[SHIP] Engi Infiltrator

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Thantos
Posts: 4
Joined: Sun Jan 05, 2014 9:29 am

[SHIP] Engi Infiltrator

Postby Thantos » Mon Jan 06, 2014 9:19 pm

Engi Infiltrator
Image

So, I discovered FTL recently, then I discovered FTL modding, thought (foolishly) that the process was simple enough and this is the result. I tried going for the unique. As you can see in the picture, you start with 35HP, fairly decent weapons and drones, cloak, as well as a full complement of three augments. Add to that the fact you start with no less than eight (!) zoltans, and you'd be justified in thinking that this is yet another overpowered ship. Yet, it's not. In theory.

This ship starts with no shields, and it has no potential for purchasing any, as well as no additional systems (though admittedly, a teleporter would be fairly useless anyway). The ship has nine 1X1 rooms which are not connected in any meaningful way. Also, you start with merely three reactor power.
The result of this is a fairly vulnerable ship, yet merely segmentally so. Your reactor power can be killed, as well as your capacity to repair a system. This can, in some cases, be mitigated by purchasing the next level of that particular system, yet your ship's ultimate potential lies reduced.

The usage of augments is pretty self-explanatory. Engi Med-Bots so that the ship is actually playable, Stealth Weapons because you have next to no protection as it is, making your cloak essential and the long range scanners because if RNG decides to randomly throw you an asteroid field, you are good as dead.

The ninth room (Door Control) exists because with eight filled rooms, the game kept crashing when new crew events popped up. My guess is that the game automatically places an additional crew member before you dismiss anyone, ergo making the eight-room iteration of the ship unexpected and non-functional.

The ship is not as finished as I'd like, though. While the concept of segmental perma-damage is all nice and dandy, you can end with such unfortunate occurrences as your engines and piloting getting knocked out of commission while the rest of the ship is alright. I think I've seen a solution to this in an auto-cruiser like ship, where there existed a room placed above the concerning system, but I have no idea how to do this, so any help here is appreciated.
Also, I couldn't figure out how to do the animated Kestrel engine thing (is it hardcoded?), so I'd gladly accept any pointers in that direction.

So, there! I hope you guys enjoy! :D

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UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [SHIP] Engi Infiltrator

Postby UltraMantis » Tue Jan 07, 2014 6:55 am

This looks very interesting. :) If you sort of bit off more than you can chew with your first attempt at modding, i'd say you did a very good job of completing it in the end. I'll give you some more feedback after playing, but it's already intrigueing. And very nicely presented as well.

Welcome to FTL modding as well... and the headaches that come with it. :D
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English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: [SHIP] Engi Infiltrator

Postby English Narwhal » Tue Jan 07, 2014 5:27 pm

This is a pretty cool mod, all around.
Image
Thantos
Posts: 4
Joined: Sun Jan 05, 2014 9:29 am

Re: [SHIP] Engi Infiltrator

Postby Thantos » Tue Jan 07, 2014 10:36 pm

Thanks for the replies! Did you feel that any particular part of balancing was broken? While obviously an unfair vessel by design, it still ought to be playable (I managed to get half way through the third sector, though RNG may have been unusually kind).