" but the damage is done and several systems are sabotaged. Because isn't that what he does?
4) Clone Bay. It costs only 50 Scrap to buy. The medbay costs 350 Scrap. Why bother with the Medbay if you have the superior Clone Bay for cheaper?
Anyway, keep it up.
Re: [MOD] [BETA] Tardis AE (v008)
Posted: Tue Aug 18, 2015 12:40 pm
by Gencool
Fantastic, glad you liked it!
The vid's been disabled cuz of bbc copywrite- i'm hoping that's due to the title sequence you mention in the description and not the sound effects?
Anyway, onto the points:
1) the start.
So, the damage here isn't actually random. It's carefully set up so that you can deal with it without taking any crew or ship damage, but you gotta use the screwdriver to do it.
Think of it as training.
2) crystals.
Oh. I was fairly sure my script binned that. I shall double check! Thankyou!
edit: fixed, I forgot to copy the event stripping script from FTXmas
3) regeneration.
You know, i'd totally forgotten that i'd done nothing for the last stand.
Added to my todo list.
I'm thinking maybe a quick dialogue exchange...
4) clone/medbay.
Yeah, maybe I should rework those...
edit: I'm stupid, I forgot that the clonebay blueprints were in the dlc file.
I kind of want to put people off using healing systems so that it keeps the dr who boarding stuff, so i've x1.5'd the cost of both systems (but substantially less than I had originally)
Re: [MOD] [BETA] Tardis AE (v008)
Posted: Tue Aug 18, 2015 7:17 pm
by stylesrj
Fantastic, glad you liked it!
The vid's been disabled cuz of bbc copywrite- i'm hoping that's due to the title sequence you mention in the description and not the sound effects?
Huh, damn.
I haven't got any messages pertaining as such to it being disabled for others or what's causing it. It works fine on my end. Guess I'll have to take it down. I can't just remake it without those title sequences. I removed the original FTL footage from my computer due to the fact it was several GB long and Windows Movie Maker has a policy of reducing quality of everything. So if I remove those title sequences, everything might become a mumbled mess.
EDIT: Aaaaand it's gone!
1) the start.
So, the damage here isn't actually random. It's carefully set up so that you can deal with it without taking any crew or ship damage, but you gotta use the screwdriver to do it.
Think of it as training.
Oh. But what about those fires?
2) crystals.
Oh. I was fairly sure my script binned that. I shall double check! Thankyou!
edit: fixed, I forgot to copy the event stripping script from FTXmas
Good bye Time War Sector

Re: [MOD] [BETA] Tardis AE (v008)
Posted: Tue Aug 18, 2015 7:44 pm
by Gencool
That really sucks, man, sorry!
The fires? Vent the ship.
Without them, there's no reason to use the screwdriver, and I figured it'd be good training for people to get used to the weirdness of it before they go into a fight.
The Time War can be added in later, possibly, and you'd be able to get to it through a doctor-relevant event.
There's currently too much to do to justify adding it, unless someone volunteers to write the entire section ^^
Re: [MOD] [BETA] Tardis AE (v008)
Posted: Tue Aug 18, 2015 7:58 pm
by stylesrj
Gencool wrote:That really sucks, man, sorry!
Oh well. I guess I'll have to make another video. But I'd rather wait for a new version with more cool things before doing this again.
The fires? Vent the ship.
Without them, there's no reason to use the screwdriver, and I figured it'd be good training for people to get used to the weirdness of it before they go into a fight.
Honestly, I never used the Screwdriver in repairing my own ship. I didn't even mention it in my run, even though I had thoughts about using it on the ship (because I read the description a bit better half an hour in).
The Time War can be added in later, possibly, and you'd be able to get to it through a doctor-relevant event.
There's currently too much to do to justify adding it, unless someone volunteers to write the entire section ^^
And I can only suggest events, not write out entire ones in code

Or I could but I'm lazy

Re: [MOD] [BETA] Tardis AE (v008)
Posted: Tue Aug 18, 2015 8:09 pm
by Gencool
Oh man, how did you get that far without using the screwdriver?
It's basically the second crew member of the ship, like the drones on Engi B.
Welp, I'm currently working on v10; there's not going to be *much* new stuff to test on the mk40/42, but Vortex PM'd me some weapon art and that sent me into a huge creative spiral ; I've nearly got a Type C built, which should add a load of new stuff.
I think I'l stick the next update up once I've gotten something done for the boss fight, at which point it'l be pretty much ready to stick in Working Mods, but i'l leave it in beat for a few days beforehand, just in case.
Re: [MOD] [BETA] Tardis AE (v008)
Posted: Tue Aug 18, 2015 9:50 pm
by stylesrj
Gencool wrote:Oh man, how did you get that far without using the screwdriver?
It's basically the second crew member of the ship, like the drones on Engi B.
I used it on the enemy ship a lot to disable their shields while the Cyber Laser finished them off.
Then I tried out the other Screwdrivers, settled on the green one (I think it did 10 seconds of ion damage and had an 11 second cooldown) and got myself a Burst Laser 1. Followed by a second BL. I, followed by a Flak I...
You wouldn't believe my Sector 1 luck though. I had nowhere near enough Scrap for it, but the very first store I went to had a BL.II. Damn. Then, the second store in Sector 1, wouldn't you know, it had a BL.II as well!
Dammit Normal!
Also, the rest of my journey involved a lot of shouting "Why are you picking on the Doctor?" followed by complaints about how they wanted to destroy my air supply. Hence why the video was longer than normal. Because the early run involved me sitting there hoping my shots wouldn't miss while they tried to break through the hull.