[MOD] Fleet Mod

Discuss and distribute tools and methods for modding. Moderator - Grognak
DrMrBlueX
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Joined: Mon Feb 17, 2014 5:40 pm

[MOD] Fleet Mod

Postby DrMrBlueX » Wed Feb 19, 2014 2:43 am

Now that I know what making a ship is like, I got a new idea.

I've been working with making player ships now, and I thought it would be could to play around with enemy ships.
My idea here is to add some new possibilities into the game. Small fleets can be found now, and are going to be harder than single ships. The fleets will share one shield, counterbalancing the multiple ship feature.
What I mean by this is that there will be the fleet commanding ship in the middle, and other lesser ships surrounding it. They might contain certain systems, like for example, the shields system. Another way to balance the fleets is that they cannot repair these systems from the main ships, where the crew is located. Think of it as auto ships on your side following your ship. This way you can destroy the shield system on the shields ship and now they cannot get it going again. And like I said, on average, these fleets will be more difficult. Weapons will be mounted on the lesser ships and maybe the main one, so they do more than just sit there as a system ship.

There can also be player fleets for you to command yourself. I am still thinking about how I may approach this, if you cannot repair a system. Of course that would be way too underpowered and the ship would be useless if any of the systems were to get damaged. Not sure if there could be bridges or not, so I'm still thinking that out.

Anyway, this is only an idea that I will attempt to start tonight or tomorrow, because I still have the ghost ship that I am working on.

Any support/feedback is appreciated :)

- READ - IMPORTANT - READ -

Read my post below and that will explain things.
Last edited by DrMrBlueX on Fri Feb 28, 2014 1:35 am, edited 1 time in total.
agigabyte
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Re: [MOD] Fleet Mod

Postby agigabyte » Wed Feb 19, 2014 2:45 am

They would all die when one is killed, interesting idea though.
DrMrBlueX
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Re: [MOD] Fleet Mod

Postby DrMrBlueX » Wed Feb 19, 2014 2:48 am

agigabyte wrote:They would all die when one is killed, interesting idea though.

Yeah I'm still debating about how that will work. Do they share the same hull, or what...

I suppose I will work on something and change things a long the way.
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Kieve
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Re: [MOD] Fleet Mod

Postby Kieve » Wed Feb 19, 2014 2:54 am

DryEagle did something similar with his Escort Duty mod. You may wish to have a look at that one for inspiration?
MightyKebab
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Re: [MOD] Fleet Mod

Postby MightyKebab » Wed Feb 19, 2014 2:28 pm

Kieve wrote:DryEagle did something similar with his Escort Duty mod. You may wish to have a look at that one for inspiration?


Just what I thought. Instead of making the escort ship a weakness, you could add doors that don't connect with any rooms but instead somewhere else in another part of the ship.
agigabyte
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Re: [MOD] Fleet Mod

Postby agigabyte » Wed Feb 19, 2014 5:05 pm

I have had some ideas for a while, including a fleet where a ship is a dedicated artillery vessel, having only an artillery beam.
DrMrBlueX
Posts: 12
Joined: Mon Feb 17, 2014 5:40 pm

Re: [MOD] Fleet Mod

Postby DrMrBlueX » Thu Feb 20, 2014 5:05 pm

Yeah I saw the Escort Duty mod which is one of the things that sparked the idea.

I'll play around with things and see what I can come up with. I'm sick today so I got some time :)

EDIT:
Opened the Escort mod in Superluminal, which revealed how to make it so that you can go to other disconnected rooms.

