Fight Stations: No engines/piloting?

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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: Fight Stations: No engines/piloting?

Postby Sleeper Service » Mon Jun 03, 2013 9:43 am

Most of the mod is tested now and works. I still have problems with some quest-events causing crashes on loading them. I looked through this for days now and really have no Idea what's wrong. Maybe someone can help (spoilers ahead):

autoBlueprints

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<blueprintList name="BS_STATIONS_CORP">
   <name>BS_CORP_SCIENCE</name>
</blueprintList>

<blueprintList name="BS_STATIONS_FED_SCIENCE">
   <name>BS_FED_SCIENCE</name>
</blueprintList>

<blueprintList name="CE_SHIPS_CORP">
   <name>CE_CORP_ASSAULT</name>
</blueprintList>

<shipBlueprint name="BS_CORP_SCIENCE" layout="bs_corp_science" img="bs_corp_station">
   <class>C. Science Station</class>
   <minSector>1</minSector>
   <maxSector>9</maxSector>
   <systemList>
      <doors power="1" max="3" room="0" start="false"/>
      <oxygen power="1" max="3" room="3" start="true"/>
      <drones power="2" max="8" room="4" start="true"/>
      <medbay power="1" max="3" room="9" start="true">
         <slot>
            <number>-2</number>
         </slot>
      </medbay>
      <weapons power="2" max="6" room="12" start="true">
         <slot>
            <direction>up</direction>
            <number>0</number>
         </slot>
      </weapons>
      <shields power="2" max="6" room="13" start="true">
         <slot>
            <direction>right</direction>
            <number>1</number>
         </slot>
      </shields>
   </systemList>
   <weaponList missiles="5" load="WEAPONS_FED"/>
   <droneList drones="4" load="DRONES_INTERNAL"/>
   <health amount="15"/>
   <maxPower amount="10"/>
   <crewCount amount="4" max="8" class="human"/>
   <aug name="NANO_MEDBAY"/>
   <aug name="DRONE_SPEED"/>
   <aug name="AUTO_COOLDOWN"/>
</shipBlueprint>

<shipBlueprint name="CE_CORP_ASSAULT" layout="ce_corp_assault" img="ce_corp_bomber">
   <class>Corporation Assault</class>
   <minSector>1</minSector>
   <maxSector>8</maxSector>
   <systemList>
      <drones power="2" max="8" room="9" start="true"/>
      <cloaking power="1" max="3" room="10" start="false"/>
      <pilot power="1" max="3" room="2" start="true">
         <slot>
            <direction>up</direction>
            <number>0</number>
         </slot>
      </pilot>
      <doors power="1" max="3" room="0" start="false"/>
      <oxygen power="1" max="3" room="4" start="true"/>
      <shields power="2" max="8" room="7" start="true">
         <slot>
            <direction>left</direction>
            <number>2</number>
         </slot>
      </shields>
      <weapons power="2" max="10" room="8" start="true">
         <slot>
            <direction>up</direction>
            <number>0</number>
         </slot>
      </weapons>
      <engines power="2" max="6" room="1" start="true">
         <slot>
            <direction>right</direction>
            <number>3</number>
         </slot>
      </engines>
      <medbay power="1" max="3" room="6" start="false">
         <slot>
            <number>-2</number>
         </slot>
      </medbay>
   </systemList>
   <weaponList missiles="10" load="WEAPONS_FED"/>
   <droneList drones="5" load="DRONES_STANDARD"/>
   <health amount="9"/>
   <maxPower amount="10"/>
   <crewCount amount="0" max="1" class="engi"/>
   <crewCount amount="0" max="1" class="rock"/>
   <crewCount amount="3" max="4" class="human"/>
   <aug name="AUTO_COOLDOWN"/>
</shipBlueprint>

