[TC][WIP] FTL:Incursion

Discuss and distribute tools and methods for modding. Moderator - Grognak
Todes_Schnitzel
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Re: [MOD-WIP] FTL:Incursion

Postby Todes_Schnitzel » Sat Dec 29, 2012 7:58 pm

Wait Beams can make Hull Breaches!! I got a Breach by a Halberd Beam, ;)

EDIT: the like of the FTL Wiki : http://ftlwiki.com/wiki/Weapons
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Kieve
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Re: [MOD-WIP] FTL:Incursion

Postby Kieve » Sat Dec 29, 2012 8:06 pm

Todes_Schnitzel wrote:Wait Beams can make Hull Breaches!! I got a Breach by a Halberd Beam, ;)

EDIT: the like of the FTL Wiki : http://ftlwiki.com/wiki/Weapons


I cranked <breachchance> on the Archon's beam all the way up to 10, which should be a guarenteed breach. Not once did it puncture the hull. Might be a game glitch or it might be a particular property hardcoded to the hull-beam only, but it didn't seem to have any effect on mine.
DCChuckles
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Re: [MOD-WIP] FTL:Incursion

Postby DCChuckles » Sat Dec 29, 2012 8:22 pm

How about a beam that does 1 damage to people and has a medium chance of starting fires? Like a weak bio-beam combined with a weak fire beam.
Todes_Schnitzel
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Re: [MOD-WIP] FTL:Incursion

Postby Todes_Schnitzel » Sat Dec 29, 2012 9:09 pm

mhh maybe , you shouldn't make 10 :? , try it with 9 or 8 change
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Kieve
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Re: [MOD-WIP] FTL:Incursion

Postby Kieve » Sat Dec 29, 2012 9:20 pm

Todes_Schnitzel wrote:mhh maybe , you shouldn't make 10 :? , try it with 9 or 8 change


It was originally 8. The point I'm making is, the number didn't make any difference, it's just not having an effect at all. I cannot cause a hull-breach with this beam, so it's being repurposed.
thashepherd
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Re: [MOD-WIP] FTL:Incursion

Postby thashepherd » Sat Dec 29, 2012 9:41 pm

Kieve wrote:Failure!

...In testing last night, it would seem that beams can't generate hull breaches. Which means I have to think of some other 'special purpose' for the Archon's primary weapon, to set it apart from the already diverse array of Hull, Fire, Anti-Bio, and the terrible Glaive. Ion is out because Ion Beams are just broken (/OP).
Maybe a system-disabling beam? Does no hull damage but can knock out systems and start fires like nobody's business... I really wanted to do a fire-beam variant anyway.

Open to suggestions here.


That's incredibly disappointing - both that beams can't breach, and that I didn't even notice until now! Can you think of any programmatic reason why that would be the case?

I'm with our Jerry friend in that I swear I've seen beam breaches happen before, and the vanilla Hull Beam gets a chance to breach. PM Justin?
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DCChuckles
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Re: [MOD-WIP] FTL:Incursion

Postby DCChuckles » Sun Dec 30, 2012 10:05 am

Maybe it goes 0 is high breach chance, 10 is never? Just a suggestion.
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Kieve
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Re: [MOD-WIP] FTL:Incursion

Postby Kieve » Sun Dec 30, 2012 4:06 pm

DCChuckles wrote:Maybe it goes 0 is high breach chance, 10 is never? Just a suggestion.


Try making a breach-beam yourself. If you can get it working let me know, my efforts have me with zero success.
DCChuckles
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Re: [MOD-WIP] FTL:Incursion

Postby DCChuckles » Sun Dec 30, 2012 9:45 pm

I'm not too good with the weapon making, but I'll give it a go.
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Kieve
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Re: [MOD-WIP] FTL:Incursion

Postby Kieve » Tue Jan 01, 2013 2:49 am

Work continues!
Image
Missile launcher, chain-gun, and cannon.

Honestly, it's all quite contradictory - Incursor tech focuses on high-energy stuff like beams, lasers, and ion - no ammo required. Munition-based projectile weapons are one-off stuff. That said, I still had a lot of fun making these.
Mostly.

The chain-gun was a pain in the ass to finish up.