[MOD][BETA] Tardis/Paradox AE (v010.5)

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Gencool
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[MOD][BETA] Tardis/Paradox AE (v010.5)

Post by Gencool »

UPDATE 29/08/14: I've completely re-written this first post 'cause of all the new stuff.

Big update: I've finished the story elements for the Tardis, and have taken this mod as far as I feasibly can for now.

I'll create a new post in Working Mods for this in a few days, to coincide with the airing of the next season of Doctor Who.
Until then, this is an early preview and open beta - anyone who visits this thread is free to play.

Included in this version is a small set of start and end events to fill out the Tardis/Doctor's story.

No new content will be added from this point (I say this. I mean no new content should be added. I may change my mind.)
If you play this, and find any bugs or spelling errors, let me know and I will attempt to address them as soon as I can.

Everything should work with CE, although the Boss Sector is more-or-less a complete overwrite, so CE augments won't work on the final boss.

Let's Plays are of course welcome, as it will give more content for the new thread, just remember it's not the official release (although, again, very little should hopefully change).


---------------

DOWNLOADS


---Latest---
v010(beta05) - http://www.puppetsquid.com/FTL/TARDIS_A ... ETA_05.ftl
Uploaded 29/08/2015



---Rollbacks---


v010(beta04) - http://www.puppetsquid.com/FTL/TARDIS_A ... ETA_04.ftl
Uploaded 28/08/2015

v009d - http://www.puppetsquid.com/FTL/TARDIS_AE_v009d.ftl
Uploaded 20/08/2015

v009c - http://www.puppetsquid.com/FTL/TARDIS_AE_v009c.ftl
Uploaded 17/08/2015

v008 - http://www.puppetsquid.com/FTL/TARDIS_AE_v008.ftl
Uploaded 16/08/2015


(If the download opens as a text page; rightclick and save as. You may need to rename it as .ftl)

---------------

CHANGELIST

Code: Select all


v010(beta.05) Updates:
- Hopefully fixed a rare but annoying bug at civilian jumps. Since it's rare, it's kind of hard to test, so please report it if you come across it!
- Nerf'd the first Quest fight ship a tad, and edited the outcomes.
- Fixed an event not loading correctly in the second part of the boss fight.

v010(beta) Updates:
- Fixed weapon sprites
- Finished ship art
- Additional variations for Timelords
- Updated start event for The Tardis
- Added new Story Events for The Tardis (including two new fights)
- Altered Regenerations slightly
- Re-built Boss Sector
- Added 4 alternate endings for The Tardis, plus branches
- Changed Screwdriver and Toclafane variants slightly to better fit AE limitations I was unaware of
- Fixed the Gibs of the various ships as best I can

v009d Updates:
- Master's ship + weapons and events
- Artillery available for all three ships when playing CE
- General tweaks

v009 Updates:
- Changed voluntary regeneration to include new Screwdriver variants (need artwork and some balancing) and Doctor Variants
- Added code for Artillery weapon (needs artwork, can only be accessed through CE for now)
- Changed layout and some artwork of the mk40
((b: changed start text))
((c: fixed missing value on Sonic P))

FEATURES
  • THREE versions of The Tardis!
  • A Timelord reskin of the Crystals, complete with randomised regenerations and innate skills to really set them apart
  • New weapons, including a set of various Sonic Screwdrivers**
  • New events, including a change to how enemies surrender***
  • Loads of new sounds
  • A Type C ship with a whole different load out and set of events

A more thorough breakdown follows. You can skip it if you want the mod to be a surprise on your first play.



---------------


* THE SHIPS
The two versions of the Tardis are the mk40, the mk42, and the mk4X.
Image Image Image
---Images from version v009 - v010 layouts remain the same, though sprites are updated - reference of v008's layout here---


---


The mk40 and mk42 are more-or-less the same ship, with the mk42's main difference being standard FTL sized rooms, and a slightly lower set of starting stats to compensate for the few changes this makes to the gameplay.

