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Re: The sM Polish Kit 1.102 for AE [CEi 1.204 Patches + Modu

Posted: Sun Apr 20, 2014 3:04 am
by Russian Rockman
Are you still alive slowy? :roll:

Re: The sM Polish Kit 1.102 for AE [CEi 1.204 Patches + Modu

Posted: Thu Apr 24, 2014 9:14 am
by Mr. Mister
naitimo wrote:Evening. I like the polishing work you did with this mod but dislike the balance changes. Is there be a way to get only those or would I have to manually edit your .ftl files?
If you're using CE along with it, I venture a way to do it without editing would be to make a copy of CE's .ftl and load it after sMPK-CE so it acts as an override for all of sMPK's balance changes.

Re: The sM Polish Kit 1.102 for AE [CEi 1.204 Patches + Modu

Posted: Tue May 06, 2014 7:53 pm
by slowriderxcorps
Alright, I decided to throw away my stealth so that I could heads-up you all on the situation here.

Due to some.. painfully extenuating circumstances, I have been left stranded without any of my primary computer equipment until near the end of July. I don't really want to get into the details, but it's really grim, and things around where I live will never be the same again as a result.

As for the polish kit, as FTL is still on version 1.5.10 right now, it will still work as intended, however I will not be able to attempt updating anything until I get my equipment in the right hands. And thanks to how lightweight it has been made, the CE patch should still work with the current build, however any additions made after the last iteration I adapted it for will be untouched, naturally.

I apologise wholeheartedly for vanishing, but I've got little other in the way of options. When the only tool in your possession is an iPad mini, you can't really operate anywhere near as well as you used to. If and when I get everything back, I will immediately get back to work on the kit. Until then, know that it is still functional, and I will do everything in my power to keep it that way.

Take care, and keep flying.

-slow

Re: The sM Polish Kit 1.102 for AE [CEi 1.204 Patches + Modu

Posted: Wed May 07, 2014 10:09 am
by CoryStarkiller
Hope everything turns out alright for you!

Re: The sM Polish Kit 1.2 for AE [CEi 1.216b Patches + Modul

Posted: Tue May 27, 2014 11:18 am
by slowriderxcorps
Bestowed with the miracle of usable technology, development of the kit has finally been in play for the past week. Working off of a pretty substantial list of ideas, I ended up finding out that certain aspects of 1.102 were very, very broken. And it wouldn't be right to leave you guys with something in that state, now would it? Brace yourself for this list of changes.. it's kind of a thing.

Code: Select all

Weapon Changes
==============
# All weapons previously equipped with a guaranteed 1 second stun (missiles, heavy lasers) were returned to normal
# Sector-Specific Rarity: implemented for AE weapons when AE is enabled.
	* Flak Cannons have a greater appearance chance in Abandoned Sectors
	* Swarm Missiles have a greater appearance chance in Rock Sectors
	* Chain Lasers have a greater appearance rate in Rebel Sectors
	* Laser Chargers have a greater appearance rate in Mantis Sectors
	* Ion Charger and Chain Ion have a greater appearance rate in Engi Sectors
	* Ion Stunner and Stun Bomb have a greater appearance rate in Slug Sectors
# All Flak Cannons: area of effect increased to 47, graphics changed to include a green glow when charged
# Adv. Flak: cooldown increased from 8 to 10 seconds
# Charge Ion: cost increased from 50 to 60 scrap
# Swarm M: cooldown per charge reduced from 7 to 6 seconds, previously added 1 second stun removed
# Laser Chargers: graphics changed to keep the lights on each barrel steady when firing to keep glows from moving outside the lights
# Charge L. II: cooldown per charge reduced from 5 to 4.5 seconds, fire chance removed, cost increased from 70 to 80 scrap
# Fire Beam: cost increased from 50 to 60 scrap
# Repair B: graphics changed to match the style of sM bomb weapons
# Stun B: graphics changed to match the style of sM bomb weapons
# Chain L: initial cooldown decreased from 16 to 14 seconds, final cooldown is still 7 seconds, zero rarity bug fixed
# Chain Ion: cooldown decreased from 14 to 13 seconds

Augment Changes
===============
# Lifeform Scanner: cost reduced from 40 to 30 scrap
# Fire Suppression: cost reduced from 65 to 55 scrap
# Defense Scrambler: cost reduced from 80 to 70 scrap
# Explosive Replicator: cost reduced from 60 to 50 scrap
# Zoltan Shield: cost increased from 80 to 120 scrap
# Racial Augments: the Mantis Pheromones, Zoltan Shield, Slug Repair Gel, Rock Plating, Engi Med-Bot Dispersal and Crystal Vengeance can now be found in their respective Homeworlds sector with a rarity of 5

