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Modding World Map. What's possible?

Posted: Mon Jan 12, 2015 4:56 am
by iantlopp
Like the previous thread, I have not found much information at all about modifying the maps, sector maps(where you select whether to go to Zoltan sector or Engi Sector, or whatever), or the individual area maps (i.e. the procedurally created map that has you jumping from point to point in a mad dash to get as many resources, while surviving, and evading the fleet until you get to the exit point and to the Sector Map selector). The only thing I've found on the subject is the ability to go to a random sector of the same level instead of jumping to the next sector (mods like Infinite Space and CE Infinite use this extensively to make the game much more sandboxy). That being said, are the following possible:

1) Is it possible to use a new graphic for the sector map? one that does not have you branching the way the vanilla map does? (consider you going to the right, up, or down, or left, not just forked to the right)

2) If so, is it possible to have more than 2 possible jump point locations? (fork 3 jump points to the right, or go right, go up, or go down)

3) Also if so, is it possible to jump to a previous sector?

4) Is it possible to define sectors (say to the right) as not necessarily harder, or more loot worthy than previous sectors? You choose lower path, go to hard sector, with 3 shield strength opponents, and loot is worth 50-75 scrap per battle (ish), or you choose the upper path, go to easy sector, with 1 shield strength opponents, and loot is only worth 15-35 scrap per battle (ish).

5) If so, and if 2) is possible, then can there be easy, medium, hard sectors?

6) If any, or all of the above is possible, is it possible to have a set sector map with no randomly generated locations, where a player who has learned this map can then learn where to go for best events, etc.? (to further a detailed story, rather than the rather oversimplified one in vanilla FTL)

7) Is it possible to have a predefined map of jump points instead of procedurally created ones? I.e. you jump to the Zoltan sector, but the Zoltan's have the Great Eye tell them to construct jump points in a specific pattern, and every time you got to that Zoltan sector (in the given mod) all the jump points are in the same location?

8) If so, which is possible, given the above criteria, have every jump point have a specific, non-random event (or lack thereof) or, with a set, non random jump point map have a random event for each point? (or some variation thereof)

9) Is it possible to have each beacon have a specifically named (either from a random pool, or non-random selection) planet, or beacon? I.e. You jump from the beginning beacon to another beacon, and the beacon is a planet named Steve.

10) If so, is it possible to have those beacons labelled beyond the flavor text when you reach the Beacon? (instead of, jump to beacon, box appears that says, "Welcome to Planet Steve, home of the Steveiest Steves that ever Steved", have a new box that stays on the screen during your entire time at the Beacon that says "Planet Steve" Perhaps beside where the Jump, and Ship boxes are (perhaps beyond where the Store box would be).)

11) Also if so, is it possible to have planetary graphics in the background that are locked to the Beacon? (Planet Steve always comes up with a graphic of a planet that, say, has polka dots all over it)

12) Also also, if so, can the Augment Long Range Sensors that picks up greater data about the adjacent beacons, show the name of the planets or given beacons on the Beacon Map? (where "Distress" or "Quest" might be displayed, have it say, "Planet Steve")

13) As before, I'll have another question here later, can't think of another one now, but I love the number thirteen, so here we are.

Re: Modding World Map. What's possible?

Posted: Mon Jan 12, 2015 7:41 am
by stylesrj
I'm not a hardcore modder so I don't know everything, but I do know a lot on what can and can't be done through being told "You can't do that! Hardcoded!"
1) Is it possible to use a new graphic for the sector map? one that does not have you branching the way the vanilla map does? (consider you going to the right, up, or down, or left, not just forked to the right)
Hardcoded I believe. But I think you can change the colours of things or add a different background. But you can't change the position of the jump locations.
3) Also if so, is it possible to jump to a previous sector?
Nope. You can only go forward.
4) Is it possible to define sectors (say to the right) as not necessarily harder, or more loot worthy than previous sectors? You choose lower path, go to hard sector, with 3 shield strength opponents, and loot is worth 50-75 scrap per battle (ish), or you choose the upper path, go to easy sector, with 1 shield strength opponents, and loot is only worth 15-35 scrap per battle (ish).
I think you can set events for different sectors. Make green sectors truly Easy Mode by having easy ship events all the way through.
5) If so, and if 2) is possible, then can there be easy, medium, hard sectors?
The difficulty is kinda colour-coded. Green means either easy or "Holy crap 6 Zoltan boarding event!"
6) If any, or all of the above is possible, is it possible to have a set sector map with no randomly generated locations, where a player who has learned this map can then learn where to go for best events, etc.? (to further a detailed story, rather than the rather oversimplified one in vanilla FTL)
Quest beacons. Lots of them.
7) Is it possible to have a predefined map of jump points instead of procedurally created ones? I.e. you jump to the Zoltan sector, but the Zoltan's have the Great Eye tell them to construct jump points in a specific pattern, and every time you got to that Zoltan sector (in the given mod) all the jump points are in the same location?
Probably not.
8) If so, which is possible, given the above criteria, have every jump point have a specific, non-random event (or lack thereof) or, with a set, non random jump point map have a random event for each point? (or some variation thereof)
Quest Beacons can do something I guess.
9) Is it possible to have each beacon have a specifically named (either from a random pool, or non-random selection) planet, or beacon? I.e. You jump from the beginning beacon to another beacon, and the beacon is a planet named Steve.
Quest Beacons could lead you to Planet Steve.
10) If so, is it possible to have those beacons labelled beyond the flavor text when you reach the Beacon? (instead of, jump to beacon, box appears that says, "Welcome to Planet Steve, home of the Steveiest Steves that ever Steved", have a new box that stays on the screen during your entire time at the Beacon that says "Planet Steve" Perhaps beside where the Jump, and Ship boxes are (perhaps beyond where the Store box would be).)
Not possible.
11) Also if so, is it possible to have planetary graphics in the background that are locked to the Beacon? (Planet Steve always comes up with a graphic of a planet that, say, has polka dots all over it)
Oh hell yes this can most definitely be done! Check out an Empty Beacon event. They've got specifics on what can and cannot be shown. Captain's Edition also has the same background/planets for things like the Auto-ship factory.
12) Also also, if so, can the Augment Long Range Sensors that picks up greater data about the adjacent beacons, show the name of the planets or given beacons on the Beacon Map? (where "Distress" or "Quest" might be displayed, have it say, "Planet Steve")
Long Range Scanners at this moment can pick up if there will or will not be a ship. This can help you avoid a trap or lead you right into a Mantis ambush. They also cannot pick up hazards outside of the ones the game provides. So Captain's Edition will annoyingly throw a Black Hole or an Ion Field at you while unaware and low on fuel/shields.

Re: Modding World Map. What's possible?

Posted: Mon Jan 12, 2015 11:02 pm
by FoldedDice
I've not done any modding for FTL, but I've done a good bit of reading on the subject. It will probably save you quite a few further questions to note that the creators only opened the system just far enough to ease their own development, meaning that a mod cannot do anything that wasn't done by the developers first.

It is possible to perform some trickery with events to create the appearance of a new feature (Captain's Edition does this extensively, for example), but it is for the most part impossible for a mod to change the game in any fundamental way.