Both variations of the Tardis lack med/clonebays, relying on a reconstructive teleport instead.
You will occasionally have to board ships to heal your crew, unless you later choose to buy a medical system. Your Sonic, Level 2 Piloting, Level 4 Engines and a Cloak System to make these excursions more manageable.

They both get given a Sonic Screwdriver and Cyber Laser as part of their opening event, and are fitted with a Time Torpedo Artillery system in case you play CE (I've opted not to include it in Vanilla in case people play who don't know about the bugs)
The Sonic Ionises and repairs systems in one blast, letting you use it to repair your own ship or stun the enemy's

A Regeneration Aura allows you to regenerate your Doctor at the start of each sector - bringing them back from the dead if necessary, or giving you a little extra control over the process if you've kept them alive. Through this you can also get new Sonic Screwdriver variants, or alternatively repair your hull and gain resources.


----


The mk4X, or the Paradox, is built around roughly the same design, but with a few key differences.

You start with lower stats overall, with 2 engines and only 2 weapon slots, but your Cloak System is swapped for both 4-space Drone Control and Mind Control.

You get given a Laser Screwdriver as part of your first event, and have a Sys Repair drone and Toclafane Warrior already in your loadout.
- The Laser is a beam weapon that stuns enemies for 25 seconds and only uses 1 power, but cannot pierce shields
- The Toclafane are drone variants that only require 1 power. The fighter is modeled after the combat drone - it deals 1 hull damage per shot, but can't harm systems.

You'll notice that none of the weapons that come with this ship by default deal system or ion damage - only hull. Where the Tardis' teleporter is mostly for healing, in the Paradox it is your only way of taking out systems when you start out.

The Corrupted Aura gives you a chance to regenerate a The Master at the start of each sector, but should they still be alive you will get the option to further build your army, with choices based on the several schemes he/she has undertaken in the new run of the show.

Should you be playing CE, the ship also has an artillery system; the Toclafane Vortex.


---------------


** THE SCREWDRIVER

The standard Sonic Screwdriver is the most complicated weapon in this pack: it uses a whole heap of AE features, some very convoluted logic, and can be a little buggy. Here's a breakdown for the uninitiated:
  • Bomb weapon - doesn't use missiles
  • -1 Sys Damage
  • 1 ion damage
  • 3 Charge slots - this only works when used on enemy ships for some reason
  • 40% stun chance
  • 0 reactor power - The weapon uses no power, so is constantly charging. Unfortunately, another weapon must be active for the blasts to take effect.
You can use the screwdriver to fix parts of your own ship - the ionization takes roughly the same time as an engi's repair, so you effectively have a free repair drone.
You can also use it to knock out enemy systems, and occasionally crew, through their shields, for free. Just remember that you're also fixing any system you hit.

There are 4 additional variants in this pack.
They all need more testing, so give them a go if you can, and remember to read the descriptions - they're all just about as complicated as each other.

---------------

CREDITS

As found in the Mod File:

Code: Select all

Concept/Pixel art/Blueprints/Events by Gencool/Puppetsquid
Cyber-Laser and Laser Screwdriver weapon sprites by Chrono Vortex (as well as inspiration for The Master's ship)
Many thanks to Biohazard063 and Stylesrj and Chrono Vortex for participating in Beta Tests, and for being supportive throughout
Also kartoFlane, Vhati, TaxiService, bas, Grognak, SleeperService, and the other giants of the FTL modding community who's shoulders we stand on.

Soundeffects have been sampled from the following pages:

http://www.bbc.co.uk/schools/teachers/doctorwhocompetition/sounds.shtml
(Originally: http://www.bbc.co.uk/doctorwho/sounds/index2006.shtml)

http://www.maddmansrealm.com

ships built with Superluminal and Superluminal2

No profit is being made from this mod.
If there are any issues, please let me know and I will do my best to rectify them.

Jon - GenCool - PuppetSquid.

---------------


CLOSING

If you do download the beta mod to test it, please let me know somehow so I'm not left in the dark.