Drone Changes
=============
# Fire Beam: power requirement decreased from 3 to 2, can now be used in certain blue options calling for a fire weapon such as the Ship Capture event
# Shield: player variant rarity changed from 0 to 4, other variant has 0 rarity
# Beam II: fixed to be usable in blue options requiring a Beam drone

Subsystem Changes
=================
# Hacking: purchase cost increased from 80 to 90 scrap
# Medbay: purchase cost reduced from 60 to 50 scrap, same as in base FTL

Player Ship Changes
===================
# Carnelian: Cloaking reimplemented, Engines increased by 1, Shields decreased by 1

Event Changes
=============
# The Haywire Turret event was reprogrammed so you can't promise to help if you don't have anything to attempt the solution
# The possible reward for completing the Zoltan Cruiser quest was changed to no longer give any scrap upon recieving a Zoltan Shield
# An event result for crew-culling a specific event was fixed to display the proper text

Enemy Changes
=============
# All ships using the old sM 3-8 Shields profile were changed to use a 2-9 profile
# Mantis Fighter + Assault: minimum Weapons power increased from 1 to 2
# Auto-Assault: configuration changed to old sM, optional Drones but stronger Weapons power
# Rock Assault: maximum Weapons power increased from 8 to 10
# Federation Bomber: maximum Weapons power increased from 8 to 10
# Rock Aggressor: maximum Weapons power increased from 8 to 10, maximum Shields power increased from 8 to 9
# Mantis Aggressor: maximum Weapons power increased from 8 to 10, maximum Shields power increased from 8 to 9
# Federation Hacker: maximum Shields power increased from 8 to 9
# Various non-auto ships: maximum Cloaking power limited to 1

Final Boss Changes
==================
# All the original redundant systems were added for all relevant phases, including Drones, Sensors and the Teleporter

Miscellaneous Changes
=====================
# The Fregatidae: Shields room graphic swapped for FedBs, artillery weapon animation changed
# Tektite: Engines room graphic swapped for LaniusAs
# Bravais: redundant Shields room door removed to prevent the console from being attatched to it instead of a wall
# Cerenkov: ship graphics altered to add shading to a glowing hull panel
# Simo-H: ship graphics altered to give the cockpit window identical shading to the other Stealth Cruisers, gibs fixed, Cloaking realigned
# The Shrike: ship screen alignment fixed to be in the same place as LaniusA
# Auto-Scouts: room alignment tweaked
# Pirate Slug Heavies: room alignment tweaked
# Pirate Rebel Longs: room alignment tweaked
# Rebel Flagship: old sM custom gibs reimplemented
# Kestrel Cruiser: alignment of thruster flames fixed
# Federation Cruiser: alignment of gibs near the front of the ship fixed, alignment of thruster flames fixed
# Crystal Cruiser: ship screen alignment altered to prevent the nose of the ship overlapping the Difficulty selector on the hangar screen
# Clone Bay: room graphics altered to make the bay a similar overall shade to the other systems
# Tips: a large number of in-game hints were reworked to bestow additional information.
# Shields: graphics from splette's 'Highres Shields Classic' mod integrated (http://www.ftlgame.com/forum/viewtopic.php?f=11&t=24982&sid=a1537a33417787c8ca35a68e492ef9e0)



Augmented Weapons Module Changes
================================
# NOTE: This mod was not designed for use with Captains Edition and will exhibit erroneous behaviour. A future patch is being considered.
# AWM-modified AE weapons can now appear out of the Abandoned Sector without them appearing in Vanilla
# Unique event was fixed to properly allow it to appear when AE is enabled
# A unique variant of the event was added specifically for when AE is enabled in order to add AE weapons to the rewards pool
# The Breaching Glaive Beam properly appears as a result of its option instead of the Blazing Glaive Beam
# The lists of Fire Bombs, Fire Beams, fire weapons and Anti-Bio Beams was fixed
# Graphics for the Overclocked Ion Charger and vanilla Hull Laser II were fixed
# The short names of some Crystalline weapons were fixed
# Additional tips were added to the pool at the start of a game that details most of the modification elements
# Enemies can now spawn with AWM weaponry: their statistical appearance rate is approximately 33%



