So, I thought I would start with a few questions about hard-coded modding...
1. More or less than 5 Zoltan shields, do you think it's possible?
2. Custom crew related things, such as making one crew member the 'Captain' and giving him special stats. Removing health bars in the UI, changing crew box color etc.?
3. UI toggle in-game, so you can view your ship in all its glory.
Those were just my first ideas. So, how many people want to come here and tell me it's impossible?
Because, well... I've already done all three.
As you can see, the captain image is different than the other two and there are no health bars.
Difference between the captain here and a regular crew member below.
150 health compared to...
... 100
20 Zoltan shields after each jump. You can see I took a point of damage and the UI still shows 5 shields ( The UI is a bit broken when I give it more than 7 Zoltan shields )
Toggling the UI off...
...and mind controlling my own crew just for fun.
I don't really know where I'm going with this, the only thing that is not buggy at the moment are the crew changes ( the 'Captain', no healthbars, UI is still a tiny bit broken ). Zoltan shields are worse for the UI. Toggling off the UI makes it cause bugs elsewhere at the moment... and the mind control is useless. I don't really imagine wanting to mind control your own crew and make them turn against you.
Any ideas, suggestions etc. would be welcome. Just know I don't have all the time in the world, and this stuff does take time, so any updates or changes could be slow.
No links, obviously, this is more of a test right now than a real mod.
Hard-coded FTL Modding
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- elijahdb
- Posts: 303
- Joined: Wed Dec 30, 2015 2:31 pm
Re: Hard-coded FTL Modding
O_O
No words describe my amazement.. Keep working with this, please!
No words describe my amazement.. Keep working with this, please!
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
Check out the details here.
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Re: Hard-coded FTL Modding
Looks interesting, there were attempts before to add more selectable ships in game. It's somewhere around this forum section.
If you want an idea, do to the teleporter what you did to MC - usable on your own ship. That would be cool.
If you want an idea, do to the teleporter what you did to MC - usable on your own ship. That would be cool.
- mr_easy_money
- Posts: 625
- Joined: Fri May 29, 2015 9:05 pm
Re: Hard-coded FTL Modding
b-b-but how did you...
are you referring to this? viewtopic.php?t=27852 by BFrizzleFoShizzle
I could never get it to work though...
meklozz wrote:Looks interesting, there were attempts before to add more selectable ships in game. It's somewhere around this forum section.
are you referring to this? viewtopic.php?t=27852 by BFrizzleFoShizzle
I could never get it to work though...
Advanced Limited Time Offer! | Star Wars B-Wing Starships v1.6.1 | Garbage Bag v1.1b | Captain Surreal
Constructive criticism, not offensive criticism
- ArfyIII
- Posts: 3
- Joined: Sun Feb 26, 2017 8:47 am
Re: Hard-coded FTL Modding
Hats off to you sir, you've literally done the things that most modders are unable to do, speaking of which; how exactly did you accomplish this?
- Chrono Vortex
- Posts: 275
- Joined: Thu Jun 25, 2015 8:51 pm
Re: Hard-coded FTL Modding
Holy crap yes!
I must know too.
You should try messing around with the rebel flagship if you can. I bet you could do some pretty crazy stuff with that.
mr_easy_money wrote:b-b-but how did you...
ArfyIII wrote:how exactly did you accomplish this?
I must know too.
You should try messing around with the rebel flagship if you can. I bet you could do some pretty crazy stuff with that.
- elijahdb
- Posts: 303
- Joined: Wed Dec 30, 2015 2:31 pm
Re: Hard-coded FTL Modding
Here's two ideas for you.
1: A shield drone that takes time to charge up, but then charges more bars. What do I mean by that? The drone starts out by charging the Zoltan Shield 1 bar twice, then it charges up and is able to charge two shields. Maybe even go to three bars of Zoltan Shield?
2: Ability to assign certain augmentations to specific races (I'm assuming this is impossible with the general knowledge of XML in FTL because I've never seen it happen)
1: A shield drone that takes time to charge up, but then charges more bars. What do I mean by that? The drone starts out by charging the Zoltan Shield 1 bar twice, then it charges up and is able to charge two shields. Maybe even go to three bars of Zoltan Shield?
2: Ability to assign certain augmentations to specific races (I'm assuming this is impossible with the general knowledge of XML in FTL because I've never seen it happen)
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
Check out the details here.
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- Posts: 11
- Joined: Sat Feb 18, 2017 5:32 am
Re: Hard-coded FTL Modding
If I had hard-code-editing modding skills, I would look into opening up the Lanius and Crystal Type C slots for use as two mod ship slots, if possible.
