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[Ship] Daedalus (Mush)[alpha V0.5]

Posted: Fri Nov 14, 2014 9:58 pm
by 1412
Image
First off, yes I am aware that there is already a mod for a ship called the Daedalus. I didn't choose the name, as this mod is based off a preexisting ship from a different game called Mush.
I've been running development of this mod here (http://mush.twinoid.com/tid/forum#!view ... d/41907503), but have ran into enough issues with the technical bits that I figured I should make a thread here too and get feedback and advice.
Not to say the mod isn't playable, exactly, it's just that I may have bitten off far more than I can chew, thinking it would be fairly simple, and this seems the best place for it.
Here's what I have so far(https://www.dropbox.com/s/zc3nsautp67km ... a.ftl?dl=0).
Specifications:
-The ship in the game is pretty bare bones to start out with, so it has the absolute minimum requirements needed to survive.
- The six artillery sections are each armed with a basic laser. To balance this, the ship has two normal weapon slots and no shield.
- There is a drone system and a repair drone, but only because I didn't want it to be too punishing and it starts with exactly one repair drone in the source game.
-Two humans and an engi as starting crew.
I am working on getting art done, but I'd also like to get the bugs ironed out.
Speaking of...
Known bugs:
-Oxygen is not imminently powered. May just be a design quirk. If not solvable, can be easily fixed by adding one base power.
-No mounts, aside for one mysteriously floating in the upper left that doesn't show up in superluminal. For some reason, whenever I mess around with mounts, the mod stops working. Forever. Even if I take the mounts out later.
-No art save for an edited shield.
-Some weird graphical thing that causes some walls to look thin. May stem from overuse of doors.
-All kinds of stuff with the artillery:
->One of the six basic lasers is still depowerable and upgradeable, unlike the others. I have attempted to circumvent this by simply having seven and not using the first one, to no avail.
->The meter at the bottom of the screen says that it takes 50 seconds for the lasers to fire. It actually takes the normal time for a defense laser. Not particularly important, but somewhat annoying.
-> Each artillery station will not repower automatically if an ion storm is encountered. They will remain unpowered, aside from the artillery one, until broken and repaired. The most glaring issue with these systems.
->Possibly also the most glaring issue: The artillery pushes the ship over the system limit, leaving it unable to buy cloaking or mind control. Cloning and battery are fine though.

I'm half considering declaring the artillery more trouble than it's worth and replacing it with one of the Flagship's triple heavy lasers...
Anyway. Sorry if this is too wordy or something. First attempt at modding, but it seems to be stable, so it has that going for it. So! Feel free to discuss, suggest improvements, etc.
CREDITS:
-kartoFlane, for making Superluminal and helping me out through the early bugs
-Vince of the Mush forums for a bit of early playtesting and coming up with a more compact design when the original was too large
-Various other members of the mush forums for suggesting slight improvements.

Re: [Ship] Daedalus (Mush)[alpha V0.5]

Posted: Sat Nov 15, 2014 5:24 am
by stylesrj
Can you actually buy any of the other systems if all the slots are taken up by Artillery? Even if it doesn't show up on the upgrades screen, it still counts as a slot taken.

Re: [Ship] Daedalus (Mush)[alpha V0.5]

Posted: Sat Nov 15, 2014 5:46 am
by 1412
That is another issue I'm not entirely sure how to circumvent... Hang on. This may take a bit.
(one test later)
Huh. You're right. I have confirmed that the ship is already at the system limit... Gah. Yet another thing to add to the bug list...

Re: [Ship] Daedalus (Mush)[alpha V0.5]

Posted: Sat Nov 15, 2014 1:26 pm
by stylesrj
I really think you need to change it so that it only has the 1 artillery. Multiple artillery systems are just buggy as hell.