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Stacking rooms...
Posted: Sun Aug 21, 2016 8:27 pm
by Cyl0
So I have made a ship with 10 systems from the start and all the last ones in the same room and false from the start I want the player stuck betwen a rock and a hard place choosing either shields weapons or cloak, but olnly one of them, foricing full use from the 2 human crew with a two slot teleporter (gotta use all the drones and supporting systems for good).
Trouble is the game crashes at the ship selection screen. I assume this is from my room stacking but I might have messed something else upp so I thought I would ask here.
Re: Stacking rooms...
Posted: Sun Aug 21, 2016 10:31 pm
by stylesrj
Not sure what's causing the crash but do make sure the rooms are not too far apart from each other though. The game doesn't like rooms being more than 2 tiles apart.
But even if people had to make a choice, stacking rooms doesn't work like the Clone Bay does.
No rooms are replaced, they just stack on top and only one of them gets repaired while the other cannot be fixed without a Repair Bomb or some sort of system-fixing weapon that can be teleported onto the ship.
So that means you'll need to make it an AI ship and spawn crew in via events. Because it's not matter of "If that room gets hit, you'll be screwed" it's a matter of "How far can you get before you get screwed?"
You should look at my Zoltan Flagship or anything really on the Zoltan line of ships [/tootshorn]
Re: Stacking rooms...
Posted: Sun Aug 21, 2016 10:57 pm
by Cyl0
I know they wouldn't be replaced that's why a already started with 10 because you would't be able to by more after the first then.
Now that I think about it I am not sure stacked is the right choice of words, since I have put them all on the same room. So just like a clone bay/med bay only I'm not expecting them to be changable, after you get the first new system you will be capped at 11
Re: Stacking rooms...
Posted: Sun Aug 21, 2016 11:16 pm
by stylesrj
Calling everything a system is also not a good choice of words, considering there is a system cap and subsystems don't count towards it.
So 10 systems makes me think "You can't buy any new systems, period so the stacking makes it irrelevant."
Then there are mods that bypass that restriction (Limited Time Offer) but they're not as well-known as Captain's Edition.
I think one of my first mods was a ship called Kazaak's Revenge where it had only 1 system slot available but they all went into a single room at the front, so you could either cloak, hack, mind control or use drones; it already came with a Federation Artillery Beam and a teleporter. [/tootshorn]
Re: Stacking rooms...
Posted: Wed Aug 24, 2016 2:35 pm
by kartoFlane
The editor feature that allows you to assign systems to a single room was never intended to be used with systems other than medbay and clonebay.
It's pretty likely that that's precisely what's causing the crash. On a smaller scale, with 2 systems that are not intended to exist in a single room, most likely the latter system in the ship's code will take precedence (though that's me guessing, I don't remember how exactly FTL reacts to this).
So your idea might not really be feasible.
Re: Stacking rooms...
Posted: Wed Aug 24, 2016 9:37 pm
by stylesrj
There's such a feature in the first place that allows system replacement?
I thought it was hard-coded to the medbay/clonebay thing.
Re: Stacking rooms...
Posted: Wed Aug 24, 2016 10:44 pm
by kartoFlane
It is hardcoded. What I meant is that if you try to put two systems in the same room (other than medbay/clonebay), then the latter one in the system list will probably take precedence, and the other one will be ignored -- but that's just me speculating. I don't remember how exactly it works.
Re: Stacking rooms...
Posted: Wed Aug 24, 2016 10:56 pm
by stylesrj
If you stack two systems in the same room, both systems will appear in the same room.
It's the basis behind most of my Zoltan ships where one Zoltan can power multiple rooms.
The problem then arises in that you can't repair all of them, just one of the systems. And an ion attack on that room will disable everything. Hacking only affects one of the rooms though, so there's no worries about losing everything if that room is hacked.
The only exception is the Medbay/Clone Bay where one takes precedence over the other.