Re: [MOD] Sonata Total Conversion
Posted: Sat Dec 15, 2012 3:09 am
Sonata 7 released on ModDB! Download available as soon as they're done authenticating.
EDIT: The download is available now.
EDIT: The download is available now.
Official Forum for FTL: Faster Than Light and Into the Breach
https://www.subsetgames.com/forum/
I've only ever beaten it once in Sonata (and never in Vanilla!). Used a Higgs Pulse, 2 Mag Cannon, and a cloaking device.Mj64 wrote:Got to The Last Stand with 4 energy 5 dmg 1 shot gun and a 1 shot 2 dmg 2 energy gun. the 4 energy has shield pierce 2 the 2 energy has shield pierce 1. Didn't have a chance at the flagship...
You bet it was. lolKieve wrote:Finally got around to playing Sonata! So... feedback. Lessee
The Good...
-Indy is awesome. 'Nuff said. (that one is yours, isn't it?)
Glad you liked it, they were a lot of fun to write. I have to cut a balance between having a variety of those events in most sectors and risking duplicates - think things will get better as I write more.Kieve wrote: -Love love LOVE the little conversations with crew in 'empty' space. I think it's the first time I've ever enjoyed null events. Only suggestion would be to make them unique by sector if possible - I ran into the same "Sophon smoking a cigarette" line twice, and it felt weird to have the same discussion again. Maybe Bioware-weird, the whole thing gave me a very Mass Effect feel, but I'd still prefer to avoid repeat events if possible.
I'm a little pissed about scrap, actually. As much as I've changed, "Scrap" is hardcoded into a LOT of places. Thanks for pointing the icon out, I will definitely get on that.Kieve wrote: -You found the tooltips for Scrap->Dust I see! I heartily approve. Perhaps change the little gear "scrap" icon to something more like?
Well, in an icon-ified way that makes sense, at least.
Good point; I was a little worried about that. That's a LOT of work, though - we'll see.Kieve wrote: -The stark-white UI. While I liked the look in the screenshots, actually playing it started to give me a headache. The contrast is rather sharp and can lead to eyestrain after a while. Maybe look into some more muted colors - bring up the blacks and tone down the whites a tad so it doesn't contrast quite so painfully?
Kieve wrote: -In fights with the UE ships, didn't care so much for that music. Personal taste only, but the change in tone to harsh metal made me want to get the fight over with as soon as possible, and particularly frustrated when it'd drag on.
Yeah, that Sower cannon sprite is getting replaced ASAP. Do you have any ideas how I can better convey that lasers are beams now? Maybe custom sprites will help.Kieve wrote: The Ugly...
-Sapphire Laser confused the hell out of me at first, until I realized it was actually beam-type with a 'laser' sprite.
-That baryon-cannon sprite... orange and blue? I don't know, maybe lore-wise it makes sense but the colors on that seemed very garish and out of place. Reminds me of a vuvuzela.
I'm not a dev, just a fellow modder.thashepherd wrote:Kieve, thank you so much - your feedback is amazing! Nothing like getting feedback from a dev
I'd love to see that kind of crew interaction crop up more, beyond null space areas. I think my only source of frustration with them was that I'd hit an empty-space node, get a whole nice event to read, then realize that in the end it was mechanically worthless because I was down another unit of fuel, and had nothing to show for it.Glad you liked it, they were a lot of fun to write. I have to cut a balance between having a variety of those events in most sectors and risking duplicates - think things will get better as I write more.
I think the tooltips and event-text cover most of the bases. It may be coded into the engine, but while playing I can't say I really noticed the discrepancy. Could just be I'm so used to seeing 'scrap' that it didn't register when it happened though.I'm a little pissed about scrap, actually. As much as I've changed, "Scrap" is hardcoded into a LOT of places. Thanks for pointing the icon out, I will definitely get on that.
Yeah, I know. Believe me, I know. Probably for the better in the long run, I think, but it's entirely possible I'm in the minority here too.Re: the UI wrote:Good point; I was a little worried about that. That's a LOT of work, though - we'll see.
I may have been mistaken with the ship I was fighting then, seems it was grieco_empire that was getting under my skin during the fight. But take that with a double-dose of metaphorical salt, because I've been listening to the whole music folder in my downtime too (not playing the game) and as stand-alone there's really nothing in there I genuinely dislike. Odds are, it was more the fact that I was getting my ass soundly handed to me at the time and the music might've just exacerbated my irritation a little.Fair 'nuff. Which track was it? If you check the audio folder, it's gonna be either dhruva_bruce, hw_imperial, or chiwawa_afghanistan. The main UE explore theme is chiwawa_smoke and I love it, so you're SOL there
My best suggestion would be to stick with beam-style sprites (that is, the two-prong configuration), or in the context of custom sprites, something visually similar. I saw a 'laser gun' style and simply expected it'd work like one - I imagine most of the people switching over to Sonata will likewise have some trouble getting used to that particular curveball. Keep in mind that throughout the game you learn to visually recognize what the enemy ships are packing, so custom sprites will be easier to identify than having to temporarily unlearn a sprite you've already grown used to.Yeah, that Sower cannon sprite is getting replaced ASAP. Do you have any ideas how I can better convey that lasers are beams now? Maybe custom sprites will help.