Any feedback would be incredibly welcome.
If you have ideas for new content, let me know, but I want to get what's there working before I add new stuff.

Many thanks again-
-Jon
Last edited by Gencool on Sat Aug 29, 2015 3:42 pm, edited 29 times in total.
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NarnKar
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Re: [MOD] [BETA] Tardis AE (v008)

Post by NarnKar »

How did you do that artwork in the center of the ships, where there's no system, but you still have room art?? --is it a specially-painted floor image?
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Chrono Vortex
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Re: [MOD] [BETA] Tardis AE (v008)

Post by Chrono Vortex »

NarnKar wrote:How did you do that artwork in the center of the ships, where there's no system, but you still have room art?? --is it a specially-painted floor image?
It is, I checked. But the same thing could be accomplished if the room art for one of the systems above that detail extended downward.
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Re: [MOD] [BETA] Tardis AE (v008)

Post by Gencool »

Yup, as Chrono said. It's basically the same as Trilobite's Greeble mod.

That said, I used the floor rather than extending a room image because if the sensors are out in a room it doesn't load the control panel image... The centre bit would have gone missing every time you went into an ion storm or took sensor damage, unless you had someone stood in that specific room.

For the mk42 I actually created the entire console as a solid thing then split it into the separate rooms (I have learnt a lot since making the 40)
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Biohazard063
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Re: [MOD] [BETA] Tardis AE (v008)

Post by Biohazard063 »

Alright, a few test runs done with the 42.

Things I've noticed whilst playing:
-The start. Brilliant.
-The reskin is beautiful.
-The sonic B does indeed do odd things if you don't power the cyber laser. Good thing you mention the requirement for another weapon to be active. Seems to stack the effect until you actually power up the other weapon.
-Noticed the sonic B only repairs 1 bar even if it has 3 charges. Due to the fact you get only 1 bomb when firing a cluster bomb at your ship. Unfortunate, but can't be helped I believe.
-The jump sound. Loving it...
-Same for the screwdriver. But was already a feature in the first version. Still, noteworthy.
-No cloister bell :cry:
-So the cyber laser, this is the intended effect you had in mind right ? On rooms with a system it does 1 hull damage and 2 system damage. On rooms without a system, it does 2 hull damage.
-The Doctor himself, interesting take on the levels. It becomes a crapshoot when you get to pick though. I'd leave it out personally, you can only see piloting and engines anyway and lore wise, doesn't make much sense either. The doctor handpicking what his abilities will be in his next regen...
-Noticed he also always faces the same way in combat. Bit odd... Something with the sprite sheet perhaps?
-Also looks like you decided to not make this an AI ship. No comments, just something I remembered from the first version.

Questions :
-Are you looking into CE compatibility ? Considering you already mentioned an artillery weapon and that's basically all you need (for most of it, there's the matter of crystal blue options). I'd be happy to help, can't draw art if it could save my life though... but my coding isn't too bad. :P

Things I've noticed going through the mod files (couldn't resist) :
-Noticed you've set a rarity for systems different from 1. I can't be certain if that actually works. Encountered the clonebay multiple times during my run, so I'm guessing the awnser will be no...
-A lot of time has apparently gone into creating the character itself. Wonder if it would be possible to make use of crew portraits so you can see an (albeit) pixelated version of the doctor you rolled. Seems like a lot of work though.
- Layout= "BigT"... :lol: Sounds like a streetname for someone.

Anyway, hope this helps in some way.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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Gencool
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Re: [MOD] [BETA] Tardis AE (v008)

Post by Gencool »

Yeeaah! Thank's Bio

I figure i'l respond to both the pm and post here.

- Might actually fit well with the launch of the new season of dr. Who.
The new season's set to start on the 19th next month. Gives about two - four weeks, which is pretty doable, I'd say. Shall have to give it a go.

