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Limits.

Posted: Mon Jul 04, 2016 1:06 am
by ARC-1778
FTL is my wind down modding, so i do some heavy modding in SWBF2, then I wind down with a bit of ship making, but I'd like to take it a bit further.

So I want to make an expansion mod for CE, basicly adding more layers of depth. I.e more crew.

What causes the crash with more than 8 crew, is it just a UI thing? Cos I'm thinking by replacing the last crewman with a swap button, would let us control 14 crew.

Yes "it's hard coded" but we managed it with crew types, why not with crew size?

In addition can we increase cargo size and augment size?

Add more crew sprites?

Have sprites face right rather than down?

Add extra skill levels?

And have target-able artillery?

Have the game continue when you beat the flagship? Meaning its not THE flagship of the navy, but A flagship of one fleet?

Have the sector # increase enemy weapon effectiveness?

Have multiple fights at one beacon?

Have different flagships for different races?

.Png's in empty rooms?

Have different coloured floors?

A hide rooms button?

Visible hull damnage?

Re: Limits.

Posted: Mon Jul 04, 2016 2:59 pm
by Sleeper Service
The answer is pretty much "no" to all of that, unless you do some fancy executable modding, but that appear way more complicated and unpredictable right now.
ARC-1778 wrote:Yes "it's hard coded" but we managed it with crew types, why not with crew size?
Actually we did not manage to implement a new crew type, CE just used a left-over one that was cut from the game.
ARC-1778 wrote:.Png's in empty rooms?
There are workarounds for that, but they don't work that well.You can check some of Gencools mods to see how that is done I think.

Re: Limits.

Posted: Tue Jul 05, 2016 3:18 pm
by NarnKar
ARC-1778 wrote:What causes the crash with more than 8 crew, is it just a UI thing? Cos I'm thinking by replacing the last crewman with a swap button, would let us control 14 crew. Yes "it's hard coded" but we managed it with crew types, why not with crew size?
Requires executable modding. 8 is not just a UI breaker, but a hardcoded limitation. It makes sense, considering the powers of 2 thing.

We technically didn't manage it with crew types; many mods either reskin Crystals (based on the fact that you can only find them in one sector, they can be modified without affecting the game as a whole), or Ghosts (which were things the devs themselves added, but dummied out; we just found them and brought them back).
ARC-1778 wrote:In addition can we increase cargo size and augment size? Add extra skill levels? And have target-able artillery? Have the sector # increase enemy weapon effectiveness? A hide rooms button? Visible hull damage?
No to all of these.
ARC-1778 wrote:Add more crew sprites?
Possible. See FTL: Captain's Edition, Gencool's Crew Diversity mod. Not possible to add more poses (you're stuck with walking, terminal opertation, long-range combat, and melee combat); but it's possible to add new colors.
ARC-1778 wrote:Have sprites face right rather than down?
With difficulty. Not only do you have to resprite everything, you also have to build your ships very carefully. See: http://www.ftlgame.com/forum/viewtopic.php?t=23889
ARC-1778 wrote:Have the game continue when you beat the flagship? Meaning its not THE flagship of the navy, but A flagship of one fleet? Have different flagships for different races?
Depends. Sector 8 is the endgame. It's possible to modify the final boss event to fight a different ship, but that ship's defeat marks the end of the game. However, it's possible to add regular events to regular sectors that have you go up against extremely difficult ships (see, for example, the Rebel Stronghold event that unlocks the Fed Cruiser).
ARC-1778 wrote:Have multiple fights at one beacon?
I heard this was impossible due to the way events work. However, sul did some nice work into discovering how to infinitely loop an event--so I'm not sure. Putting this one down as "maybe, with difficult experimentation".
ARC-1778 wrote:.Png's in empty rooms? Have different coloured floors?
If you mean floor images, like the things that go behind the rooms, it's easy enough to modify them. See the Greebles mod: http://www.ftlgame.com/forum/viewtopic.php?f=11&t=26931

If you mean changing the color of the white floor tiles--impossible in code. However, you can use .pngs in empty rooms to "simulate" that effect.

PNGs cannot be placed directly into empty rooms, but it's possible. See: http://www.ftlgame.com/forum/viewtopic.php?t=26544 and Gencool's Aquilifer: http://www.ftlgame.com/forum/viewtopic.php?t=29068, specifically how the back rooms look like storage.