Magician set of Ships

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SirusKing
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Joined: Mon Aug 05, 2013 4:54 pm

Magician set of Ships

Post by SirusKing »

Currently i am away for a day, but tomorrow i shall start work on a 3 Set of Magic themed Ships (Think of it less of Magic and more of Focusing on Brain waves, Un-Experimented Science and other junk) which each are specialised in their own Magic. The First Ship shall be a small Manouverable ship manned by a Slug and 2 Mantids and will focus on Teleporting onboard the Enemies ships and destroying from within. The Ships only weapon will be the Basic Mages spell "Cone of Coldness" (hehe) which is basically a very slow but very powerful Ion Cannon dealing 2 Ion Damage and 1 System Damage, but also a little Personel Damage. I have done the Ship Hull and what will be the layout:
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Will post the rest when the first ship is done.
UltraMantis
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Joined: Thu Sep 20, 2012 3:17 pm

Re: Magician set of Ships

Post by UltraMantis »

Fancy Men are defenseless against the Cone of Coldness. Imba!

Looks like a wonderfull idea. So far the only non sci-fi themed mod was the aborted MLP mod. Any help you need, just ask.
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SirusKing
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Joined: Mon Aug 05, 2013 4:54 pm

Re: Magician set of Ships

Post by SirusKing »

Will do! Erm, Two Questions to anyone:
Any idea if the "Ghost" Character can be a part of your ship? Would be cool, since Ghosts and spirits are magical, and losing all your crew wouldn't mean the end of your ship :D
Can i Animate the Shield or Cloaking Images in anyway?
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kartoFlane
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Re: Magician set of Ships

Post by kartoFlane »

Ghosts
Yup. May need to add a blueprint for ghost "race" for it to work properly, but including a <crewCount amount="#" class="ghost"/> in the ship's blueprint should do the trick.
Animated shield and cloak
I recall DryEagle mentioning something about this vaguely, saying he wanted to keep this to himself for a future mod of his. It's been some time since then though, and I'm not exactly sure how he wanted to accomplish this...
He does have quite a reputation for quality stuff, though, so maybe he's found some way to do this.
Superluminal2 - a ship editor for FTL
UltraMantis
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Joined: Thu Sep 20, 2012 3:17 pm

Re: Magician set of Ships

Post by UltraMantis »

The engine is restricted when it comes to animations, but some do exist. Engine flames for example. I don't think you could pull off an animated semitransparent shield though, otherwise it would have been done already. As for the cloak, though you cannot animate it either, you can create nice effects using various colors and blurring. It can look pretty even still. An animated shimmering shields would be sweet though.
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speedoflight
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Re: Magician set of Ships

Post by speedoflight »

I dunno if DryEagle will perform a miracle, but i am almost 100% sure, u CANT make animated shields/cloak / engines or watever, its just impossible. The engine doesnt even know wat means "animation" in the case of the shield, cloak or watever. Even in the case of engines of the fed, its like the same scenario as the artillery animation of the federation cruiser, it is only 1 animation available and its hardcoded , like almost most of the engine are... i also have a lot of experience on modding this sort of things for other games, and i tell you, i did a lot of weird things in the past, but in this case, it is just not possible.. lol.
My currently mods / wips ->
ImageImage
SirusKing
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Re: Magician set of Ships

Post by SirusKing »

Yet another thing, is it possible to edit the beam from beam weapons? I would like to make it at least not red, but all i can find on it is the glow of the weaponry itself.
UltraMantis
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Re: Magician set of Ships

Post by UltraMantis »

No, the contact effect is the only visual that can be edited. All other modifications are beam damage type and sound.
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SirusKing
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Joined: Mon Aug 05, 2013 4:54 pm

Re: Magician set of Ships

Post by SirusKing »

Ok, i will have to use a Laser then.
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