[MOD] Weapons of Mass Distraction v0.7

Distribute and discuss mods that are functional. Moderator - Grognak
Ruko
Posts: 10
Joined: Wed Nov 28, 2012 5:20 am

[MOD] Weapons of Mass Distraction v0.7

Postby Ruko » Wed Nov 28, 2012 10:38 am

Original Post wrote:This is the result of my playing through and beating the game a few times and then deciding to tinker with the blueprints.xml file a bit myself. The mod isn't really devoted to any one thing [although it is mostly weapon changes right now], this is just my personal mod to make the game more enjoyable to myself and others. :)


UPDATE 3 v0.7

DOWNLOAD v0.7



CHANGES TO WEAPONS
Basic Laser and Dual Laser made available in the shop
Minor tweaks made to Dual Laser/Burst laser I to make them a bit more unique to themselves [one is cheaper, one has a shorter cooldown]
Changed the power req/cooldowns on weapons I thought weren't balanced myself

-NEW LASERS-

Zoltan Laser Mark I -
Deals 1 regular damage, 1 ion damage and can pierce 1 shield. If the enemy has only 1 shield left, this causes it to pierce that shield, disable it with 1 ion damage and continue on to its target room to deal 1 regular damage and another 1 Ion damage.

Zoltan Laser Mark II -
Fires two shots identical to the weapon above.

Burst Laser Mark III
Before you tell me this was already in the game: I changed that one to Mark IV. This laser fires only 3 rounds like Mark II, but these pierce 1 shield and have improved fire and breach chance.

Burst Laser Mark V
Fires five lasers in a burst which can all pierce one shield. Again, slightly improved fire and breach chance over the Mark IV just firing five regular lasers.


-NEW MISSILES-

Rapid Missiles
Deal only 1 damage, like Leto Missiles, but have half the cooldown allowing for some impressive missile barrages. Beware your missile count however, you'll burn through them quickly.

Zeus Missiles
These special missiles cause 3 Ion damage, and like the Zoltan laser, will apply it to any shields the missile passes through. After passing through shields, they make contact to deal 1 regular damage and another 3 Ion damage with a moderately low chance of causing a fire.


Vulcan Missiles
These missiles are guaranteed to start a fire and do 2 damage to the room they hit. Not as useful as Zeus in my opinion, but everyone has their preferences :P


Hades Missiles
These diabolical missiles are designed specifically to take out crew members in the targeted room. They deal 2 damage on impact and an additional 5 damage to crew members in the room. I consider making this 4 additional damage, because Zoltans are killed from full health how the missile stands right now... and I intend to make this available to enemy ships later.


Hercules Missiles [Previously Nuke]
This will actually cost 4 missiles in order to fire, but deals 10 damage on impact completely destroying anything in the room. In addition it deals 5 extra damage to crew members, to make sure there are no survivors of a nuclear missile. 100% chance of causing a breach. Completely overpowered, but the cost to buy and use suits it I think.


-NEW BEAMS-

Lance Beam
This beam deals in Ion damage.. and works a bit oddly. Completely disables any shield systems; the more powerful the shield was, the longer it will be disabled for. In addition, this beam will deal 1 ion damage to any systems in its target rooms.


Drill Beam
A peculiar beam that deals no damage, but instead pierces all shields and ruptures the hull. The beam is very short [same as mini beam] and takes a rather long time to charge up. Will work best for those who like to destroy their foes' life support.

-NEW OTHERS-

System Hacking
Deals 1 damage directly to systems and only systems. Counts as a bomb, but does not consume missiles, it simply bypasses shields as a hacking attempt should do in my opinion. Will edit weapon sprite and sound in the future.

Bio Bomb
I'm sure you can tell I love my Bio-weapons by now? Good. Deals 8 Bio damage with no other effects. Again, considering toning the power down since this would kill a Zoltan in one hit.

Phoenix Repair Unit
Uses up 5 missiles to place a bomb which will fix 8 hull damage and 2 system damage. Long cooldown and comes at a very steep cost, but makes for a versatile tool when remote healing is needed.


-NEW DRONES-

I changed the beam drone to have a longer beam. it's length was 20 in coding, so I changed it to 45 for it to be the same as the mini beam since it was completely outclassed by the laser drone. It still only hits one or two rooms, but will now hit two rooms much more often. If you get insanely lucky, it may hit 3 rooms since I know the mini beam can if aligned just right. I think this will account for the fact it can't do anything about shields on its own.

Ion Drone Mark I
Works exactly like the basic laser drone, except firing Ion lasers instead. Very useful for people who like to constantly board enemy ships since it won't put your crew at risk. Since aside from this situation, it's almost entirely inferior to the laser drone, I gave it a lower power req. [Permanent damage to random systems + hull is better than just temporary ion damage, wouldn't you say?]
I should make a note and say that even though I was planning to make this drone, I found it's coding already in the blueprints.xml.