<shipBlueprint name="BS_FED_SCIENCE" layout="bs_fed_science" img="bs_corp_station">
   <class>Science Station</class>
   <minSector>1</minSector>
   <maxSector>9</maxSector>
   <systemList>
      <oxygen power="2" max="3" room="7" start="true"/>
      <drones power="1" max="4" room="11" start="true"/>
      <medbay power="2" max="3" room="12" start="true">
         <slot>
            <number>-2</number>
         </slot>
      </medbay>
      <doors power="2" max="3" room="13" start="true"/>
   </systemList>
   <weaponList missiles="5" load="WEAPONS_FED"/>
   <droneList count="2" drones="2">
      <drone name="REPAIR"/>
   </droneList>
   <health amount="8"/>
   <maxPower amount="6"/>
   <crewCount amount="2" max="4" class="human"/>
   <aug name="DRONE_SPEED"/>
</shipBlueprint>


ecents_ship

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<ship name="BS_CORPORATION" auto_blueprint="BS_STATIONS_CORP">
   <destroyed>
      <text>The stations generator core overloads and blows the installment into bits. Mr. Johnson will probably not be to happy, but you could still meet him at the coordinates he has given you.</text>
      <autoReward level="MED">standard</autoReward>
      <choice hidden="true">
         <text>Continue...</text>
         <event>
            <text>Your crew reports: "FTL charged and ready, Sir!"</text>
            <quest event="CE_JUNTA_JOB_FAIL"/>   
         </event>
      </choice>
   </destroyed>
   <deadCrew>
      <text>You dock the station and search for any remaining Rebel Space Marines. You realize the whole squad is dead. During your sweep your crew discovers some valuable tec in one of the lab rooms.</text>
      <choice hidden="true">
         <text>Leave the station as it is.</text>
         <event>
            <text>You head out to report back to your employer.</text>
            <quest event="CE_JUNTA_JOB_SUCCESS"/>   
         </event>
      </choice>
      <choice hidden="true">
         <text>Take the tech.</text>
         <event>
            <text>You secure an argumentation and some scrap. You are sure one will miss it.</text>
            <autoReward level="HIGH">augment</autoReward>
            <quest event="CE_JUNTA_JOB_FAIL"/>
         </event>   
      </choice>
   </deadCrew>
</ship>

<ship name="CE_CORPORATION_CUSTOM" auto_blueprint="CE_SHIPS_CORP">
   <destroyed>
      <text>The Waypoint-Junta assault ship bursts into parts. Among the debris your scanners detect the remains of highly developed tec, but now it has only scrap value.</text>
      <autoReward level="MED">standard</autoReward>
   </destroyed>
   <deadCrew>
      <text>You find Mr. Johnson with blood on his suit among his dead corporate troopers. "Well done, captain... My supervisors will not like this..." He succumbs to his wounds. The crew informs you that his custom assault class is equipped with a high tec augmentation. You order to transfer it to your ship.</text>
      <autoReward level="LOW">augment</autoReward>
   </deadCrew>
</ship>

<ship name="BS_FED_SCIENCE" auto_blueprint="BS_STATIONS_FED_SCIENCE">
   <destroyed>
      <text>Your weapons hit a critical section and the science stations supplies combust, incinerating the whole installment in chemical fires that are visible for many clicks. You scrap what little remains of it. Scanners indicate some drone tech was on board, but it remains unusualness now.</text>
      <autoReward level="LOW">standard</autoReward>
   </destroyed>
   <deadCrew>
      <text>Your crew suits up and carefully searches the station. They make sure all the infected are dead and also discover a drone schematic in one of the labs. You order to set the stations generator core to overload and prepare to jump.</text>
      <autoReward level="LOW">drone</autoReward>
   </deadCrew>
</ship>


newEvents (also testing a modified vanilla event here)

