[MOD] Weapons of Mass Distraction v0.7

Distribute and discuss mods that are functional. Moderator - Grognak
Ruko
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Re: [MOD] Weapons of Mass Distraction

Postby Ruko » Thu Nov 29, 2012 9:13 pm

Updated thread title, will be finding out how to convert into FTL after I get back from work in the wee hours of the morning. :|


[edit]
Found it!

Grognak wrote:For developers:
How do I create a .ftl file?
A .ftl file is simply a renamed .zip with a specific file structure. For an example, try renaming and unpacking the example .ftl file that comes with the program.

The root of your ZIP file should contain one, multiples of, or all of the following folders:

data
audio
fonts
img


But still don't have time before work, just a note for my own reference, and assurance it's coming soon
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BrenTenkage
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Re: [MOD] Weapons of Mass Distraction

Postby BrenTenkage » Thu Nov 29, 2012 10:14 pm

sweet, can't wait to lets play and show case the mod. Gonna be fun
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
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Re: [MOD] Weapons of Mass Distraction

Postby Ruko » Fri Nov 30, 2012 8:02 am

Mass Distraction v0.6

Still on the to-do list before I consider the mod entirely complete
    -Add new weapons to some enemy ships
    -Completely overhaul the flagship battles... hopefully
    -Tweak and fix missile drones which are far too strong at the moment, despite considerably slower speeds than other drones. Probably will remove Missile drone II, as mentioned before.
    -Weaken Engi ship #2 while keeping it focused on drones.. possibly allow it to have 4 drones while removing beginning weapons.
    -Add an event which awards the nuke
    -Add a bomb to specifically damage systems [permanent, not just ion].
    -Find a way to tweak weapon appearances.. and I'm terrible with art-related things. At the very least I want my two Ion beams to be blue instead of red, both weapon and laser.
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Ruko
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Re: [MOD] Weapons of Mass Distraction v0.6

Postby Ruko » Fri Nov 30, 2012 10:06 am

My Lance beam isn't working as I thought it did, I didn't notice because I never tested it on anything with more than one shield [just lightly tested in first sector]

The first room it hits, instead of dealing 1 ion damage to shield, deals as much ion damage as is possible to the shield, completely disabling it. 1 shield = 1 ion damage; 2 shields = 3 ion damage; 4 shields = 7 ion damage] and with 7 ion damage to the shields, they're disabled for a considerable amount of time despite this only happening to ships with the best of shielding.

I'm not entirely sure what to do about this since I can't directly change the game's mechanics :|
The laser still doesn't affect the system that's actually within the first room it would make contact with, just completely disables the shield system and then ionizes the next room or two.
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alextfish
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Re: [MOD] Weapons of Mass Distraction v0.6

Postby alextfish » Fri Nov 30, 2012 4:24 pm

Ruko wrote:My Lance beam isn't working as I thought it did, I didn't notice because I never tested it on anything with more than one shield [just lightly tested in first sector]

The first room it hits, instead of dealing 1 ion damage to shield, deals as much ion damage as is possible to the shield, completely disabling it. 1 shield = 1 ion damage; 2 shields = 3 ion damage; 4 shields = 7 ion damage] and with 7 ion damage to the shields, they're disabled for a considerable amount of time despite this only happening to ships with the best of shielding.

I'm not entirely sure what to do about this since I can't directly change the game's mechanics :|
The laser still doesn't affect the system that's actually within the first room it would make contact with, just completely disables the shield system and then ionizes the next room or two.
I think this is why the other ion beam I've seen someone create was made as an artillery weapon rather than an aimable one.
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.
Thunderbird980
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Re: [MOD] Weapons of Mass Distraction v0.6

Postby Thunderbird980 » Sat Dec 01, 2012 6:05 pm

I was playing around with a system repair bomb,too. Note that you can heal more than it's damaged. (if you use it on your full system and heal 3, it will now take 3 damage without any effect). Sadly there is no way to change that as its hardcoded.
thashepherd
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Re: [MOD] Weapons of Mass Distraction v0.6

Postby thashepherd » Sat Dec 01, 2012 10:14 pm

Thunderbird980 wrote:I was playing around with a system repair bomb,too. Note that you can heal more than it's damaged. (if you use it on your full system and heal 3, it will now take 3 damage without any effect). Sadly there is no way to change that as its hardcoded.


That sucks, wouldn't have expected that - why would the behavior be different for sysDamage be different from persDamage or damage? Have you tested a negative damage, fireChance, breachChance, or power? Any idea what <locked>1</locked> means?

Sorry - I haven't had a chance to play around with bombs much :)

Ruko wrote:My Lance beam isn't working as I thought it did, I didn't notice because I never tested it on anything with more than one shield [just lightly tested in first sector]

The first room it hits, instead of dealing 1 ion damage to shield, deals as much ion damage as is possible to the shield, completely disabling it. 1 shield = 1 ion damage; 2 shields = 3 ion damage; 4 shields = 7 ion damage] and with 7 ion damage to the shields, they're disabled for a considerable amount of time despite this only happening to ships with the best of shielding.

I'm not entirely sure what to do about this since I can't directly change the game's mechanics :|
The laser still doesn't affect the system that's actually within the first room it would make contact with, just completely disables the shield system and then ionizes the next room or two.


Does non-ion damage behave the same way? I remember one of my lasers (beam, sp 1, 2 damage/room) behaved interestingly. Seemed like it skipped one shield, and the rest took off one damage so that it then did 1/room. I think I remember the first room taking more damage than the others - maybe something similar is occurring.
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Ruko
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Re: [MOD] Weapons of Mass Distraction v0.6

Postby Ruko » Sat Dec 01, 2012 11:13 pm

Thunderbird980 wrote:I was playing around with a system repair bomb,too. Note that you can heal more than it's damaged. (if you use it on your full system and heal 3, it will now take 3 damage without any effect). Sadly there is no way to change that as its hardcoded.