Ion Drone Mark II
Pretty much a carbon copy of the above, with a higher speed. Identical to laser drone #2 in fact. Again, lower power req than Laser II since it's not as useful for actually taking down enemy ships.

Missile Drone Mark I
Moves slower than the other combat drones since its method of attacking will always pierce all shields. I was trying to find a way to make this drone consume missiles, but adding a missile cost to it's weapon [DRONE_MISSILE] was no help. The Missiles deal just 1 damage, but of course spread chaos amongst the systems they hit.

Missile Drone Mark II
Again, carbon copy, faster than the other Mark I drones, but only by a very tiny margin. Still, it pierces shields and has a pretty good rate of fire.

Beam Drone Mark II
Same beam length as Beam I, but will pierce a single shield. Does only 1 damage regardless of whether that first shield is there or not and will do nothing if the enemy ship has 2 or more shields.

Anti-Bio Beam Drone
Great in theory... but honestly hasn't served me very well in my own testing. Largely due to the drones' random targeting nature and the fact this beam does NOTHING except deal 5 damage to crew members if it hits a room with any.



-AUGMENTATIONS-

Increased the effectiveness of a number of augments to make them more noticable and give ships more specialization.
    Rock Plating - 30% chance to block hull damage instead of 15%. Be warned, this is already in place on enemy ships since the augmentation is the same for both player and enemy ships [I think]

    Crystal Vengeance - 30% chance to strike back with a fully shield piercing crystal instead of just 10%. Because I always sold the augmentation that MIGHT deal 3 damage for me in a battle during which my ship is almost fully destroyed.

    Slug Repair Gel - 75% normal repair rate instead of 25%. Just a personal preference.

    Drone Speed - 50% speed instead of 25% [I know it said 50% before, but numbers showed 25% in the blueprints.xml]

    System Casing - 40% chance of preventing system damage up from 15%. IN MY OPINION system damage is less threatening than hull overall, so a bit more of a boost. Also made this available in the shop at a rarity of 4 since I noticed it was set to rarity 0.

    Reverse Ion Field - 35% chance up from 20%. I've never chosen this because I felt 10% more scrap or otherwise saving my money was a better investment. With all of these new ion weapons I've created, I just might consider getting it after I add them to enemy ships.

    Automated Re-loader - increased slightly to 20%

    Shield charge booster - Increased slightly to 20%

    Weapon Pre-igniter - I found this one to be underpriced for what it does, so I made it a tick rarer and cost 40 more scrap. [rarity 5, 160 scrap] I'm sure I'm not the only one who, after getting this, pretty much breeze straight to the end of the game with no trouble. might even remove it entirely, if not add it to enemies somehow.



-PLAYER SHIP CHANGES-

Kestrel #2 has been given the System Hacking weapon
Stealth #2 has been given the Lance Beam and Heavy Laser I in place of its Glaive Beam. Also now has weapon stealthing so that they won't interrupt a cloaking attempt.
Mantis Ships remain unchanged for now. I need something Mantis-y :ugeek:
Engi #2 has had it's weapon system nerfed and drone system buffed. It now starts with an Ion I and no other weapon, but instead starts with a defense drone and beam drone to make up it's offense. Also has Drone recovery arm.
Federation #2 has been outfitted with Rapid Missiles instead of Leto
Slug Ship #1 and #2 have swapped weapons out to include the new Bio Weapons I made
Rock Ship #1 now has Vulcan Missiles, but no other change [no weapons removed]
Energy Ships #1 and #2 have been given the two new Zoltan Lasers in place of their primary weaponry
Crystal Ship #2 starts with the Phoenix repair device.
Last edited by Ruko on Sun Dec 02, 2012 11:14 am, edited 5 times in total.
Image
VanguardOfValor
Posts: 205
Joined: Sun Nov 04, 2012 6:24 am

Re: [MOD] <insert crafty name>

Postby VanguardOfValor » Wed Nov 28, 2012 11:27 am

Having those 4/5 missile-cost weapons miss would be infuriating. :P

Some interesting changes here, although I have a feeling they might just unbalance the game a teeny bit the player's favor.

Obviously you should pick a name that appeals to you, but the name that keeps popping up in my head is "Weapons of Mass Distraction". >.>

Good luck with the rest of your changes!
Various Valorous Videos, should you be interested...
Ruko
Posts: 10
Joined: Wed Nov 28, 2012 5:20 am

Re: [MOD] <insert crafty name>

Postby Ruko » Wed Nov 28, 2012 12:02 pm

For right now, I know they bump the game in the player's favor since none of the enemies have access to any of the new weapons. In time I'll be changing that and also upgrading the final flagship fight to suit the new weapon possibilities hopefully.