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<!-- CE_STATION_SICk -->
<event name="TM_TEST_ONE" unique="true">
   <text>You arrive to find a small research station putting out a distress signal.  There is no response to your hails.</text>
   <ship load="CE_FED_STATION_SICK" hostile="false"/>
   <choice hidden="true">
      <text>Dock with the station and investigate.</text>
      <event load="STATION_SICK_LIST"/>
   </choice>
   <choice>
      <text>Leave it alone.</text>
      <event/>
   </choice>
   <choice hidden="true" req="BATTLE">
      <text>(Anti-Personnel Drone) Use an Anti-Personnel Drone to investigate.</text>
      <event load="CE_STATION_SICK_DRONE_LIST"/>
   </choice> 
</event>   
<eventList name="STATION_SICK_LIST">
   <event>
      <text>Inside there are signs of a great struggle; scientists lie dead where they fell, brutally dismembered.  You grab a few research drone parts lying on a desk near the door and leave quickly.</text>
      <autoReward level="MED">droneparts</autoReward>
   </event>
   <event>
      <text>You dock with the station and see a frantic person banging on the airlock door.  Once inside your ship, he drops to the floor saying, "My... friends... They've gone insane...  They're coming!"  You hand him a blaster and turn to see a number of people charging toward the ship.</text>
      <crewMember amount="1"/>
      <choice>
         <text>Prepare for a fight!</text>
         <event>
            <boarders min="3" max="4" class="human"/>
         </event>
      </choice>
      <choice hidden="true" req="doors" lvl="2">
         <text>(Doors) Emergency airlock-sealing! Don't let them get on board!</text>
         <event>
            <text>Your crew activates the side thrusters and and the ship detaches from the station. The airlock doors shut and only a few of the crazies made it on board. The crew will have to mob them up, but also the station lies unarmed and unshielded in front of you now.</text>
         <choice>
            <text>Fight the infected on board the ship and flag the station as hostile.</text>         
            <event>
               <text>Purging the station from the infected would be easy, although you could simply jump away as well.</text>
               <boarders min="1" max="2" class="human"/>
               <ship hostile="true"/>
            </event>
         </choice>
         <choice>
            <text>Avoid further confrontation and just deal with the crazy boarders.</text>         
            <event>
               <text>Stunning them doesnt work, swith blasters to kill-mode!</text>
               <boarders min="1" max="2" class="human"/>
            </event>
         </choice>
         </event>
      </choice>
      <choice hidden="true" req="medbay" lvl="3">
         <text>(Medbay) Have the advanced medbay analyze their condition.</text>
         <event>
            <text>You hold them off while retreating into the med-bay.  Its advanced systems determine that an alien neurotoxin is the cause of their frenzy.  It synthesizes an antidote and releases it into the room.  After a time, the scientists recover.  One offers their services as thanks for saving them.</text>
            <crewMember amount="1"/>
            <autoReward level="MED">scrap_only</autoReward>
         </event>
      </choice> 
   </event>
   <event>
      <text>As you explore the base, crazed screams are heard.  Your team retreats back to your ship with a number of armed scientists in pursuit.   One of your team starts to cough and falls in a spasm onto the floor.</text>
      <choice>
         <text>Drag him back to the ship and prepare for a fight.</text>
         <event>
            <text>As you get back on board, your injured friend rises up and starts to attack you, screaming.  Caught off-guard, your remaining crew fall back as the other scientists fight their way onto the ship.</text>