- I've got the feeling the bigger one will be more "aesthetically" pleasing due to how irregular rooms tend to vent.
True, although that's why I stuck my version of the lowO2 stuff in the mod (same as the Sleigher)


-- Screwdriver stuff --

- Seems to stack the effect until you actually power up the other weapon
- Sonic B only repairs 1 bar even if it has 3 charges

So, I'm pretty used to all the weird things the screwdriver does by now - bear in mind it was one of the first things I made when AE came out.

Like, for me, I quite enjoy stacking shots when the weapon system's down and unleashing tidalwave of ionisation when the Doctor's fixed the system...
The self/enemy charge discrepancy stops me knocking out the low power systems while still keeping firepower when taking on the enemy.
In my head it's balanced, but then this is my head we're talking about.

I guess my main question does it work as someone coming to it fresh? Is it too weird/gamebreaking? Should the charges be removed maybe?

Also the screwdriver's got about 6 different sfx, all of which much quieter than the original, just to help save your ears!
On that note, I forgot the cloister bell. The bell's usually quite low and quiet, so I might combine it with the original warning sound so that it still works gameplay wise...


-- Laser stuff --

- On rooms with a system it does 1 hull damage and 2 system damage. On rooms without a system, it does 2 hull damage
Yup, thassa one.

I was just thinking, maybe;
"Effective at taking out enemy systems, but deals more damage to the ship if fired at the hull"
Sound better?
Does the logic work there?


-- Doctor Stuff --

- It becomes a crapshoot when you get to pick though... The doctor handpicking what his abilities will be in his next regen.
True, though you could always argue that point with 'War Doctor' and 'Ramona'

My thought for voluntary regeneration was to give players who have done well (i.e. kept the doctor, not taken much damage) a chance to play with the regeneration a bit.
Eventually I'd like to have a choice of 'creative', 'combative', 'constructive', or something, where - say - combative gives you a Sonic Y (with lockdown) and a Doctor with full Combat and/or Weapons
Does that sound a bit better?

- Noticed he also always faces the same way in combat
HA. SO. YEAH.
Remember how Santa didn't attack systems or at range? Turns out Rocks/Crystals/Mantis only shoot on the fourth sprite of their attack cycles.
Santa and the Doctor were both built on humanoid sheets, which have 3 frames (for aiming left, centre, and right)
Didn't know this was a thing until I'd finished both sets of sheets, of course, at which point I'd spent days on the things.
I figured the repair animation would do for the Doc. Iunno, kinda looks like he's ducking maybe?

If it's really annoying, I can re-work the sheet, though it may wait till the rest of the mod's done.
Ditto portraits.


-- CE compatibility --

I'm not building this to *not* be compatible, but I probably won't put as much effort in as I did with the elves (mostly as it wouldn't make much sense)

The Crystal options are stripped out by this mod, and the surrender chance of all enemy ships increased, using the <find like> feature of Slipstream. Same as the Engis in FTXmas.
The only big sticking point is the Pirate_Surrender event, where I've had to delete the old event to replace it with an eventlist (which gives the 50% surrender, 50% offer surrender thing).
I've not looked at the CE stuff in a long time, so I dunno if this would override Sleep's stuff, or if it would be overwritten itself (CE may be doing the same thing)
Plus, y'know, crew portraits...

I more likely to have to put a call out for modders/event writers if CE's involved. We'll see.





Hope this helps in some way.

Always - even when its bugs I already knew were there, at least it isn't new stuff that I hadn't noticed...
And thanks again for both testing it and the lovely compliments!
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Re: [MOD] [BETA] Tardis AE (v008)

Post by Biohazard063 »

Good to hear.

About that CE compatibility, as far as I can tell, it really just boils down to getting artillery up (or removing the system from showing up).
With the blue options already taken care of, there really isn't anything left to prevent you from making it compatible.
I mean, I did my testing on CE and didn't notice any issues with it. Other than the social options you get on empty beacons I would imagine (never checked really..).
Also, I can write events... sort of... I made 1 from scratch at least (encounter -> battle -> surrender). But added blue options to existing ones already.