Just wait until you're in a fight with the flagship shooting three Zeus missiles at you instead of three Artemis class missiles :P
Or any fight involving an enemy missile drone
Image
User avatar
BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD] <insert crafty name>

Postby BrenTenkage » Wed Nov 28, 2012 6:10 pm

I'd use it and show case this mod, but only if you can do a few things

1. Put some of these weapons on some ships (so the player can tell if the mod is working or not and if they are showcasing the mod in a lets play can imdently show off the work)

2. Make it a FLT. file, ask some the other modders on here they might help

3. Add more stuff, you got some good ideas here, and I want to see more
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
User avatar
BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD] <insert crafty name>

Postby BrenTenkage » Wed Nov 28, 2012 6:16 pm

VanguardOfValor wrote:Having those 4/5 missile-cost weapons miss would be infuriating. :P

Some interesting changes here, although I have a feeling they might just unbalance the game a teeny bit the player's favor.

Obviously you should pick a name that appeals to you, but the name that keeps popping up in my head is "Weapons of Mass Distraction". >.>

Good luck with the rest of your changes!


I like that name, I would play a mod called that
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
Ruko
Posts: 10
Joined: Wed Nov 28, 2012 5:20 am

Re: [MOD] <insert crafty name>

Postby Ruko » Thu Nov 29, 2012 9:25 am

Will try working some of them onto ships tonight, but probably all I'll do until my next day off from work.

Definitely giving a Zoltan ship the Zoltan laser, but not entirely sure on others. Probably a vulcan missile for a rock ship... Hmm. :ugeek:

ALSO, because I'd like to be clear - did you both intend to vote for Weapons of Mass Distraction or Destruction.... because Distraction is what was said, and it's a very fitting name for personal reasons. :lol:
Image
Ruko
Posts: 10
Joined: Wed Nov 28, 2012 5:20 am

Re: [MOD] <insert crafty name>

Postby Ruko » Thu Nov 29, 2012 11:35 am

[UPDATE]

[Download] removed because it is now out of date
Updated link in first post too

Minor changes: I've unleashed the limits on ship cloaking to allow up to 8 levels of upgrades instead of 3, but be warned it gets very costly and remember your energy used to power the stealth will be locked for the duration.


Kestrel has been left the same on both accounts. I don't really feel any of the new weapons suited it.
The Stealth Ship type B has been given the augment "Stealth Weapons" because I feel it should have something else going for it in place of Titanium casing. I also gave it the basic Ion beam and a heavy laser in place of the Glaive Beam.
The Mantis Ship again no changes right now. Nothing really fits the mantis folks in my opinion.
The Engi Ship has been given a significant upgrade on type B, given the augment Drone Recovery Arm so that drones which aren't destroyed will refund their drone part. In addition, it now has a Beam I and Defense I drone in place of the two system repair drones. I'm thinking about removing the heavy laser and downgrading the heavy ion to a regular Ion gun.
The Federation Ship has been left unchanged. I sense a pattern here.
The Slug ships have both been outfitted with the new anti-bio weapons since their anti-bio beam was the original insipiration for my delving into the blueprints file... and I've sort of pictured them as the sinister variety to have invented these as well as the bio beam.
The Rock Ship breaks the pattern I had going - I added Vulcan Missiles to type A in additon to the two missiles it already had since it has enough power to run the Vulcan at the expense of powering down the others.
The Energy Ships have both been outfitted with the new Zoltan lasers - Ship A had both old weapons removed and the more powerful Zoltan laser installed and Ship B has had the ion guns removed in favor of the weaker Zoltan laser.
The Crystal Ship type B has been given the Phoenix repair unit, and had it's weapon power upped to 2 so it can support using it. I noticed the ship had no way to defend itself outside of shields until you got a weapons system... so this will put some missiles to use as you find them and let you focus more on boarding enemy ships and a little less on repairing your own sometimes.
Last edited by Ruko on Fri Nov 30, 2012 8:09 am, edited 1 time in total.
Image
VanguardOfValor
Posts: 205
Joined: Sun Nov 04, 2012 6:24 am

Re: [MOD] <insert crafty name>

Postby VanguardOfValor » Thu Nov 29, 2012 4:42 pm

Ruko wrote:ALSO, because I'd like to be clear - did you both intend to vote for Weapons of Mass Distraction or Destruction.... because Distraction is what was said, and it's a very fitting name for personal reasons. :lol:


I did mean to say Weapons Of Mass Distraction, not Destruction. :P
Various Valorous Videos, should you be interested...
User avatar
BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD] <insert crafty name>

Postby BrenTenkage » Thu Nov 29, 2012 7:19 pm

VanguardOfValor wrote:
Ruko wrote:ALSO, because I'd like to be clear - did you both intend to vote for Weapons of Mass Distraction or Destruction.... because Distraction is what was said, and it's a very fitting name for personal reasons. :lol:


I did mean to say Weapons Of Mass Distraction, not Destruction. :P


Distraction as well, as soon as I finish one of my games, I'm gonna llets play this
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
User avatar
BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD] <insert crafty name>

Postby BrenTenkage » Thu Nov 29, 2012 7:20 pm

wait can't, its not a FTL File, you need to make it into a FTL file or else I can't use it
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269