I would also see if it is a possibly to add more races, which appears so from the original post's special crewmember, or if more systems can be modded in. Non-game-crashing artillery system clones would be nice examples of new systems, as artillery clones could allow the power distribution to multiple different artillery systems to be managed, in addition to allowing one to end problems with loading games containing artillery on the player ship.
Also, one cannot forget that one could possibly add augment-removing events, thus allowing the universe to stay in balance when trading.
I may be completely overestimating the potential for this, so please tell me here if I am, to allow me to revise my ideas of potential accordingly.
I would also see if it is a possibly to add more races, which appears so from the original post's special crewmember, or if more systems can be modded in. Non-game-crashing artillery system clones would be nice examples of new systems, as artillery clones could allow the power distribution to multiple different artillery systems to be managed, in addition to allowing one to end problems with loading games containing artillery on the player ship.
Also, one cannot forget that one could possibly add augment-removing events, thus allowing the universe to stay in balance when trading.
I may be completely overestimating the potential for this, so please tell me here if I am, to allow me to revise my ideas of potential accordingly.
- mr_easy_money
- Posts: 625
- Joined: Fri May 29, 2015 9:05 pm
Re: Hard-coded FTL Modding
LaytheDragon wrote:Also, one cannot forget that one could possibly add augment-removing events, thus allowing the universe to stay in balance when trading.
when the devs get around to that final bugfix patch, they're planning on implementing this
proof: https://www.reddit.com/r/ftlgame/commen ... n/dd8wt69/
when that will happen, nobody knows...
Advanced Limited Time Offer! | Star Wars B-Wing Starships v1.6.1 | Garbage Bag v1.1b | Captain Surreal
Constructive criticism, not offensive criticism
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- Joined: Sun Feb 26, 2017 2:34 pm
Re: Hard-coded FTL Modding
I can see I've piqued your interest.
I most ( likely ) shall.
I might just do that.
I ran the game in a debugger, and edited the code in assembly, slowly, by seeing what does what.
I probably will.
2: Nothing is impossible, my friend, absolutely nothing...
1: You mean this?
Hey, look, shield drones are actually useful now.
Anything is possible, although the more complex it is, the longer ( and more of a pain ) it is to implement.
I've also fixed some of the bugs with UI toggle, you press Page Down to hide the UI and Page Up to show it again.
elijahdb wrote:O_O
No words describe my amazement.. Keep working with this, please!
I most ( likely ) shall.
meklozz wrote:Looks interesting, there were attempts before to add more selectable ships in game. It's somewhere around this forum section.
If you want an idea, do to the teleporter what you did to MC - usable on your own ship. That would be cool.
I might just do that.
mr_easy_money wrote:b-b-but how did you...
ArfyIII wrote:Hats off to you sir, you've literally done the things that most modders are unable to do, speaking of which; how exactly did you accomplish this?
I ran the game in a debugger, and edited the code in assembly, slowly, by seeing what does what.
Chrono Vortex wrote:Holy crap yes!
You should try messing around with the rebel flagship if you can. I bet you could do some pretty crazy stuff with that.
I probably will.
elijahdb wrote:Here's two ideas for you.
1: A shield drone that takes time to charge up, but then charges more bars. What do I mean by that? The drone starts out by charging the Zoltan Shield 1 bar twice, then it charges up and is able to charge two shields. Maybe even go to three bars of Zoltan Shield?
2: Ability to assign certain augmentations to specific races (I'm assuming this is impossible with the general knowledge of XML in FTL because I've never seen it happen)
2: Nothing is impossible, my friend, absolutely nothing...
1: You mean this?
Hey, look, shield drones are actually useful now.
LaytheDragon wrote:If I had hard-code-editing modding skills, I would look into opening up the Lanius and Crystal Type C slots for use as two mod ship slots, if possible.
I would also see if it is a possibly to add more races, which appears so from the original post's special crewmember, or if more systems can be modded in. Non-game-crashing artillery system clones would be nice examples of new systems, as artillery clones could allow the power distribution to multiple different artillery systems to be managed, in addition to allowing one to end problems with loading games containing artillery on the player ship.
Also, one cannot forget that one could possibly add augment-removing events, thus allowing the universe to stay in balance when trading.
I may be completely overestimating the potential for this, so please tell me here if I am, to allow me to revise my ideas of potential accordingly.
Anything is possible, although the more complex it is, the longer ( and more of a pain ) it is to implement.
I've also fixed some of the bugs with UI toggle, you press Page Down to hide the UI and Page Up to show it again.