Hard Flagship Module Changes
============================
# The event text for the final boss has been rewritten
# Changes to All Phases
	* Redundant systems such as Sensors, Drone Control and the Teleporter are present on all phases as in pre-AE FTL
	* All phases and difficulties use the Hard Mode floor layout with the linked weapons rooms
	* The positioning of the Medbay and Drone Control have been swapped, adding Drone Control to Phase 3
	* The positioning of Sensors and Doors have been swapped, adding Doors to Phase 2
	* All phases have 22 hull points instead of just Phase 2
# Changes to Phase One
	* Drone Control is equipped at Lv2 and will use an Anti-Ship I drone against you
	* The flagship now has a cruiser escort, creating a hostile ASB environment for the battle
	* Hacking Module is decreased from Lv3 to Lv2 to prevent a high-danger hack from making the fight completely unfair (AE only)
	* All weapons systems are increased from Lv3 to Lv4 (Vanilla only)
# Chnages to Phase Two
	* Drone Control is increased from Lv8 to Lv9 (AE only)
	* The Anti-Ship I drone is replaced with a custom two-power Anti-Ship II drone
	* The Beam I drone is replaced with an Ion Intruder drone (AE only)
	* Engines is increased from Lv3 to Lv5
	* All weapons systems are increased from Lv3 to Lv4
# Changes to Phase Three
	* Drone Control is equipped at Lv4 and will defend itself with two System Repair and two custom one-power Anti-Personnel drones
	* The flagship is equipped with the Drone Reactor Booster augment
	* Engines increased from Lv6 to Lv8
First thing I ought to say to get it out of the way is the inclusion of the recently developed Highres Shields Classic mod from our good ally splette. That work looks extremely impressive so far. Also, the Hard Flagship Module is back and, despite the last change I did to it actively nerfing Phase 1, it looks to be more than capable of tearing any ship into scrap. The Fleet Disabler is also back and the pride and joy that is the Augmented Weapons Module is even more augmented than before, with your foes now capable of equipping the new equipment as well. The systems module isn't back though.. I've heard that the 5th Shields layer icon no longer displays the way that it used to, so I might consider something new for the fourth module slot on the main menu.

The CE patch was updated, and despite what I said about it working just fine, all these advancements in things such as Crew Icons and Open Artillery quickly rendered it mostly broken. That is now hopefully fixed!

The only real major objective I have now is the modification of the fabled misc.xml file, something that I unfortunately do not want to attempt until Slipstream Mod Manager is updated to not completely screw up the spaces in that file every time it is edited.

Download the new Polish Kit from Mediafire!

Re: The sM Polish Kit 1.2 for AE [CEi 1.216b Patches + Modul

Posted: Tue May 27, 2014 12:31 pm
by Russian Rockman
Good job slowy! Nice to see you back. Have you separated the kit from the Alpha combo yet? I would just like to be able to identify the changes you've made a big better, but I realize it is a daunting task.

Re: The sM Polish Kit 1.2 for AE [CEi 1.216b Patches + Modul

Posted: Tue May 27, 2014 12:40 pm
by slowriderxcorps
Russian Rockman wrote:Good job slowy! Nice to see you back. Have you separated the kit from the Alpha combo yet? I would just like to be able to identify the changes you've made a big better, but I realize it is a daunting task.
Unfortunately, I've not gone back to that original format, blindly convinced that it might help game performance on weaker systems such as what I have to work with at the moment. Even moreso considering how much CE has inflated during my absence, what with the final appearance of Endless Loot.

Re: The sM Polish Kit 1.2 for AE [CEi 1.216b Patches + Modul

Posted: Tue May 27, 2014 3:54 pm
by Russian Rockman
As long as you keep making those detailed change logs I guess that is fine for other modders to keep track of your work. ;)

While you were gone I started making a table of all the vanilla weapons and CE weapons. Displaying all relevant info about their damage, cost, rarity, power reqs, special effects, etc... I thought it would help in keeping track of things for balance reasons. I got it maybe... %70 done? You can find it at the end of the Previews for the impatient thread. If you want to use it or maybe even finish it off or make one for sMPK...

Re: The sM Polish Kit 1.2 for AE [CEi 1.216b Patches + Modul

Posted: Tue May 27, 2014 5:34 pm
by CoryStarkiller
slowriderxcorps wrote:Bestowed with the miracle of usable technology, development of the kit has finally been in play for the past week. Working off of a pretty substantial list of ideas, I ended up finding out that certain aspects of 1.102 were very, very broken. And it wouldn't be right to leave you guys with something in that state, now would it? Brace yourself for this list of changes.. it's kind of a thing.

