[SHIP][AE] The Potential - UPDATED 2015/08/16

Distribute and discuss mods that are functional. Moderator - Grognak
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5thHorseman
Posts: 1665
Joined: Sat Mar 02, 2013 2:29 am

Re: [SHIP] [BETA] The Potential - UPDATED FOR AE!

Post by 5thHorseman »

The new Beta is here the new Beta is here!

THIS MOD WORKS IN Advanced Edition, however it's in beta. If your game crashes while using this ship TELL ME and I'll fix it :)
I modified the ship and the game to get this to work in AE. It only has 56 power (though to power everything full, you only need 52) and will accept a battery (though really, there is *0* need for it). I also removed all Ion Storm events from the game. If you encounter one tell me, I think I got them all. Likely they'll crash the game.

Download version AE here: http://pulpaudio.com/ftl/PotentialAE.ftl
(if you have trouble downloading, try right clicking and selecting "save link as..." in the menu)

NEW in version AE:
56 power (+4 if you have a battery) More than enough power to power EVERYTHING, ALL THE TIME. Mostly becasue...
No ion storms! Ion storms were actually beneficial to the Potential in the old version. In the new version, they crash the game. So, I removed them :)
Power-12 Systems! Both Weapons and Drones can be powered up to level 12. Yes, that means you can have 3 Vulcans if you want. And can afford them.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
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RAD-82
Posts: 795
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Re: [SHIP] [BETA] The Potential - UPDATED FOR AE!

Post by RAD-82 »

You shouldn't have a battery. If an enemy hacks it, it will trigger the crash that ion storms cause.

Why not level 10 shields? I didn't say anything higher because more than 5 bars would stop missiles.
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5thHorseman
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Joined: Sat Mar 02, 2013 2:29 am

Re: [SHIP] [BETA] The Potential - UPDATED FOR AE!

Post by 5thHorseman »

RAD-82 wrote:You shouldn't have a battery. If an enemy hacks it, it will trigger the crash that ion storms cause.
Really? Well that's no good. Beta 2 will have 60 power and no battery option.
Why not level 10 shields? I didn't say anything higher because more than 5 bars would stop missiles.
Why not indeed? Consider that an in for Beta 2 to "make up" for losing the battery :D
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
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5thHorseman
Posts: 1665
Joined: Sat Mar 02, 2013 2:29 am

Re: [SHIP] [BETA 2] The Potential - UPDATED FOR AE!

Post by 5thHorseman »

The new(er) Beta is here the new(er) Beta is here!

THIS MOD WORKS IN Advanced Edition, however it's in beta. If your game crashes while using this ship TELL ME and I'll fix it :)
I modified the ship and the game to get this to work in AE. It only has 60 power (though to power everything full, you only need 54) and you can't buy a battery (though honestly you don't need one). I also removed all Ion Storm events from the game. If you encounter one tell me, I think I got them all. Likely they'll crash the game. When your game crashes, it'll save a continue.sav that would be beneficial to me.

Download BETA 2 of PotentialAE here: http://pulpaudio.com/ftl/PotentialAE.ftl
(if you have trouble downloading, try right clicking and selecting "save link as..." in the menu)

NEW in version AE:
60 power More than enough power to power EVERYTHING, ALL THE TIME. Mostly becasue...
No ion storms! Ion storms were actually beneficial to the Potential in the old version. In the new version, they crash the game. So, I removed them :)
Power-12 Systems! Both Weapons and Drones can be powered up to level 12. Yes, that means you can have 3 Vulcans if you want. And can afford them.
Power-10 Shields! Always wanted 5 shields? Well enjoy. If you can afford it.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
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5thHorseman
Posts: 1665
Joined: Sat Mar 02, 2013 2:29 am

Re: [SHIP] The Potential - UPDATED FOR AE!

Post by 5thHorseman »

I've played the Beta several times with no crashes, so I'm releasing is as completed.

I updated some of the interior images so we should be good from here on out. Redownload for the complete version, Report any bugs, and enjoy the Potential in Advanced Edition!
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
Zakhep
Posts: 11
Joined: Thu Apr 10, 2014 1:37 am

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Post by Zakhep »

Nothing happens when you purchase the clone bay.
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5thHorseman
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Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Post by 5thHorseman »

Zakhep wrote:Nothing happens when you purchase the clone bay.
EDIT: This has been fixed. Redownload from the first page. Again, sorry about that!

