This Is The Ship made by a slug who couldn't afford crew but is awesome at making anything into a ship, must be a Engi in disguised but here's the ship
Download Link 2.0 : https://www.mediafire.com/?cyb2zwiade74dbl
Download Link 3.0 DEV : https://www.mediafire.com/?y93gg3rnmf6hv00
Download Link 3.0 Final : http://www.mediafire.com/file/bstxca3x0alb16c/The+Original+V3+%28FinalIzed%29.ftl
Download Link 4.0 DEV : http://www.mediafire.com/file/h9k5i87kh2lhxte/D+E+V++v+4.ftl
If your looking For 1.0, im sorry to say that file for that one is Long Gone and Not Function because it was a test Project
Pictures :
V3 Pictures :
V4 Pictures :
Hope You Like it
11/18/2016
is the day it uploaded
and to know there is 3 Glitches i forgot to patch in V2
1. The Boss Beam for the Artillery is Out of Bounds
2. The Ship inst Middle Straight
3. Forgot to Add Shield barriers
11/19/2016
Patched Progress Fixed Ship "Middle Ment"
Patched Barriers
Changed Artillery From Boss Beam To Normal Due to Out Of Bounds
Changed Ship Layout
Development v3 fixes,Patches and Changes
Fixed Missing Doors
Changed Med bay with teleport-er
Changed Drones from 4 Combat I drones to 2 Hull Healing Drones and 2 Overcharged Shield Drones
Fixed Ship name from Nameless one to The Original
Fixed the Nameless One Description and changed it to something original
Replaces PLAYER_SHIP_HARD
11/20/2016
Released Finalized Version for V3 of the original
Revamped Hull layout
Added More Stuff
Stuff May be different for reasons to make sure there isn't corruption files
Find more stuff out on V3
The Original
- ThePersonFromSteam
- Posts: 85
- Joined: Sat Nov 19, 2016 12:34 am
The Original
Last edited by ThePersonFromSteam on Tue Nov 29, 2016 11:06 pm, edited 6 times in total.
Code: Select all
Okayish Modder, and a terrible splicer; but i did throw my share in Project Coal, and helped in Multiverse.
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: The Original
You can try to fix the Boss Artillery... or use another gun because there are people out there who'll complain about the Artillery being all messed up.
- ThePersonFromSteam
- Posts: 85
- Joined: Sat Nov 19, 2016 12:34 am
Re: The Original
Well I did and im currently working on it in the 3.0 Development Build
EDIT: A Finalized v3 and non Dev version is Being Worked on
EDIT: A Finalized v3 and non Dev version is Being Worked on
Code: Select all
Okayish Modder, and a terrible splicer; but i did throw my share in Project Coal, and helped in Multiverse.
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: The Original
Just a heads up, a teleporter room larger than 4 simply doesn't work. It will only be able to send out 4 people at max.
I don't know what your modding skill is, but I would suggest testing the ship by making use of the mod testing environment. Basically a sandbox that allows you get all the gear/crew you want as well as pit your ship against everything you can imagine (besides the flagship I think).
Really handy for spotting things you might've missed. Like interior rooms or starting power for systems that aren't pre-installed (no issue on this one since systems are already at 8).
You might also want to look at trying to find some better interior images for piloting and backup battery.
The resources used in CE are free to use by every modder and are a treasure trove for stuff like this.
Not going to go into balance and whatever, since that's something you'll start getting the hang of on your own. Besides, we all experiment a bit with what we can do.
I don't know what your modding skill is, but I would suggest testing the ship by making use of the mod testing environment. Basically a sandbox that allows you get all the gear/crew you want as well as pit your ship against everything you can imagine (besides the flagship I think).
Really handy for spotting things you might've missed. Like interior rooms or starting power for systems that aren't pre-installed (no issue on this one since systems are already at 8).
You might also want to look at trying to find some better interior images for piloting and backup battery.
The resources used in CE are free to use by every modder and are a treasure trove for stuff like this.
Not going to go into balance and whatever, since that's something you'll start getting the hang of on your own. Besides, we all experiment a bit with what we can do.
- ThePersonFromSteam
- Posts: 85
- Joined: Sat Nov 19, 2016 12:34 am
Re: The Original
Biohazzard i knew the Images where shit from the start, sorry for my language, i just realized there's more images of the systems, my modding skill is beginner and I ran into a problem where the images are Caution pattern pictures
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Okayish Modder, and a terrible splicer; but i did throw my share in Project Coal, and helped in Multiverse.
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: The Original
ThePersonFromSteam wrote:Biohazzard i knew the Images where shit from the start, sorry for my language, i just realized there's more images of the systems, my modding skill is beginner and I ran into a problem where the images are Caution pattern pictures
No worries, we all have to start somewhere. Just consider it all as advice for the next ship.
- ThePersonFromSteam
- Posts: 85
- Joined: Sat Nov 19, 2016 12:34 am
Re: The Original
Btw i keep seeing Checkered textures instead of the regular ftl interior Why?
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Okayish Modder, and a terrible splicer; but i did throw my share in Project Coal, and helped in Multiverse.
- NarnKar
- Posts: 778
- Joined: Thu Jun 19, 2014 4:24 pm
Re: The Original
ThePersonFromSteam wrote:Btw i keep seeing Checkered textures instead of the regular ftl interior Why?
Bugged room textures. Checkers are placeholders.
Make sure your ship blueprint specifies the same file names that you've named the actual images. Make sure you're actually including the images with your mod, and that the images are in the proper directory (since you're a noob you're probably using Superluminal, so this should be done automatically). Check to make sure your textures are saved as, IIRC, 32-bit PNG. No other file format will work.
Basically, be super careful.
- ThePersonFromSteam
- Posts: 85
- Joined: Sat Nov 19, 2016 12:34 am
Re: The Original
k
Last edited by ThePersonFromSteam on Sat Jun 17, 2017 1:33 pm, edited 1 time in total.
Code: Select all
Okayish Modder, and a terrible splicer; but i did throw my share in Project Coal, and helped in Multiverse.
- stylesrj
- Posts: 3644
- Joined: Tue Jul 08, 2014 7:54 am
Re: The Original
If there's a problem with the Artillery being out of bounds, then you need to add a 5th weapon mount (not a slot) to your ship. That's where your Artillery will go.
If you have multiple Artillery, add more weapon mounts.
If you have multiple Artillery, add more weapon mounts.