REQ 1:
To be able to go to a store and buy 'crew training' in some cases for 50 scrap. This will level up the chosen crew member from 10%-95%.
REQ 2:
(Human Replacement)
(New Ship?)
Maybe a ship simmilar to the Auto-Scout where instead of controlling humans you control drones.
PROS:
If destroyed, Drone can be rebuilt with 3 drone parts (or 1 for a un-controllable drone)
No O2 on ship by default so no fire.
Comes with LvL 3 Drone control (Drone control replaces medibay)
CONS:
Need to buy O2 if you want lifeforms onboard
No airlock doors (so fire can spread if you install O2)
[REQ] Crew Training + Auto-Ship Control
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- Joined: Sun Nov 11, 2012 11:04 pm
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Re: [REQ] Crew Training + Auto-Ship Control
For Req 1: As shark just demonstrated over in this thread http://www.ftlgame.com/forum/viewtopic.php?f=12&t=5157 , the game's creators have confirmed that pretty much none of the gameplay behaviour of crew is customisable at all. There's no way for modders to make crew start with skills, or modify those skills in events; no way for us to mix and match crew racial abilities like making a unit that's fast, good at repairing, and immune to fire; and so on.
Req 2 is sortof doable actually. I've got a mod coming up where you start with an uncrewed ship. The game handles it just fine: systems slowly repair by themselves, just like on an AI ship! But it stops you choosing to gain crew members, even if you have O2 and a medbay. You can't buy crew in shops, but you can get them from events. It does play quite interestingly: keep an eye out for the mod
Req 2 is sortof doable actually. I've got a mod coming up where you start with an uncrewed ship. The game handles it just fine: systems slowly repair by themselves, just like on an AI ship! But it stops you choosing to gain crew members, even if you have O2 and a medbay. You can't buy crew in shops, but you can get them from events. It does play quite interestingly: keep an eye out for the mod

Many years ago I created the FTL Starcraft mod: 18 new challenging ships to fly through the FTL universe!, and wrote a tutorial on creating your own FTL ships. They haven't been updated for AE though.
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Re: [REQ] Crew Training + Auto-Ship Control
That sounds cool. Would love to try. send me link when its donealextfish wrote:For Req 1: As shark just demonstrated over in this thread http://www.ftlgame.com/forum/viewtopic.php?f=12&t=5157 , the game's creators have confirmed that pretty much none of the gameplay behaviour of crew is customisable at all. There's no way for modders to make crew start with skills, or modify those skills in events; no way for us to mix and match crew racial abilities like making a unit that's fast, good at repairing, and immune to fire; and so on.
Req 2 is sortof doable actually. I've got a mod coming up where you start with an uncrewed ship. The game handles it just fine: systems slowly repair by themselves, just like on an AI ship! But it stops you choosing to gain crew members, even if you have O2 and a medbay. You can't buy crew in shops, but you can get them from events. It does play quite interestingly: keep an eye out for the mod

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Re: [REQ] Crew Training + Auto-Ship Control
That actually sound really cool. How do you jump from beacon to beacon if you can't man the pilot room though?alextfish wrote: Req 2 is sortof doable actually. I've got a mod coming up where you start with an uncrewed ship. The game handles it just fine: systems slowly repair by themselves, just like on an AI ship! But it stops you choosing to gain crew members, even if you have O2 and a medbay. You can't buy crew in shops, but you can get them from events. It does play quite interestingly: keep an eye out for the mod
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- Joined: Sun Sep 30, 2012 2:24 pm
Re: [REQ] Crew Training + Auto-Ship Control
If you start with no crew, it counts all rooms as manned even if there's nobody in them (or anywhere else in the ship). You can't get up to green or yellow bonuses without crew, but you always get the "white"-level manned bonus. The AI is understood to be that good.Zebo12345 wrote:That actually sound really cool. How do you jump from beacon to beacon if you can't man the pilot room though?alextfish wrote: Req 2 is sortof doable actually. I've got a mod coming up where you start with an uncrewed ship. The game handles it just fine: systems slowly repair by themselves, just like on an AI ship! But it stops you choosing to gain crew members, even if you have O2 and a medbay. You can't buy crew in shops, but you can get them from events. It does play quite interestingly: keep an eye out for the mod

Many years ago I created the FTL Starcraft mod: 18 new challenging ships to fly through the FTL universe!, and wrote a tutorial on creating your own FTL ships. They haven't been updated for AE though.