Here's my idea:

Federation Fleet (Type A)

(all ships have airlocks as well)
1 small support ship
- Oxygen
- Sensors
- Cloaking
This and the main ship are my favorite.
Image

1 small weapon ship
- has 2 weapon mounts
- weapons
- extra room (vulnerable to hull lasers)
Eh, I might change the weapon ship. Not my best work.
Image

1 small shield ship
- shields
- has weapon mount
I'm proud of this one cause I practically drew 80% of it.
Image

main ship
- rest of systems
- has weapon mount
- two extra rooms (vulnerable to hull lasers)
Image

starts with 3 humans

Mercenary Fleet (Type B)

1 artillery ship
- artillery, beam

2 weapon ships
- one has weapons system, other has empty room (vulnerable to hull lasers)
- both have 2 weapon mounts

main ship
- more of a support ship
- rest of systems

starts with 1 human 1 engi 1 mantis
Together.
Image

I will be in Gimp creating the ships so I can get started in Superluminal. :)
MightyKebab
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Re: [MOD] Fleet Mod

Postby MightyKebab » Fri Feb 21, 2014 2:12 pm

Shields should be INSIDE the main ship, that way the bubble will be around the main ship, not in that small zoomed out cruiser which does nothing other than provide shields to itself. The shield ship should instead provide artillery support. The main ship should also include a drone system, as it's the main one and therefore can harbor several drone parts.


Also, will we have a playable version of these anytime soon?
DrMrBlueX
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Joined: Mon Feb 17, 2014 5:40 pm

Re: [MOD] Fleet Mod

Postby DrMrBlueX » Sun Feb 23, 2014 1:55 am

Soon, yes. I will have to finalize some things before it's finished. I've just been a bit busy lately, tomorrow I might be able to finish it.

I spent some time working on my other mod so I could learn some things about how to make custom weapons, which I still am not 100% able to do yet. Going to download the error finder and see whats wrong with the coding, because even when I make a ship all fine and dandy and then change its starting weapons through the coding, then when I install the mod again nothing appears to have changed.

Shields should be INSIDE the main ship, that way the bubble will be around the main ship, not in that small zoomed out cruiser which does nothing other than provide shields to itself.

It's not a fleet unless there are some importance of the ships around the main ship, I mean why have a bunch of dummy ships around you unless they serve a purpose? I didn't make the main ship the size of the Kestral or anything because though it may be the main ship, it cannot hold all of the systems. Also the shield ship has a weapon mount to create the thought that the ship does have "it's own weapon".

Now I do somewhat agree with you that it's pretty much useless, but honestly it's not a "fleet" if there is just one other ship with you. Not sure what the technical definition of "fleet" is but I'm pretty sure that a fleet consists of more than 2 ships.

The shield ship should instead provide artillery support.

Type B.

The main ship should also include a drone system, as it's the main one and therefore can harbor several drone parts.

I'll consider that, which I can't remember whether I did end up putting a drone control system in it or not.
EDIT: Yes, the main ship has a teleporter and drone control.
DrMrBlueX
Posts: 12
Joined: Mon Feb 17, 2014 5:40 pm

Re: [MOD] Fleet Mod

Postby DrMrBlueX » Fri Feb 28, 2014 1:28 am

GUYS! Unfortunately I have drawn farther away from FTL. It was nice knowing the game, getting experience on modding. I know I haven't really made much mods but this one is most likely my best idea so far.

If you wish to continue it, here is the dropbox link. (includes folder with everything, extracted .ftl file and images)
https://www.dropbox.com/sh/ln4wttibt1zkpt7/krhW74J9lW

Things that need to be fixed/improved/added:
- Shield ship is not on screen when looking at the ship on the selection screen. (just make the ship higher)
- Maybe less power in the reactor initially.
- You might be able to improve room alignment with the ships. I tried my best with making the ships even.
- Changing around rooms if you must.
- Type B.
- Improved ship looks. (I drew a lot of these with Gimp and some parts were copy/pasted from existing Fed. ships)
- Enemy fleets. My idea on this would be a variety of fleet that you may encounter. From 2 ships to 4 or even 5 ships, these fleets would be more difficult to destroy but leave decent loot.

Thanks and goodbye,

Doctor Mister Blue X

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