(Released/Dropped) Valor's Revenge

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MikieRpg
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(Released/Dropped) Valor's Revenge

Postby MikieRpg » Sun Feb 28, 2016 6:20 am

So, this is it. My first modded ship. XD

Lore:
You just defeated the rebel's entire fleet... your engi's are astonished.
" a 0.342 percent chance of us surviving captain." They say.
You sit back and prepare to redeem the rewards from the federation.
The mantis goes back to its teleporter, perhaps to mourn over the lack of use it will now get.
Your lanius has already left in one of the escape pods, it couldn't stay away from all the scrap.
You yourself turn towards the window and gaze out.
Out of the corner of your eye you see something coming towards you.
You wonder if its a Federation cruiser.
You examine the design... your heart drops.
Its a Slug Nebular Bomb. Your crew run to the battle stations, but it makes impact.
You start coughing as the nebulized gas leaks in, and the air slips out.
you run to your prestigious 8 man med-bay, which kept you and your crew alive through your journey.
As your reach it, you see the orange markings of the rebels
*Explosion
The "Valor" Explodes...


Now as the Sole Survivors of the "Valor" you must get revenge on the rebels, now armed with their mighty flagship. Using the shard of "Valor"'s greatness you can target and finish the rebel fleet, for the honor and memory of your fallen crew.


Well that's the lore for my ship XD. Kinda just made it up on the spot but i like it.
The Valor's Revenge is a Glass cannon, with 13 health and level 1 shields you can't handle a lot of damage, but with Dual PSD's (Penetrating Destruction Singularities)
And a Artillery glaive.(I know its mounted weird i tried to fix it but it kept crashing my game?)
The PSD's have a short cool-down and ignore all shields, doing 3 damage.
Image
It comes with:
Pilot(Level 3 so you can man stations if you wish)
Oxygen(1)
Artillery(4 Glass cannon's need to charge fast or die)
Weapons(3 can take 1 damage and keep both PSD's Operational)
Shields(lv. 3 (1 shield) so you can immediately upgrade it to level 2 or save your scrap)
Engines(4 to help you dodge some of the damage early on)
Medbay(1)
Doors(2, With only 2 crew boarders are a major concern)
Sensors(1)
Teleporter(1, For your mantis crew member, if you dare, remember you have a auto-glaive beam locked on the target, depower the artillery if you must to not lose your mantis.

Your crew:
1 mantis
1 lanius
The sole survivors, The lanius returned and explored the wreckage of the "Valor" and found the mantis it spent 2 years with, it picks it up and with some of a broken zoltan shield augment nearby, deteriorates the clone bay into a medbay, as he saves the mantis.

Instead of a standard shield, the ship(Which i will now refer to as Debris) has the "Spirit of Valor" (Which is just the Lanius 2's cloak XD)

Known "Bugs" (Please tell me if you find any)
1. Glaive beam mount, Tried to fix crashed my game, if you want to try feel free.
2. The wing section of the ship(Which has the artillery sensors o2 tele and weapons, will "Disappear" when jumping or in the hangar. this is because its actually represented as the floor(Which i never notice in-game) (I dont have photoshop on this computer because it sucks... so i just used the floor picture in superliminal for the second part of the ship.)(Yes its 2 gibs, thought it would be appropiate for the story line)
3. The sensors and teleporter when losing oxygen may sometimes have a square of the no oxygen red slashes appear 1 tile below the rooms( I belive its because their 1x1 and the game doesn't like that)

Credit: Game Devs of FTL for making it so easy to modify your code XD(Or maybe superliminal just makes it easy, either way they made awesome game)
VanguardOfValor, For Uploading a video on how to make a modded ship, without that this idea would of died.
To the reader, who took time to actually read this and maybe enjoy playing, anyways I FTL (Feel Too Lucky) to complain either way, Fly on!

Download: http://www.mediafire.com/download/lx3f5 ... evenge.ftl
Download W/More Shield Layers: (Not made)

Edit: Forgot to mention this, This ship is not a dedication or has nothing to do with the YouTuber, VanguardOfValor, while i indeed enjoy his FTL videos this name just came to me before i even watched anyone do ftl on youtube. So again this name is just something i thought would be cool.

Edit: I've decided not to mess with the code on the ship, ive fixed the glaive mount and added a picture thanks to the helpful comments, but coding is something ive not done before and will wait till a later date to do, if anyone were to want to do it themselves and email me the file(Mikieking63@yahoo.com) i'll upload it for people to use. ( and of course i'll give the amazing person that does credit Lol :D ) (The regular download is the most up to date, and as for now im done editing this, unless something is horribly wrong)
Last edited by MikieRpg on Mon Feb 29, 2016 11:50 pm, edited 7 times in total.
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stylesrj
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Re: (Beta) Valor's Revenge

Postby stylesrj » Sun Feb 28, 2016 6:57 am

So... I'd like a picture of the ship as well so I can complain or praise the design without having to download it (and there are people out there who might be viewing the forums during their breaks and thus can't download mods and would like to see what they might wanna download later)
sleepz8
Posts: 73
Joined: Thu Feb 04, 2016 11:25 am

Re: (Beta) Valor's Revenge

Postby sleepz8 » Sun Feb 28, 2016 11:12 am

Fun ship, nice work!! The Pds guns are so OP :D and the cloaking pic instead of a shield is a neat idea.