            <boarders min="3" max="4" class="human"/>
            <crewMember amount="-1"/>
         </event>
      </choice>
      <choice hidden="true" req="teleporter">
         <text>(Teleporter) Use your teleporter to retrieve your crew.</text>
         <event>
            <text>You beam your away team back to the ship and disengage from the station.  The ship is safe, and the science-station lyes unarmed and unshielded in front of you. Purging it from the infected would be easy, although you could easily jump away now.</text>
            <choice>
               <text>Fight the infected on board the ship and flag the station as hostile.</text>         
               <event>
                  <text>Unfortunately, the infected crew member is beyond saving, he quickly becomes frenzied and attacks.</text>
                  <boarders min="1" max="1" class="human"/>
                  <crewMember amount="-1"/>
                  <ship hostile="true"/>
               </event>
            </choice>
            <choice>
               <text>Avoid further confrontation and charge the FTL drive.</text>      
               <text>Unfortunately, the infected crew member is beyond saving, he quickly becomes frenzied and attacks.</text>   
               <event>
                  <boarders min="1" max="1" class="human"/>
                  <crewMember amount="-1"/>
               </event>
            </choice>
         </event>
      </choice>
      <choice hidden="true" req="medbay" lvl="2">
         <text>(Medbay) Drag him back to the medbay.</text>
         <event>
            <text>You hold him down and the medbay is able to stop whatever neurotoxin was on the ship from fully infecting your crew.  Once he recovers, you prepare to fight off the scientists, who are beyond help.</text>
            <boarders min="3" max="4" class="human"/>
         </event>
      </choice>
      <choice hidden="true" req="medbay" lvl="3">
         <text>(Advanced Medbay) Have the advanced medbay analyze their condition.</text>
         <event>
            <text>You hold them off while retreating into the med-bay.  Its advanced systems determine that an alien neurotoxin is driving your crew member insane.  It synthesizes an antidote and releases it into the ship.  After a time, the frenzied scientists recover and one offers to help out as thanks for saving them.</text>
            <crewMember amount="1"/>
         </event>
      </choice>
   </event>
</eventList>
<eventList name="CE_STATION_SICK_DRONE_LIST">
   <event>
      <text>You send your Anti-Personnel drone to explore the station.  What you find is disconcerting...  It appears that something has caused the scientists and guards to tear each other to pieces.  You abandon the drone on the station for fear that it is contagious.</text>
      <item_modify>
         <item type="drones" min="-1" max="-1"/>
      </item_modify>
   </event>
   <event>
      <text>Once on board the station, your drone is immediately beset by frenzied scientists and guards.  It eventually gets torn apart by the mob but it has bought you enough time to disengage from the station and escape into empty space.</text>
      <item_modify>
         <item type="drones" min="-1" max="-1"/>
      </item_modify>
   </event>
   <event>
      <text>The cameras mounted to your Anti-Personnel drone show a chaotic scene.  No people are to be found but the remnants of a recent battle on-board the ship are obvious.  You instruct the drone to retrieve some useful materials before leaving.</text>
      <autoReward level="MED">standard</autoReward>
      <item_modify>
         <item type="drones" min="-1" max="-1"/>
      </item_modify>
   </event>
</eventList>


