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[WIP] Halo Cruiser [Help me?]

Posted: Tue May 06, 2014 8:41 pm
by KiritoHalo
Halo's Cruiser Mod

WARNING!
I'm unsure of the compatibility with AE, and I'm also unsure of whether or not it's possible to get the mod working.

Hello all. My name is Halo, I'm new to modding FTL, but I think I have a pretty good idea for a mod. I'm currently working on troubleshooting the mod, but I'm not sure it'll work the way it is. It is meant to add two weapons, three augments, and a new race, all on a new ship that is based on the Kestral B variant. Now, the mod should work if I'm not mistaken, I'm following the tutorial by Vanguard Of Valor, but without adding custom animations or sounds. Now, the mod may seem overpowered, but it is meant to be, as it is supposed to be an experimental cruiser developed before the fall of the first rebellion, but only one prototype was ever made. Anyway, I'll put the XML code here in hopes of someone giving me some help with debugging the code. (I've removed the augments and custom race for now, and will add them to the code once the ship and weapons are working.)

NOTE: I am using Superluminal to make the ship itself, and I am unsure is the mod is even compatible with AE.

Code: Select all

<weaponBlueprint name="BEAM_4">
	<type>BEAM</type>
	<title>Scythe Beam</title>
	<short>Scythe Beam</short>
	<tip>tip_beams</tip>
	<desc>This experimental beam was designed by the federation after the fall of the first rebellion to be used with the Halo Cruiser.</desc>
	<tooltip>Large beam that does 5 damage per room.</tooltip>
	<damage>5</damage>
	<ion>5</ion>
	<sp>5</sp>
	<fireChance>5</fireChance>
	<breachChance>5</breachChance>
	<stunChance>5</stunChance>
	<cooldown>10</cooldown>
	<power>1</power>
	<cost>700</cost>
	<bp>12</bp>
	<speed>50</speed>
	<rarity>0</rarity>
	<length>200</length>
	<image>beam_contact</image>
	<launchSounds>
		<sound>beam2</sound>
	</launchSounds>
	<weaponArt>beam_3</weaponArt> 
	<iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="LASER_HEAVY_3">
	<type>LASER</type>
	<title>Archon Lazer</title>
	<short>Archon L.</short>
	<tip>tip_laser</tip>
	<desc>This experimental lazer fires twelve shots in quick succession, each dealing 4 damage.</desc>
	<tooltip>Fires 12 heavy lazers, 4 damage each with high chance of fire and breaching.</tooltip>
	<damage>4</damage>
	<shots>12</shots>
	<sp>0</sp>
	<fireChance>5</fireChance>
	<breachChance>5</breachChance>
	<stunChance>5</stunChance>
	<cooldown>20</cooldown>
	<power>1</power>
	<cost>700</cost>
	<bp>12</bp>
	<speed>100</speed>
	<rarity>0</rarity>
	<image>laser_heavy1</image>
	<launchSounds>
		<sound>heavyLaser1</sound>
		<sound>heavyLaser2</sound>
		<sound>heavyLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull1</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>hitShield1</sound>
		<sound>hitShield2</sound>
		<sound>hitShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_heavy_2</weaponArt> 
	<iconImage>heavyL</iconImage>
</weaponBlueprint>

<shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral_2" img="kestral_2">
	<class>Kestrel-II Cruiser</class>
	<name>Halo Cruiser</name>
	<desc>This ship was originally meant to be used in the first rebel fleet, but was never put into production. This prototype was taken by the Federation after the fall of the first rebellion, and was outfitted with highly experimental weaponry.</desc>
	<systemList>
		<medbay power="3" room="0" start="true" img="room_medbay_4">
			<slot>
				<number>-2</number>
			</slot>
		</medbay>
		<shields power="20" room="2" start="true" img="room_shields_9">
			<slot>
				<direction>up</direction>
				<number>1</number>
			</slot>
		</shields>
		<oxygen power="3" room="3" start="true" img="room_oxygen_11"/>
		<teleporter power="3" room="4" start="true"/>
		<engines power="8" room="5" start="true" img="room_engines_3">
			<slot>
				<direction>right</direction>
				<number>1</number>
			</slot>
		</engines>
		<doors power="3" room="7" start="true" img="room_doors">
			<slot>
				<direction>up</direction>
				<number>1</number>
			</slot>
		</doors>
		<pilot power="3" room="9" start="true" img="room_pilot_3">
			<slot>
				<direction>right</direction>
				<number>1</number>
			</slot>
		</pilot>
		<weapons power="8" room="10" start="true" img="room_weapons">
			<slot>
				<direction>up</direction>
				<number>1</number>
			</slot>
		</weapons>
		<sensors power="3" room="11" start="true" img="room_sensors_2">
			<slot>
				<direction>up</direction>
				<number>0</number>
			</slot>
		</sensors>
		<cloaking power="3" room="12" start="true" img="room_cloaking_2"/>
		<drones power="8" room="13" start="true" img="room_drones_12"/>
	</systemList>
	<weaponSlots>4</weaponSlots>
	<droneSlots>4</droneSlots>
	<weaponList count="4" missiles="99">
		<weapon name="LASER_HEAVY_3"/>
		<weapon name="LASER_HEAVY_3"/>
		<weapon name="BEAM_4"/>
		<weapon name="BEAM_4"/>
	</weaponList>
	<droneList count="4" drones="99">
		<drone name="DEFENSE_2"/>
		<drone name="REPAIR"/>
		<drone name="COMBAT_2"/>
		<drone name="COMBAT_ION"/>
	</droneList>
	<health amount="4000"/>
	<maxPower amount="4000"/>
	<crewCount amount="3" class="zoltan"/>
	<crewCount amount="1" class="human"/>
	<aug name="CRYSTAL_SHARDS"/>
	<aug name="ENERGY_SHIELD"/>
	<aug name="NANO_MEDBAY"/>
</shipBlueprint>
Please help if you can, I'm not sure what's wrong with the code. This is the tutorial I am using: https://www.youtube.com/watch?v=A31U0CtvU0w

Once I get the mod to work, I'll make it available for download.

Thank you in advance,
~Halo

Re: [WIP] Halo Cruiser [Help me?]

Posted: Tue May 06, 2014 9:08 pm
by RAD-82
I see three numbers that are way too high.

<maxPower amount="4000"/> is probably preventing you from running your mod. 25 is the normal max. AE doesn't really like this to go beyond max, probably due to the new code for the backup battery.

<health amount="4000"/> ... I don't know if FTL can handle that big of a number, but I guess it doesn't hurt to try. :lol:

<shields power="20" ... I don't know if this will cause a crash, but I know it won't work. The shield system is limited to 8 and you have to change the limit on the shield blueprint to allow more levels here. I've only ever seen it at 10.

Re: [WIP] Halo Cruiser [Help me?]

Posted: Sun May 11, 2014 12:32 am
by KiritoHalo
RAD-82 wrote:I see three numbers that are way too high.

<maxPower amount="4000"/> is probably preventing you from running your mod. 25 is the normal max. AE doesn't really like this to go beyond max, probably due to the new code for the backup battery.

<health amount="4000"/> ... I don't know if FTL can handle that big of a number, but I guess it doesn't hurt to try. :lol:

<shields power="20" ... I don't know if this will cause a crash, but I know it won't work. The shield system is limited to 8 and you have to change the limit on the shield blueprint to allow more levels here. I've only ever seen it at 10.
Thanks, I had a feeling that would be the problem. I'll mess with the code later on and fix the numbers.

~Halo