For the screw driver repair : You have no idea how many times I tried to repair my 4 bar shield system with it and ended up being shot because I forgot it would take down my last bubble... :mrgreen:
I would keep the weapon as is. Being able to charge it 3 times can be a big help in battle.

For the weapon, you'll probably never be able to figure this one out perfectly as the data given is a bit contradictive. It says 1 hull damage and 1 system damage which to people who know FTL modding means 1 hull damage and 2 system damage (and 15 crew damage but whatever...). So either your description is odd, or the numbers displayed don't match up with the description, can't be helped.
Maybe something along the lines of : Deals 1 hull damage and 2 system damage if present, otherwise 2 hull damage. Might be too long though.

Whilst it might be contradictive with the lore, could the cloister bell be used for the cloaking sound ? Although I'm fairly sure that means you'd hear it when enemies cloak as well. Best not...

:idea: Crystal Sector -> Gallifrey
Although too much work for something that would be rare to begin with...
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Gencool
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Re: [MOD] [BETA] Tardis AE (v008)

Post by Gencool »

Hmmm...

When playing it in CE, did you ever see the text "The enemy ship has taken a lot of damage, they may be open to reason..."?

And, if you did, or I guess if you didn't, did you get the standard CE options/events when a ship has been damaged enough to surrender?

'Cause really, that's the only bit that's going to mess up, and I haven't looked into CE yet to predict the outcome.
Not that it matters, I guess, since both achieve a 'karma' type effect, which I only put in so you didn't have to destroy everyone in Vanilla.




One thing I remember from your run with the old ship was that the sonic got binned about half way through:

Does the new Sonic feel like something you'd be ok keeping till the final fight?
Like, not so overpowered that you'd be a fool to get rid of it, but not so weak that you'd feel the need to replace it (unless you got one of the screwdriver upgrades)?




Ok... for the laser, maybe
"Deals 1 base damage, with double Hull damage on empty rooms, or double System damage on system rooms"




Crystal sector basically doesn't exist in this of FTXmas, 'cause Crsytal options are wiped, but <secretSector> could be added anywhere, and the chance to find it be anywhere up to 100%
If you're volunteering to rebuild it, be my guest :lol:

(Though, that does beg the question; what happens if you put a secret sector warp in the final zone?)
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Re: [MOD] [BETA] Tardis AE (v008)

Post by Biohazard063 »

Theoretically, CE can't mess up the changes you made to surrenders. Seeing how CE is an overhaul mod and therefore needs to patched in before any ship mods. The changes you made should still be there as they will overwrite any relevant changes CE made. But no, haven't seen those yet. Mostly because I didn't encounter too many pirates... and those were usually slavers and what not. And off course I didn't always accept surrender either. Which was a mistake on my end.

I do believe I chucked it in the cargo hold, with the problem of no longer being able to make use of the starting beacon benefits it had (in that run).
The current screwdriver now is fine. Like an upgrade version of the chain ion with some other benefits/downsides to it.
Also taking into account it takes no power, you'd be an idiot to get rid of it before you filled those other 2 slots.
Never got to play around with the other version yet though.

Think we have a winner for the Cyber laser description.

Oh yeah... you wiped those options. Best to leave it as is then. Besides, we don't want people to go and unlock the Crystal cruiser with it do we ? Let them use the Tektite for that...
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Gencool
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Re: [MOD] [BETA] Tardis AE (v008)

Post by Gencool »

The issue is that I've overwritten 'Pirate_Surrender' to add my stuff in.
It's the event called by the majority of human ships when they surrender, so I don't need to have loads of code updating each ship individually.
It saves me a lot of time, but I wouldn't be surprised if CE completely did away with that event to implement a better system, and if that's the case my stuff won't get called.


Sweet, good to hear!
The alt versions of the screwdriver aren't accessible in v008 without some minor re-coding, so don't worry about that.


I've just re-designed the mk40's layout a bit and made room for the artillery system.
I already know what I want to do for it (twin time missiles!), so I might give that a go later and try to get a beta-v009 up some point soon.
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