Old post:
Sorry! I guess it wasn't quite ready to leave beta yet!

I thought it would just replace the medbay? I guess not.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
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RAD-82
Posts: 795
Joined: Sat Nov 09, 2013 12:16 am

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Post by RAD-82 »

Instead of going to bed, I took a quick look at the files since someone found a problem with the clone bay.
(I probably should've done this during the beta. :oops: )
:zzz: (Smilie missing)

It looks like your miniship isn't centered. (180 x 114)
Image
Here is a miniship graphic... (191 x 121)
Image
...so it can look centered.
Image

You fixed your clone bay, but you set start="true". That probably doesn't matter, though, because the medbay comes after and should overwrite that.
Battery wrote:Buy this battery at 0 cost to keep systems from showing up in stores after you buy a scanner. Hopefully.
Due to the ability to switch between medbay and clonebay, the system section of the store will always be possible. You should just set the rarity to zero so it doesn't take the potential place of another system.

You've abandoned the 4-room medbay!

There is a room_artillery.png file in the download that I can't open. I hope it isn't causing problems for the Federation Cruisers.

Your cloak isn't offset, so it will appear 10 pixels down and to the right of where it originally did before AE. You can fix that in the Potential.xml file by setting the x and y values of the cloak offset to -10.

Your gibs are missing! I know Superluminal2 can't deal with them yet (I think), but you could still copy the data from your old Potential to add them back in.

I think it took me about an hour to make this post. I feel slow, and I don't think it has anything to do with me being tired, although I did have to go back to change some incorrect you'res into yours. I'll blame that on being sleepy.
Image
Junkyard has FTL mods, mostly ships and a few other things.
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5thHorseman
Posts: 1665
Joined: Sat Mar 02, 2013 2:29 am

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Post by 5thHorseman »

UPDATE I've addressed each of these issues. Thanks RAD-82!
RAD-82 wrote:It looks like your miniship isn't centered. (180 x 114)
Okay now that's perfection. I just took the hull image and shrunk it down. I'll put that in the next time I update the file.
RAD-82 wrote:You fixed your clone bay, but you set start="true". That probably doesn't matter, though, because the medbay comes after and should overwrite that.
I was just right clicking stuff in SuperLuminal. Maybe I checked too many options. If it doesn't matter, I'll not look any deeper considering it's not hurting anything.
RAD-82 wrote:
Battery wrote:Buy this battery at 0 cost to keep systems from showing up in stores after you buy a scanner. Hopefully.
Due to the ability to switch between medbay and clonebay, the system section of the store will always be possible. You should just set the rarity to zero so it doesn't take the potential place of another system.
Yeah I noticed buying it didn't help. I'll make that change. And also the recharger shouldn't be purchasable.
RAD-82 wrote:You've abandoned the 4-room medbay!
That was a holdover from a much earlier day when I had a 4-man teleporter. I dropped that but kept the 4-man medbay. There's really no reason for it so I dropped it.
RAD-82 wrote:There is a room_artillery.png file in the download that I can't open. I hope it isn't causing problems for the Federation Cruisers.
Deleted. Don't know where that came from, but I suspect SuperLuminal put it in there somehow. It's not in the original Potential file and I haven't done anything with Artillery rooms or their graphics in quite some time.
RAD-82 wrote:Your cloak isn't offset, so it will appear 10 pixels down and to the right of where it originally did before AE. You can fix that in the Potential.xml file by setting the x and y values of the cloak offset to -10.
Oops. I'll just fix the image. Amusingly this ship is the least hurt by that change.
RAD-82 wrote:Your gibs are missing! I know Superluminal2 can't deal with them yet (I think), but you could still copy the data from your old Potential to add them back in.
That sounds like work. ;) Once I make sure I don't have to edit the file every couple days/hours I'll do that.
RAD-82 wrote:I think it took me about an hour to make this post. I feel slow, and I don't think it has anything to do with me being tired, although I did have to go back to change some incorrect you'res into yours. I'll blame that on being sleepy.
It *is* 4am. My being up is the abberation, not the norm :D Thanks for the diligence. It's much appreciated!
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
FortunaDraken
Posts: 101
Joined: Sat Jun 21, 2014 8:42 am

Re: [SHIP][AE] The Potential - UPDATED FOR AE!

Post by FortunaDraken »

This looks interesting. Gunna download it and give it a try.

Which ship does it replace?
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