Hrm. I know hull repair at least works properly and won't overheal. I'll lower the system repair down to 2 instead of 8, so even when it overheals, it hopefully won't be too noticeable. I suppose they put an overheal block into the game since weapons already existed to heal crew and repair your ship's hull, but never had a need to do so for system repair or ion damage repair [and I still haven't actually tried it on ion repair, shouldn't be hard since the second crystal ship starts with a stealth system]

thashepherd wrote:
Thunderbird980 wrote:I was playing around with a system repair bomb,too. Note that you can heal more than it's damaged. (if you use it on your full system and heal 3, it will now take 3 damage without any effect). Sadly there is no way to change that as its hardcoded.


That sucks, wouldn't have expected that - why would the behavior be different for sysDamage be different from persDamage or damage? Have you tested a negative damage, fireChance, breachChance, or power? Any idea what <locked>1</locked> means?

Sorry - I haven't had a chance to play around with bombs much :)



I have played around with a weapon requiring 0 power and the results are quite odd: If you have ONLY a weapon or weapons with 0 power req, none of them will work. They constantly and repeatedly show a firing animation, but with nothing happening and they don't charge even though they appear powered. However, if you have any 0 req weapons and at least one weapon that does require power, they work normally and simply don't require extra power to run.
I imagine it's because there's absolutely no power going into weapons with only 0 req ones up, and the game just kind of freaks out because weapons are trying to work with no power going into the weapons system.

I'll have to toy around with more negative values :)
Also, no, I've never figured out what the <locked>1</locked> means.

thashepherd wrote:
Ruko wrote:My Lance beam isn't working as I thought it did, I didn't notice because I never tested it on anything with more than one shield [just lightly tested in first sector]

The first room it hits, instead of dealing 1 ion damage to shield, deals as much ion damage as is possible to the shield, completely disabling it. 1 shield = 1 ion damage; 2 shields = 3 ion damage; 4 shields = 7 ion damage] and with 7 ion damage to the shields, they're disabled for a considerable amount of time despite this only happening to ships with the best of shielding.

I'm not entirely sure what to do about this since I can't directly change the game's mechanics :|
The laser still doesn't affect the system that's actually within the first room it would make contact with, just completely disables the shield system and then ionizes the next room or two.


Does non-ion damage behave the same way? I remember one of my lasers (beam, sp 1, 2 damage/room) behaved interestingly. Seemed like it skipped one shield, and the rest took off one damage so that it then did 1/room. I think I remember the first room taking more damage than the others - maybe something similar is occurring.


I considered making a pure sysdamage weapon, since I hadn't done that at all. And the doing extra Ion damage to the first room only applies if there's more than one shield. I would assume because of the effect on ion weapons when they first make contact with the shield and apply it to the shield room instead of target room.
But again, if the ship is shielded, even though it completely disables the shield on first room, the actual room I was aiming for under the shield takes no damage.

I was supposed to work on this today [my day off] but I'm probably going to be too busy taking care of life instead :(
Sorry to leave you folks hanging
Last edited by boa13 on Sun Dec 02, 2012 10:33 am, edited 1 time in total.
Reason: Unquote accidental quote
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BrenTenkage
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Re: [MOD] Weapons of Mass Distraction v0.6

Postby BrenTenkage » Sun Dec 02, 2012 2:05 am

http://www.youtube.com/watch?v=poSjx2TaGG8

This is a lets play using both Weaponanza and the Weapons of Mass Distraction Mod, Enjoy
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
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Re: [MOD] Weapons of Mass Distraction v0.6

Postby Ruko » Sun Dec 02, 2012 10:53 am

Weapons of mass Distraction v0.7

Added two weapons:
    System Hacking - Does 1 damage permanently to systems and only systems. Is a "bomb" type weapon allowing it to bypass shields, however it doesn't require or use missiles. Currently requires 2 power on a 13 second cooldown
    Rapid Missiles - Same as Leto missiles, but half the cooldown. 1 power, 4 second cooldown, burns through your missiles like you wouldn't believe.

Removed the Spear Beam [was the more powerful ion beam] and made the Lance Beam [lesser ion beam] slower as well as fully shield piercing, since it completely disabled shields anyway. Lance still has the same length as before, it will just fully disable shields in addition to 1 ion damage to up to 4 rooms depending on how well you are at aiming beams.
Renamed the Nuke to the Hercules Missile, I intend to do the same with Hull smasher missiles and the Rapid missiles when I come up with appropriate names.

Kestrel #2 now has System hacking in place of its fourth laser
Federation ship #2 now has Rapid Missiles in place of Leto
Engi Ship #2 has had its systems redone - it can now support 4 drones and only 2 weapons. Also starts with the Ion laser I instead of the Heavy Ion.

Both Zoltan Lasers have had their cooldowns reduced and missile drones have been made even slower than they were before. Missile II now moves at only slightly faster than all of the other drones in their weaker forms.
Going to update first post to include a full list of changes as well as the new link now!

[Edit]
Still on my list of things to do:
Ruko wrote:
    -Add new weapons to some enemy ships
    -Completely overhaul the flagship battles... hopefully
    -Add an event which awards the nuke
    -Find a way to tweak weapon appearances.. and I'm terrible with art-related things. At the very least I want my two Ion beams to be blue instead of red, both weapon and laser.


Hopefully the next thing up will be adding weapons into enemy ships.
If anyone feels something is missing, please let me know!
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