I have yet to find a mod that lets you (when you start) to be able to choose all 4-6 members of your crew so they can be as diverse as you want. It would also make getting all of the ships a little easier since you would most-likely have one of each race on your crew.
If someone could take the time to make this mod that would be awesome.
I would do it but i do not know how to properly code, please and thank you.
~MCSniperslayer
Custom Crew Mod Request
-
- Posts: 547
- Joined: Fri May 31, 2013 1:59 am
Re: Custom Crew Mod Request
One word. Hardcoding.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Custom Crew Mod Request
That one's actually possible. Can be achieved with some help from SMM's extended tags.agigabyte wrote:One word. Hardcoding.
Code: Select all
<!-- c'n'p for all player ships -->
<mod:findName type="shipBlueprint" name="PLAYER_SHIP_HARD">
<mod:findLike type="crewMember">
</removeTag>
</mod:findLike>
<!-- add a crew member just so that the ship doesn't start as automated, we remove it later -->
<mod-append:crewMember amount="1" class="human"/>
</mod:findName>
Code: Select all
<mod:findName type="event" name="START_GAME_BEACON">
<mod:setAttributes name="STARTING_CREW_MOD_START_GAME_BEACON_FINALIZE" />
</mod:findName>
<!-- first crew choice -->
<event name="START_GAME_BEACON">
<text>Choose your companions:</text>
<choice>
<text>Human</text>
<event>
<crewMember amount="-1"/>
<!-- brief time w/o crew... hopefully the player won't lose when this happens -->
<crewMember amount="1" class="human"/>
</event>
</choice>
<choice>
<text>Engi</text>
<event>
<crewMember amount="-1"/>
<crewMember amount="1" class="engi"/>
</event>
</choice>
<!-- et cetera... -->
<event load="STARTING_CREW_MOD_START_GAME_BEACON_1"/>
</event>
<!-- create # events like this, each calling the next one, then #th calling the _FINALIZE event... -->
<event name="STARTING_CREW_MOD_START_GAME_BEACON_#">
<text>Choose your companions:</text>
<choice>
<text>Human</text>
<event>
<crewMember amount="1" class="human"/>
</event>
</choice>
<choice>
<text>Engi</text>
<event>
<crewMember amount="1" class="engi"/>
</event>
</choice>
<!-- et cetera... -->
<event load="STARTING_CREW_MOD_START_GAME_BEACON_FINALIZE" />
</event>
Superluminal2 - a ship editor for FTL
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: Custom Crew Mod Request
Wow, pretty cool that this is actually possible. Slipstreams new capabilities keep surprising me. Would be pretty interesting to see if a split second without crew within an event actually causes the player to loose. I feel like the game makes this checks only after the event, but it would have to be tested... One could even give the player a budget and add (vanilla?) scrap costs, to make this balanced.
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: Custom Crew Mod Request
If your crew all die/ gone in an event and you get more in the same event the game won't say game over...
Mainly because I did it in vanilla game.
"Giant alien green spiders! aah"
-send my engi in from my vortex, engi b cruiser-
"you have pushed the giant alien spiders back, yippie! oh but 1 guy dies, another guy offers to join your crew"
and from that day forward, I can never forget the mantis flying around in the Vortex solo... but I am confused, a mantis can't take on spiders but an engi (technically) can!?!?
Mainly because I did it in vanilla game.
"Giant alien green spiders! aah"
-send my engi in from my vortex, engi b cruiser-
"you have pushed the giant alien spiders back, yippie! oh but 1 guy dies, another guy offers to join your crew"
and from that day forward, I can never forget the mantis flying around in the Vortex solo... but I am confused, a mantis can't take on spiders but an engi (technically) can!?!?
R4V3-0N, a dreamer.
- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: Custom Crew Mod Request
It seems you can't use the same tag twice in a single event. The last one seems to overwrite the previous one, so this wouldn't remove anyone. When using an event chain, I can verify that you do not lose the game if you add more crew before the event chain finishes.kartoFlane wrote:Code: Select all
<event> <crewMember amount="-1"/> <!-- brief time w/o crew... hopefully the player won't lose when this happens --> <crewMember amount="1" class="human"/> </event>
My test involved removing all the crew (amount="-8"), adding an Engi with a specific name, then adding 6 more generic Engi crew.
I had to remove the crew with an event, because when I copied the SMM extended tag code for removing crew from a ship, SMM didn't like it, and it didn't remove the Kestral crew that I tried it on. Now that I look at the ship blueprints, I guess it might be because the tag should have been crewCount rather than crewMember. It currently doesn't concern me right now, so I won't bother testing it.