Initial crew skills

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riffonio
Posts: 4
Joined: Tue Nov 08, 2016 4:13 pm

Initial crew skills

Postby riffonio » Tue Nov 08, 2016 8:04 pm

Hi all, I'm new at FTL modding. I'm trying to figure out how (if possible) to customize the skills for the initial crew. Is there any way to do it? I'm editing the crewCount elements in the blueprints.xml file but nothing happens:

<crewCount amount="1" class="human" weapons="1" />
<crewCount amount="1" class="human" engines="1" />

Any suggestions?
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stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: Initial crew skills

Postby stylesrj » Tue Nov 08, 2016 8:40 pm

Unfortunately you can't have a ship start with skilled crew.
It can only be done via events.
riffonio
Posts: 4
Joined: Tue Nov 08, 2016 4:13 pm

Re: Initial crew skills

Postby riffonio » Tue Nov 08, 2016 8:50 pm

stylesrj wrote:Unfortunately you can't have a ship start with skilled crew.
It can only be done via events.


Thank you Styles. I was afraid of this, so I was already looking for this alternative but I can't seem to find anything on this. Is there any post or docs you could point me to? So if I understand correctly, what I could do is an event where I can upgrade the skill of a crew member, right? Is there a way to upgrade a *specific* member? e.g. I'd want to upgrade weapons skill to the member that is manning the weapons in the room.
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stylesrj
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Joined: Tue Jul 08, 2014 7:54 am

Re: Initial crew skills

Postby stylesrj » Tue Nov 08, 2016 8:55 pm

You'll have to spawn in a crew member with the skills you want.
Some people make the ship start with no crew and add them in (this does make the ship an AI ship though) while others have it start with one, kill them via events and then spawn in the team with skills.

You won't be able to customise their appearance though.
riffonio
Posts: 4
Joined: Tue Nov 08, 2016 4:13 pm

Re: Initial crew skills

Postby riffonio » Tue Nov 08, 2016 11:17 pm

I see, well I'll have to deal with this limitations somehow. Thank you :)