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[AE] [Ship] Beam Dream [1.5]

Posted: Thu Apr 24, 2014 9:00 pm
by Mranth0ny62
note: as of 1.3, the ship has a new hull:
Image

I've been looking forward to modding FTL and I finally got around to do it!

I present to you my first ship: Beam Dream!

Image

Presentation of the ship:
Level 2 Shield (= 1 Shield)
Level 4 Engine
Level 1 O2
Level 6 Weapon
Level 1 Medbay
Level 2 Pilot
Level 2 Doors
Level 1 Teleporter
==================
No Sensors
No Cloak
No Drones

Augments:
Mantis Pheromones

Crew:
1 Engi
1 Rock
2 Mantis

Weapon Slots: 4
Drone Slots: 2

Replaces Engi B

This ship also has custom weapons:

Ion Beam

A beam that passes through all the shields and deals 1 ion damage to the systems it hits
Power needed: 2
Loading Time: 15 seconds

Mini Bio Beam

A beam that passes through 3 shields and deals 30 damage to the crews it hits
Power needed: 2
Loading Time: 17 seconds

Download (Non AE version)
Download Count: 45
1.4/1.5 version: 16




Advanced Edition Version:


Image

Differences with the Other Version:
AE compatibility (you can buy the new systems)

Crew:
1 Engi
1 Rock
1 Mantis
1 anaerobic (lanius)


Custom weapons:

Stunning Ion Beam
replaces Ion Beam

A beam that passes through all the shields, deals 1 ion damage to the systems it hits and stun crews for 3 seconds
Power needed: 2
Loading Time: 15 seconds

Chain Fire Beam
replaces Fire Beam

A fire beam that decreases in cooldown the more it fires, charges 5 times.
Power needed: 2
Loading Time: 20 seconds (max 10 seconds, -2 seconds every charges)

Download (Advanced Edition)
Download Count total: 198
1.5 version: 0




Installation Guide:

1. Download Slipstream mod manager
2. download one of the ship
3. Add the .ftl file into the mod folder
4. run the mod manager
5. select the ship
6. click patch

Re: [Ship] Burning Passion

Posted: Thu Apr 24, 2014 10:48 pm
by Backdraft99
Hope you can update it for AE soon this ship looks like it could be a lot of fun.

Re: [Ship] Burning Passion

Posted: Fri Apr 25, 2014 12:31 pm
by Mranth0ny62
Backdraft99 wrote:Hope you can update it for AE soon this ship looks like it could be a lot of fun.
I made the ship in the superluminal editor and it's not updated yet so I'm looking at the games code and making the ship work with AE manually

1.1 Changelog/ 1.2 changelog

Posted: Sat Apr 26, 2014 2:15 pm
by Mranth0ny62
1.1:
AE version
nerfed the ion beam and small bio beam

1.2:
fixed the room textures
fixed the description of the weapons

Beam Dream 1.3: New Hull

Posted: Tue Apr 29, 2014 9:15 pm
by Mranth0ny62
1.3 is out, the ship now has a new hull!

Image

Re: [AE] [Ship] Beam Dream [1.3]

Posted: Tue Apr 29, 2014 10:00 pm
by Backdraft99
Love the ship so far.

Rather unfortunate that its just a black square if used with captains edition. Meh Oh well :roll:

Re: [AE] [Ship] Beam Dream [1.3]

Posted: Wed Apr 30, 2014 3:41 am
by Kiloku
Backdraft99 wrote:Rather unfortunate that its just a black square if used with captains edition. Meh Oh well :roll:
Did you install the mods with the proper mod order?

CE instructions say your mods have to be ordered as such:

Code: Select all

|   Any non-ship not-CE-related mods you are using
|   Better Planets and Backgrounds
|   FTL Captain's Edition
|   CE BPaB Compatibility Patch
|   CE Additional Music Addon
|   CE Infinite Addon
|   CE Endless Loot Addon for CE Infinite
|   or
|   CE Endless Loot Addon standard CE (never use both)
|   CE Non-EL Enemy Loadouts Addon
|   CE Vanilla Player Ship Loadouts Addon
V   Any ship mods you are using

Re: [AE] [Ship] Beam Dream [1.3]

Posted: Thu May 01, 2014 12:33 am
by Backdraft99
^^^
Mods are in the correct order; still a black box

Re: [AE] [Ship] Beam Dream [1.3]

Posted: Thu May 01, 2014 2:27 am
by RAD-82
It's the _floor image. It isn't 32-bit like it should be.

Re: [AE] [Ship] Beam Dream [1.3]

Posted: Thu May 01, 2014 10:13 am
by Mranth0ny62
RAD-82 wrote:It's the _floor image. It isn't 32-bit like it should be.
the ship looks fine without CE, I'll change it and upload it as 1.3.5


edit: 1.3.5 released, I've change the floor to 32-bit, don't know if it's fixed though

also, the gibs are still not working, they might have changed with AE