How to make artillery purchasable?

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Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm

How to make artillery purchasable?

Post by Biohazard063 »

Me again, with yet another question.

How do you set it so artillery becomes an available system for purchase?
CE uses something similar to "open artillery" to make it happen but the search function gives roughly 1900 hits when I search for that.

I thought it would be as simple as adding the following to the blueprints.xml.append of my ship mod :

Code: Select all

<systemBlueprint name="artillery">
	<type>artillery</type>
	<title>Artillery Beam</title>
	<!-- dummy text. will steal from whatever weapon blueprint it uses-->
	<desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc>
	<!-- dummy text. will steal from whatever weapon blueprint it uses-->
	<startPower>1</startPower>
	<maxPower>4</maxPower>
	<rarity>1</rarity>
	<upgradeCost>
		<level>30</level>
		<!-- level 2 -->
		<level>50</level>
		<!-- level 3 -->
		<level>80</level>
		<!-- level 4 -->
	</upgradeCost>
	<cost>150</cost>
</systemBlueprint>
So basically giving it a rarity of 1 rather then 0. I know now that I am wrong about this after buying pretty much all the other systems and starting to see a blank slot in shops selling systems. (Also can only seem to buy meday, clonebay doesn't get offered untill I get medaby) but that's not the issue.) Did some work trying to get the artillery to work on my Anomaly ship when playing with just AE, everything works fine when I set the ship to start with it, but if I don't let it start with it, the damn system won't appear in a shop.
I'm pretty sure it's nothing hardcoded since it works in CE...
Last edited by Biohazard063 on Wed Apr 22, 2015 7:58 pm, edited 1 time in total.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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RAD-82
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Re: Buying artillery

Post by RAD-82 »

Just sounds like you were unlucky. I don't notice anything wrong with what you described.
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Biohazard063
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Joined: Fri Feb 14, 2014 4:38 pm

Re: Buying artillery

Post by Biohazard063 »

RAD-82 wrote:Just sounds like you were unlucky. I don't notice anything wrong with what you described.
So this should work? Guess it's back to checking for something stupid I did. :lol: I'm only half joking...
I suppose it wouldn't matter if the ship it replaces is FED_A right?

EDIT : Went over things. Ended up changing starting power from 2 to 1. Nothing changed, same scenario.
Maybe artillery is different in someway, just as shields seem to pop every time when systems are offered and you don't have shields...
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: How to make artillery purchasable?

Post by Sleeper Service »

Nope, your doing it right, the main thing that prevents artillery from appearing in shops is its 0 rarity. Not sure what happens if your ship doen't have an artillery assigned, but that does not seem the case for you anyway. Maybe make sure that no other mod overrides your changes to the artillery system. You can use the mod testing environment to quickly spawn shops for quick testing.
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Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm

Re: How to make artillery purchasable?

Post by Biohazard063 »

Hmm... The ship mod is the only mod running. Tried a few different methods to change the artillery's rarity.
The one I showed above and the same thing RAD-82 told me to change the oxygen price namely :

Code: Select all

<mod:findName type="systemBlueprint" name="artillery">
   <mod-overwrite:rarity>1</mod-overwrite:cost>
</mod:findName>
Seeing how you said the first one worked, I'll go back to that and give that mod testing environment a shot.
Anyway, thanks to both of you again. I'll get an update when I finally get it working.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm

Re: How to make artillery purchasable?

Post by Biohazard063 »

Hey RAD-82,

Remember that broken O2 blueprint I had to set the price of it to 50?
I decided to use it again for the Anomaly as well since I created a room for it.
Find the error :

Code: Select all

<systemBlueprint name="oxygen">
   <type>oxygen</type>
   <title>Oxygen</title>
   <desc>Refills the oxygen in the ship. Upgrading increases the rate of refill.</desc>
   <startPower>1</startPower>
   <maxPower>3</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>25</level>
      <!-- level 2 -->
      <level>50</level>
      <!-- level 3 -->
      <level>75</level>
      <!-- imaginary level 4 -->
   </upgradeCost>
   <cost>50</cost>
<systemBlueprint name="artillery">
	<type>artillery</type>
	<title>Artillery Beam</title>
	<!-- dummy text. will steal from whatever weapon blueprint it uses-->
	<desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc>
	<!-- dummy text. will steal from whatever weapon blueprint it uses-->
	<startPower>1</startPower>
	<maxPower>4</maxPower>
	<rarity>1</rarity>
	<upgradeCost>
		<level>30</level>
		<!-- level 2 -->
		<level>50</level>
		<!-- level 3 -->
		<level>80</level>
		<!-- level 4 -->
	</upgradeCost>
	<cost>150</cost>
</systemBlueprint>
Fixed it, and we had artillery.
Yup... Once again, this whole situation could've been avoided by not being a moron. :roll:
Sorry guys. :oops:

By the way : Did someone eventually found out why the game crashes when you buy artillery and try to continue the run after exiting?
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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bamalf
Posts: 204
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Re: How to make artillery purchasable?

Post by bamalf »

The ship should have the room for artillery (like Osprey)
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