<!-- CE_DINER -->
<event name="TM_TEST_TWO" unique="true">
   <text>A sleazy fly-by diner waits for customers at this beacon. A few ships are docked and no one seems to care about your arrival.</text>
   <choice hidden="true">
      <text>Dock the station for space-food and maybe a chat.</text>
      <event load="CE_DINER_LIST"/>
   </choice>
   <choice hidden="true">
      <text>Stick to the on board replicator-grub and wait for the FTL to charge.</text>
      <event/>
   </choice>
</event>
<eventList name="CE_DINER_LIST">
   <event>
      <text>A sleek looking type in an expensive suit approaches you while you sit over your distasteful alien-fries. "Greetings Captain. I understand you command this vessel docking out there? My name is Mr. Johnson. I represent the Waypoint-Junta corporation. I might have a little freelance work for you"</text>
      <choice hidden="true">
         <text>Listen.</text>
         <event load="CE_DINER_JUNTA"/>      
      </choice>
   </event>
</eventList>

<event name="CE_DINER_JUNTA">
   <event>
      <text>"While I personally like free markets and little regulations for corporations like mine, the Rebels seem to view things a little to liberal. They have forcefully occupied one of our R and D installments. Would you be capable of... liberating it?"</text>
      <choice hidden="true">
         <text>We will find a way, Mr. Johnson.</text>
         <event>
            <text>"Good! The station is only lightly armed and shielded, but the Rebel presence on board will be substantial. Remember: We need this installment intact. Damage to the station or loss of our tech is unacceptable."</text>
            <choice hidden="true">
               <text>Continue...</text>
               <event>
                  <text>"To receive your payment, meet me at this beacon after you finished the job." You are given coordinates and Mr. Johnson wishes you good luck.</text>
                  <quest event="CE_JUNTA_JOB"/>
               </event>
            </choice>
         </event>
      </choice>
      <choice hidden="true" req="teleporter" lvl="1">
         <text>(Teleporter) We are well equipped for that.</text>
         <event>
            <text>"Excellent! It is in my authority to give you some supplies for job. The station is only lightly armed and shielded, but the Rebel presence on board will be substantial. Remember: We need this installment intact. Damage to the station or loss of our tech is unacceptable."</text>
            <autoReward level="LOW">stuff</autoReward>
            <choice hidden="true">
               <text>Continue...</text>
               <event>
                  <text>"To receive your payment, meet me at this beacon after you finished the job." You are given coordinates and Mr. Johnson wishes you good luck.</text>
                  <quest event="CE_JUNTA_JOB"/>
               </event>
            </choice>
         </event>
      </choice>
      <choice hidden="true">
         <text>Decline.</text>
         <event>
            <text>"As you wish. Good day to your sir."</text>
            <event/>
         </event>
      </choice>
      <choice hidden="true">
         <text>Ask him if this is his real name.</text>
         <event>
            <text>Mr. Johnson just gives you a dismissive smile. "Do you take the job or not?"</text>
            <choice hidden="true">
               <text>Accept.</text>
               <event>
                  <text>"Alright. The station is only lightly armed and shielded, but the Rebel presence on board will be substantial. Remember: We need this installment intact. Damage to the station or loss of our tech is unacceptable."</text>
                  <choice hidden="true">
                     <text>Continue...</text>
                     <event>
                        <text>"To receive your payment, meet me at this beacon after you finished the job." You are given coordinates and Mr. Johnson wishes you good luck.</text>
                        <quest event="CE_JUNTA_JOB"/>
                     </event>
                  </choice>
               </event>
            </choice>
         <choice>
            <text>Decline.</text>
               <event>
                  <text>"As you wish. Good day to your sir."</text>
                  <event/>      
               </event>
            </choice>
         </event>
      </choice>
   </event>
</eventList>


<event name="CE_JUNTA_JOB">
   <text planet="PLANET_UNPOPULATED_SMALL">After jump completion you have to run several scans till you find the corporate station. It is hidden among some derelict industrial installations in the gravitational shadow of a small planetoid.</text>
   <ship load="BS_CORPORATION" hostile="false"/>
   <choice>
      <text>Approach the station.</text>
      <event>
         <text>As soon as you come into the stations scanning range, it activates its rudimentary weapon systems. It would be easy to just destroy it, but Mr. Johnson would want you to take over the station intact.</text>
         <ship hostile="true"/>
      </event>
   </choice>
</event>

<event name="CE_JUNTA_JOB_FAIL">
   <text>You arrive at the given coordinates. As he is working for an interstellar arms manufacturer, you aren't too surprised that Mr. Johnson commands a fully militarized, custom assault ship. He isn't happy how you handled the job.</text>
   <ship load="CE_CORPORATION_CUSTOM" hostile="false"/>
   <choice hidden="true">
      <text>Continue...</text>
      <event>
         <text>"Captain, you disappoint me. We have been observing your actions closely, you know? I give you one chance to make up for it. Transfer the crap or we will take your ship as compensation."</text>
         <choice>
            <text>Agree to pay.</text>
            <event>
               <text>"The right decision captain. Our buisness is concluded. I took the liberty to inform the Rebel fleet of your position. You won't bother anyone else with you subordination. Have a nice day."</text>
               <item_modify>
                  <item type="scrap" min="-150" max="-50"/>
               </item_modify>
               <choice>
                  <text>Turn and attack.</text>
                  <event>
                     <text>"The assault class is battle ready. They seem to have anticipated this turn of events.</text>
                     <modifyPursuit amount="1"/>
                     <ship hostile="true"/>
                  </event>
               </choice>
               <choice>
                  <text>Don't risk a confrontation. We have to escape the fleet.</text>
                  <event>
                     <text>You prepare the FTL drive. This didn't went well.</text>
                     <modifyPursuit amount="1"/>
                  </event>
               </choice>
            </event>
         </choice>
         <choice hidden="true">
            <text>Corporate greed isn't what we are fighting for anyway. Shields up!</text>
            <event>
               <text>"This is ridiculous. You won't stand a chance against my men. Size the ship!" Suddenly corporate troopers beam aboard from nowhere and the assault class moves in to attack.</text>
               <boarders min="2" max="2" class="human"/>
               <ship hostile="true"/>
            </event>
         </choice>
      </event>
   </choice>
</event>