Creative criticism:
1. Add a pic to your post, everone loves them!
2. Make a miniship (for the hangar)
3. Change PDS weapon descriptions, currently they say "YOU SHOULDN'T SEE THIS"
4. I'd increase shield maximum power, just so we have more to spend our scrap on and to negate the low hull health:

Code: Select all

<systemBlueprint name="shields">
   <type>shields</type>
   <title>Shields</title>
   <desc>Powers your shields. Each additional barrier can block one shot.</desc>
   <startPower>2</startPower>
   <maxPower>10</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>100</level>
      <!-- level 2 -->
      <level>20</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>40</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- level 9 -->
      <level>140</level>
      <!-- level 10 -->
      <level>160</level>
      <!-- Imaginary level 11 -->
   </upgradeCost>
   <cost>125</cost>
</systemBlueprint>

^^^^ You can easily add more shield levels and change prices. Put this in blueprints.xml.append, which you'll need to make and put in the 'data' folder.
5. I had a quick look into you're artillery mounting problem. In valor debris.xml I put this:

Code: Select all

<weaponMounts>
   <mount x="210" y="32" rotate="true" mirror="true" gib="-1" slide="right" />     
   <mount x="215" y="120" rotate="true" mirror="false" gib="-1" slide="right" />
   <mount x="215" y="120" rotate="true" mirror="false" gib="-1" slide="right" />
   <mount x="215" y="120" rotate="true" mirror="false" gib="-1" slide="right" />
   <mount x="261" y="77" rotate="true" mirror="true" gib="-1" slide="none" />
</weaponMounts>

The first two mounts are your originals.
The third/fourth are just place holders and won't be used unless you set mounts to 3/4 in blueprints
The fifth is the artillery, using those x and y numbers it looks like this:
Image
Again, nice work! I've only just started FTL modding and this is waaaay better than my first few ships :D
MikieRpg
Posts: 75
Joined: Sun Feb 28, 2016 5:35 am
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Re: (Beta) Valor's Revenge

Postby MikieRpg » Sun Feb 28, 2016 7:46 pm

stylesrj wrote:So... I'd like a picture of the ship as well so I can complain or praise the design without having to download it (and there are people out there who might be viewing the forums during their breaks and thus can't download mods and would like to see what they might wanna download later)

Thanks for the Feedback :mrgreen: . I tried to add a picture with the img tags but it kept adding it as a attachment, i'm new to this whole type of forum so could someone tell me how to add a picture, i would be more than happy to.
Edit: Yay got the picture to work, created it on imgur, one of my friends showed me how XD, lol.
MikieRpg
Posts: 75
Joined: Sun Feb 28, 2016 5:35 am
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Re: (Beta) Valor's Revenge

Postby MikieRpg » Sun Feb 28, 2016 8:12 pm

sleepz8 wrote:Fun ship, nice work!! The Pds guns are so OP :D and the cloaking pic instead of a shield is a neat idea.

Creative criticism:
1. Add a pic to your post, everone loves them!
2. Make a miniship (for the hangar)
3. Change PDS weapon descriptions, currently they say "YOU SHOULDN'T SEE THIS"
4. I'd increase shield maximum power, just so we have more to spend our scrap on and to negate the low hull health:

Code: Select all

<systemBlueprint name="shields">
   <type>shields</type>
   <title>Shields</title>
   <desc>Powers your shields. Each additional barrier can block one shot.</desc>
   <startPower>2</startPower>
   <maxPower>10</maxPower>
   <rarity>1</rarity>
   <upgradeCost>
      <level>100</level>
      <!-- level 2 -->
      <level>20</level>
      <!-- level 3 -->
      <level>30</level>
      <!-- level 4 -->
      <level>40</level>
      <!-- level 5 -->
      <level>60</level>
      <!-- level 6 -->
      <level>80</level>
      <!-- level 7 -->
      <level>100</level>
      <!-- level 8 -->
      <level>120</level>
      <!-- level 9 -->
      <level>140</level>
      <!-- level 10 -->
      <level>160</level>
      <!-- Imaginary level 11 -->
   </upgradeCost>
   <cost>125</cost>
</systemBlueprint>

^^^^ You can easily add more shield levels and change prices. Put this in blueprints.xml.append, which you'll need to make and put in the 'data' folder.
5. I had a quick look into you're artillery mounting problem. In valor debris.xml I put this:

Code: Select all

<weaponMounts>
   <mount x="210" y="32" rotate="true" mirror="true" gib="-1" slide="right" />     
   <mount x="215" y="120" rotate="true" mirror="false" gib="-1" slide="right" />
   <mount x="215" y="120" rotate="true" mirror="false" gib="-1" slide="right" />
   <mount x="215" y="120" rotate="true" mirror="false" gib="-1" slide="right" />
   <mount x="261" y="77" rotate="true" mirror="true" gib="-1" slide="none" />
</weaponMounts>

The first two mounts are your originals.
The third/fourth are just place holders and won't be used unless you set mounts to 3/4 in blueprints
The fifth is the artillery, using those x and y numbers it looks like this:
Again, nice work! I've only just started FTL modding and this is waaaay better than my first few ships :D

Ive edited the code to fix the artillery and i edited it for the shields but how do i run the mod?
Ive always just made the .ftl file then i put it in but this time i have 2 folders ( Data & img)
Also don't know how to change weapon desc.(im such a noob) and i will make the miniship image
sleepz8
Posts: 73
Joined: Thu Feb 04, 2016 11:25 am

Re: (Beta) Valor's Revenge

Postby sleepz8 » Sun Feb 28, 2016 8:16 pm

If you open a .ftl file with 7-zip (or other) you should see that it has the 'data' and 'img' folders inside.

FTL is picky when it comes to how the files are compressed so the best option (and what i do) Is:
1. Open your old .ftl file with 7zip.
2. Copy files FROM data (Dlcblueprints.xml.apped etc), then delete them from the data folder.
3. Edit files (right click, edit)
4. Drag and drop the edited file back into the data folder.

As for the PDS shot edit this and put it at the top of dlcblueprints.xml.append :

Code: Select all

<weaponBlueprint name="PDS_SHOT">
   <type>LASER</type>
   <title>PDS SHOT</title>
   <short>PDS SHOT</short>
   <desc>CHANGE THIS</desc>
   <tooltip>CHANGE THIS</tooltip>
   <damage>3</damage>
   <shots>1</shots>
   <sp>5</sp>
   <fireChance>0</fireChance>
   <breachChance>10</breachChance>
   <cooldown>9</cooldown>
   <power>1</power>
   <speed>20</speed>
   <cost>55</cost>
   <bp>6</bp>
   <rarity>0</rarity>
   <image>pds</image>
   <explosion>explosion_random</explosion>
   <launchSounds>
      <sound>heavyLaser1</sound>
      <sound>heavyLaser2</sound>
      <sound>heavyLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull1</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_heavy_1</weaponArt>
</weaponBlueprint>
MikieRpg
Posts: 75
Joined: Sun Feb 28, 2016 5:35 am
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Re: (Beta) Valor's Revenge

Postby MikieRpg » Sun Feb 28, 2016 9:32 pm

sleepz8 wrote:If you open a .ftl file with 7-zip (or other) you should see that it has the 'data' and 'img' folders inside.

FTL is picky when it comes to how the files are compressed so the best option (and what i do) Is:
1. Open your old .ftl file with 7zip.
2. Copy files FROM data (Dlcblueprints.xml.apped etc), then delete them from the data folder.
3. Edit files (right click, edit)
4. Drag and drop the edited file back into the data folder.

As for the PDS shot edit this and put it at the top of dlcblueprints.xml.append :

Code: Select all

<weaponBlueprint name="PDS_SHOT">
   <type>LASER</type>
   <title>PDS SHOT</title>
   <short>PDS SHOT</short>
   <desc>CHANGE THIS</desc>
   <tooltip>CHANGE THIS</tooltip>
   <damage>3</damage>
   <shots>1</shots>
   <sp>5</sp>
   <fireChance>0</fireChance>
   <breachChance>10</breachChance>
   <cooldown>9</cooldown>
   <power>1</power>
   <speed>20</speed>
   <cost>55</cost>
   <bp>6</bp>
   <rarity>0</rarity>
   <image>pds</image>
   <explosion>explosion_random</explosion>
   <launchSounds>
      <sound>heavyLaser1</sound>
      <sound>heavyLaser2</sound>
      <sound>heavyLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull1</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_heavy_1</weaponArt>
</weaponBlueprint>

I did this but when i created the blueprints.xml.append and added in the shield code my ship, when i patch it in isnt in the game.
sleepz8
Posts: 73
Joined: Thu Feb 04, 2016 11:25 am

Re: (Beta 0.1) Valor's Revenge

Postby sleepz8 » Sun Feb 28, 2016 9:55 pm

oh, try putting this at the top of blueprints.append.xml:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
Theyhatin89
Posts: 6
Joined: Sun May 31, 2015 7:37 pm

Re: (Released/Dropped) Valor's Revenge

Postby Theyhatin89 » Sun Mar 06, 2016 9:03 pm

I had the same exact hull design idea. you beat me to it. lol

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