Code: Select all

Weapon Changes
==============
# All weapons previously equipped with a guaranteed 1 second stun (missiles, heavy lasers) were returned to normal
# Sector-Specific Rarity: implemented for AE weapons when AE is enabled.
	* Flak Cannons have a greater appearance chance in Abandoned Sectors
	* Swarm Missiles have a greater appearance chance in Rock Sectors
	* Chain Lasers have a greater appearance rate in Rebel Sectors
	* Laser Chargers have a greater appearance rate in Mantis Sectors
	* Ion Charger and Chain Ion have a greater appearance rate in Engi Sectors
	* Ion Stunner and Stun Bomb have a greater appearance rate in Slug Sectors
# All Flak Cannons: area of effect increased to 47, graphics changed to include a green glow when charged
# Adv. Flak: cooldown increased from 8 to 10 seconds
# Charge Ion: cost increased from 50 to 60 scrap
# Swarm M: cooldown per charge reduced from 7 to 6 seconds, previously added 1 second stun removed
# Laser Chargers: graphics changed to keep the lights on each barrel steady when firing to keep glows from moving outside the lights
# Charge L. II: cooldown per charge reduced from 5 to 4.5 seconds, fire chance removed, cost increased from 70 to 80 scrap
# Fire Beam: cost increased from 50 to 60 scrap
# Repair B: graphics changed to match the style of sM bomb weapons
# Stun B: graphics changed to match the style of sM bomb weapons
# Chain L: initial cooldown decreased from 16 to 14 seconds, final cooldown is still 7 seconds, zero rarity bug fixed
# Chain Ion: cooldown decreased from 14 to 13 seconds

Augment Changes
===============
# Lifeform Scanner: cost reduced from 40 to 30 scrap
# Fire Suppression: cost reduced from 65 to 55 scrap
# Defense Scrambler: cost reduced from 80 to 70 scrap
# Explosive Replicator: cost reduced from 60 to 50 scrap
# Zoltan Shield: cost increased from 80 to 120 scrap
# Racial Augments: the Mantis Pheromones, Zoltan Shield, Slug Repair Gel, Rock Plating, Engi Med-Bot Dispersal and Crystal Vengeance can now be found in their respective Homeworlds sector with a rarity of 5

Drone Changes
=============
# Fire Beam: power requirement decreased from 3 to 2, can now be used in certain blue options calling for a fire weapon such as the Ship Capture event
# Shield: player variant rarity changed from 0 to 4, other variant has 0 rarity
# Beam II: fixed to be usable in blue options requiring a Beam drone

Subsystem Changes
=================
# Hacking: purchase cost increased from 80 to 90 scrap
# Medbay: purchase cost reduced from 60 to 50 scrap, same as in base FTL

Player Ship Changes
===================
# Carnelian: Cloaking reimplemented, Engines increased by 1, Shields decreased by 1

Event Changes
=============
# The Haywire Turret event was reprogrammed so you can't promise to help if you don't have anything to attempt the solution
# The possible reward for completing the Zoltan Cruiser quest was changed to no longer give any scrap upon recieving a Zoltan Shield
# An event result for crew-culling a specific event was fixed to display the proper text

Enemy Changes
=============
# All ships using the old sM 3-8 Shields profile were changed to use a 2-9 profile
# Mantis Fighter + Assault: minimum Weapons power increased from 1 to 2
# Auto-Assault: configuration changed to old sM, optional Drones but stronger Weapons power
# Rock Assault: maximum Weapons power increased from 8 to 10
# Federation Bomber: maximum Weapons power increased from 8 to 10
# Rock Aggressor: maximum Weapons power increased from 8 to 10, maximum Shields power increased from 8 to 9
# Mantis Aggressor: maximum Weapons power increased from 8 to 10, maximum Shields power increased from 8 to 9
# Federation Hacker: maximum Shields power increased from 8 to 9
# Various non-auto ships: maximum Cloaking power limited to 1

Final Boss Changes
==================
# All the original redundant systems were added for all relevant phases, including Drones, Sensors and the Teleporter

Miscellaneous Changes
=====================
# The Fregatidae: Shields room graphic swapped for FedBs, artillery weapon animation changed
# Tektite: Engines room graphic swapped for LaniusAs
# Bravais: redundant Shields room door removed to prevent the console from being attatched to it instead of a wall
# Cerenkov: ship graphics altered to add shading to a glowing hull panel
# Simo-H: ship graphics altered to give the cockpit window identical shading to the other Stealth Cruisers, gibs fixed, Cloaking realigned
# The Shrike: ship screen alignment fixed to be in the same place as LaniusA
# Auto-Scouts: room alignment tweaked
# Pirate Slug Heavies: room alignment tweaked
# Pirate Rebel Longs: room alignment tweaked
# Rebel Flagship: old sM custom gibs reimplemented
# Kestrel Cruiser: alignment of thruster flames fixed
# Federation Cruiser: alignment of gibs near the front of the ship fixed, alignment of thruster flames fixed
# Crystal Cruiser: ship screen alignment altered to prevent the nose of the ship overlapping the Difficulty selector on the hangar screen
# Clone Bay: room graphics altered to make the bay a similar overall shade to the other systems
# Tips: a large number of in-game hints were reworked to bestow additional information.
# Shields: graphics from splette's 'Highres Shields Classic' mod integrated (http://www.ftlgame.com/forum/viewtopic.php?f=11&t=24982&sid=a1537a33417787c8ca35a68e492ef9e0)