<event name="CE_JUNTA_JOB_SUCCESS">
   <text>You arrive at the given coordinates. As he is working for an interstellar arms manufacturer, you aren't too surprised that Mr. Johnson commands a fully militarized, custom assault ship. He seems pleased with how you handled the job.</text>
   <ship load="CE_CORPORATION_CUSTOM" hostile="false"/>
   <choice hidden="true">
      <text>Continue...</text>
      <event>
         <text>"Well done captain. We will send out a hull repair drone to patch up the damage that was done to your ship. Please also accept this augmentation from our newest production line. Our business is concluded. Have a nice day.</text>
         <damage amount="-10"/>
         <autoReward level="HIGH">augment</autoReward>
      </event>
   </choice>
</event>
Last edited by Sleeper Service on Thu Jun 06, 2013 5:13 pm, edited 1 time in total.
stargateprovider
Posts: 229
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Re: Fight Stations: No engines/piloting?

Postby stargateprovider » Sun May 04, 2014 11:10 am

I'm making a mod, where you (the player) are in charge of a space station and have to provide help to other ships and allow them to dock with you, you have no fuel and won't gain any during the game so you'll have to click wait constantly.
So... Can I use the stations you made as playable ships in my mod? (I'll give credit) The mod would be called "A Job in a Station" or something like that.
Some of my FTL mods you may like, or hate, or... yeah:
Image Image
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R4V3-0N
Posts: 1291
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Re: Fight Stations: No engines/piloting?

Postby R4V3-0N » Sun May 04, 2014 11:16 am

I think that will be a lovely overhaul idea.

I support Stargateproviders idea.

Having all the CE stations as the multiple races ones... good idea.

One problem is the "Federation Cruiser" "Stealth Cruiser" "Crystal Cruiser" slots for a station.
I am planning to make a crystal station soon so you may be covered there.

etc.

Oh and star, make sure to put it under the same copy right conditions as CE.
R4V3-0N, a dreamer.
stargateprovider
Posts: 229
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Re: Fight Stations: No engines/piloting?

Postby stargateprovider » Sun May 04, 2014 11:41 am

Thanks for the support :)

About the copyright thing, did you mean this?

Image
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/. All assets of this mod, besides third party ones which are not created by the author, are free to use for other modders, as long as they use them for non-commercial purposes and a willing to share their work alike.
Some of my FTL mods you may like, or hate, or... yeah:
Image Image
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R4V3-0N
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Re: Fight Stations: No engines/piloting?

Postby R4V3-0N » Mon May 05, 2014 4:10 am

Yes, as part of it pretty much means put the same CC on your content (or at least the stated CE stuff)

That and it makes it look more official. :D
R4V3-0N, a dreamer.
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Fireclaw27
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Re: Fight Stations: No engines/piloting?

Postby Fireclaw27 » Wed Aug 05, 2015 3:06 am

Is it okay if I use one of the space-station hulls in my ship? I will credit and link to thread. :)
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Sleeper Service
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Re: Fight Stations: No engines/piloting?

Postby Sleeper Service » Thu Aug 06, 2015 10:34 am

You just necroed a two year old thread. :| But you can use the images, they are part of Captan's Edition, the assets of which are free to use anyway. You'll find the gibs there as well.