Different Artillery?

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ChrisM1A2
Posts: 34
Joined: Wed Aug 14, 2013 1:54 am

Different Artillery?

Post by ChrisM1A2 »

Hey, I'm new here, and I'm currently working on a mod. Right now the part I'm working on is artillery. I have been able to successfully change the artillery from a beam to a sort of ion thing. (If anyone else reading this plans on changing the artillery from a beam, don't give it more than 5 shots. The game freezes when it can't auto-target each shot to it's own room.) Anyways, I'm curious to know if anyone has figured out a way to have different artillery types, whether on the same ship or not? What I mean is, similar to how the rebel flagship has 4 artillery rooms that are four different artillery weapons. Sorry this post is so wordy.
Last edited by ChrisM1A2 on Fri Aug 16, 2013 11:51 pm, edited 1 time in total.
agigabyte
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Re: Different Artillery?

Post by agigabyte »

No. :cry:
speedoflight
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Re: Different Artillery?

Post by speedoflight »

Thats not possible.

U can only have 1 artillery weapon in the player's ship. Of course you can change it to be a beam, laser weapon or watever.

In the case of enemy ships, you can put varios artillery weapons (like the boss) but u CANT choose wat artillery weapon is placed in one spot or another. At least that is wat i experimented, but maybe im wrong.

U sure the game freezes using more than 5 shots??? that seems really weird (since an artillery weapon is just like any other regular weapon). But maybe it is a bug directly associated to artillery mounts?? who knows..
Last edited by speedoflight on Sat Aug 17, 2013 9:10 pm, edited 2 times in total.
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ChrisM1A2
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Re: Different Artillery?

Post by ChrisM1A2 »

Well, if the ship has more than more rooms than the amount of shots you try to shoot, it's okay, but if you try to shoot more than the ship has rooms available, it freezes. I'm thinking it's because the when the artillery tries to auto-aim the weapon, it wants to put each shot in a unique room, and if it can't it freezes. I kinda want to test it by making a ship that has like 4 rooms and fighting an enemy with a burst MK III, since ai also auto-aim like that, I thought.
ChrisM1A2
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Re: Different Artillery?

Post by ChrisM1A2 »

And I also was successfully able to have two artillery on the same ship (they did fire the same type) and there seems to be an odd thing where you can't give them both the same amount of power or something. Although looking at it, I think I know why. Well, you can, you just have to unpower completely, then repower. Anyways though, I'm kind of saddened. I didn't even want them on the same ship. I wonder how the flagship does it then.
ChrisM1A2
Posts: 34
Joined: Wed Aug 14, 2013 1:54 am

Re: Different Artillery?

Post by ChrisM1A2 »

Also, completely different question. Is it possible to either have a drone targetable, or have a drone able to target another drone? Like, out of ship ones, not interier ones. Because one of my ship ideas was an "anti-fighter ship" (from another game) so I thought it might be cool if it was able to take down attack drones. Interestingly, that might somewhat nerf the flagship's second stage ability.
speedoflight
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Re: Different Artillery?

Post by speedoflight »

ChrisM1A2 wrote:Well, if the ship has more than more rooms than the amount of shots you try to shoot, it's okay, but if you try to shoot more than the ship has rooms available, it freezes. I'm thinking it's because the when the artillery tries to auto-aim the weapon, it wants to put each shot in a unique room, and if it can't it freezes. I kinda want to test it by making a ship that has like 4 rooms and fighting an enemy with a burst MK III, since ai also auto-aim like that, I thought.
Thas has nothing to do with the artillery weapon (the number of rooms i mean). The bug must be elsewhere... it doesnt matter if the weapon fires 10 shots, it should not be causing any bug, even if the ship has 10 rooms or even if the ship has 2 rooms.

Yes i think u can have 2 artillery weapons in a player's ships, but as i remember, it will cause some bugs and thats the reason no mods are around there with 2 artillery weapons.

No, drones cant target other drones, board drones or anything that is not a ship room or a projectile (in the case of defense drones). This is something that i want as well, but im afraid the limits of modding in FTL are wat they are, ridiculous (the ability to target other drone will be really easy to implement, but like other features, is not present in FTL).
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Kieve
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Re: Different Artillery?

Post by Kieve »

ChrisM1A2 wrote:And I also was successfully able to have two artillery on the same ship (they did fire the same type) and there seems to be an odd thing where you can't give them both the same amount of power or something. Although looking at it, I think I know why. Well, you can, you just have to unpower completely, then repower. Anyways though, I'm kind of saddened. I didn't even want them on the same ship. I wonder how the flagship does it then.
The flagship is a special case, and like many aspects of FTL it's coded directly into the game engine. Player ships are restricted to the "Vindicator Beam" entry, employed on the Fed Cruiser.
It's good that you're trying new things though. Even if the implementation is buggy or broken, experimenting is the key to advancement - I promise you we wouldn't have half the interesting features and weapons we do now if people didn't try so hard to bend the game to their will. ;)
ChrisM1A2
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Re: Different Artillery?

Post by ChrisM1A2 »

(I hope this isn't a double post, although if the original didn't post, I had more to say that I now forgot.) Thanks for all the answers and support. Uh, this also made me think of another question: If it would be possible to create a new flagship with different artillery. Like, I mean I know you can change the flagship's artillery types as well, but I don't know how the game would register a new flagship in general, since it behaves oddly. I suppose it's artillery could be put as just a weapons thing, but it wouldn't be as impressive, I mean because of how you can take out individual "weapons" on the flagship as it is now. I also don't think I've yet seen a mod that tries to edit the flagship. That might take a while to test though, with how long it takes to get to sector 8 usually, and if it causes a bug, it might be hard to figure out where the bug is originating on it. Wait... wouldn't the flagship having artillery mean any enemy could have artillery? Although I don't see much point to that, even if it could be done. I feel like I'm rambling now, so I'm just going to end it here.
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Kieve
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Re: Different Artillery?

Post by Kieve »

ChrisM1A2 wrote:...this also made me think of another question: If it would be possible to create a new flagship with different artillery. Like, I mean I know you can change the flagship's artillery types as well, but I don't know how the game would register a new flagship in general, since it behaves oddly.
If you're asking about creating a second Boss flagship, in addition to the original and without replacing it... I'm going to say unlikely (but I don't know for certain as I've never tried).
With respect to artillery, I will say it's theoretically possible. With respect to the various boss stages, jumping away when destroyed, special attacks, and other such nonsense that you only ever see in Sector 8, that is a most definite and confirmed "Nope," owing to the fact that all of the above are hardcoded into the game.
I also don't think I've yet seen a mod that tries to edit the flagship.
The Sonata TC does rework the boss, actually. I can't say for sure if the most current version has it in any complete playable state, but I remember seeing a prototype at least functioning.
Wait... wouldn't the flagship having artillery mean any enemy could have artillery? Although I don't see much point to that, even if it could be done.
Yes, in theory any enemy can mount Artillery, as long as the appropriate adjustments are made for its blueprint. I've yet to see this experimented with in any capacity, but I've been more or less AWOL for months on end with only the occasional peek at what's going on around here. It's entirely possible I missed such developments.
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