Augmented Weapons Module Changes
================================
# NOTE: This mod was not designed for use with Captains Edition and will exhibit erroneous behaviour. A future patch is being considered.
# AWM-modified AE weapons can now appear out of the Abandoned Sector without them appearing in Vanilla
# Unique event was fixed to properly allow it to appear when AE is enabled
# A unique variant of the event was added specifically for when AE is enabled in order to add AE weapons to the rewards pool
# The Breaching Glaive Beam properly appears as a result of its option instead of the Blazing Glaive Beam
# The lists of Fire Bombs, Fire Beams, fire weapons and Anti-Bio Beams was fixed
# Graphics for the Overclocked Ion Charger and vanilla Hull Laser II were fixed
# The short names of some Crystalline weapons were fixed
# Additional tips were added to the pool at the start of a game that details most of the modification elements
# Enemies can now spawn with AWM weaponry: their statistical appearance rate is approximately 33%



Hard Flagship Module Changes
============================
# The event text for the final boss has been rewritten
# Changes to All Phases
	* Redundant systems such as Sensors, Drone Control and the Teleporter are present on all phases as in pre-AE FTL
	* All phases and difficulties use the Hard Mode floor layout with the linked weapons rooms
	* The positioning of the Medbay and Drone Control have been swapped, adding Drone Control to Phase 3
	* The positioning of Sensors and Doors have been swapped, adding Doors to Phase 2
	* All phases have 22 hull points instead of just Phase 2
# Changes to Phase One
	* Drone Control is equipped at Lv2 and will use an Anti-Ship I drone against you
	* The flagship now has a cruiser escort, creating a hostile ASB environment for the battle
	* Hacking Module is decreased from Lv3 to Lv2 to prevent a high-danger hack from making the fight completely unfair (AE only)
	* All weapons systems are increased from Lv3 to Lv4 (Vanilla only)
# Chnages to Phase Two
	* Drone Control is increased from Lv8 to Lv9 (AE only)
	* The Anti-Ship I drone is replaced with a custom two-power Anti-Ship II drone
	* The Beam I drone is replaced with an Ion Intruder drone (AE only)
	* Engines is increased from Lv3 to Lv5
	* All weapons systems are increased from Lv3 to Lv4
# Changes to Phase Three
	* Drone Control is equipped at Lv4 and will defend itself with two System Repair and two custom one-power Anti-Personnel drones
	* The flagship is equipped with the Drone Reactor Booster augment
	* Engines increased from Lv6 to Lv8
First thing I ought to say to get it out of the way is the inclusion of the recently developed Highres Shields Classic mod from our good ally splette. That work looks extremely impressive so far. Also, the Hard Flagship Module is back and, despite the last change I did to it actively nerfing Phase 1, it looks to be more than capable of tearing any ship into scrap. The Fleet Disabler is also back and the pride and joy that is the Augmented Weapons Module is even more augmented than before, with your foes now capable of equipping the new equipment as well. The systems module isn't back though.. I've heard that the 5th Shields layer icon no longer displays the way that it used to, so I might consider something new for the fourth module slot on the main menu.

The CE patch was updated, and despite what I said about it working just fine, all these advancements in things such as Crew Icons and Open Artillery quickly rendered it mostly broken. That is now hopefully fixed!

The only real major objective I have now is the modification of the fabled misc.xml file, something that I unfortunately do not want to attempt until Slipstream Mod Manager is updated to not completely screw up the spaces in that file every time it is edited.

Download the new Polish Kit from Mediafire!
Download doesn't work. Not found.

Re: The sM Polish Kit 1.2 for AE [CEi 1.216b Patches + Modul

Posted: Tue May 27, 2014 6:10 pm
by slowriderxcorps
CoryStarkiller wrote:Download doesn't work. Not found.
Very strange.. Mediafire apparently screwed up the Copy Link button and gave me a dud. Should be fixed now. What's also been fixed is two critical bugger-ups. One being enemy generation (due to a missing XML finisher corrupting an equipment list) and the gibs on Phase 1. On the plus side, I beat Hard Mode on my first legitimate attempt!