[Ship Randomizer] The Randtrel v1.3.0

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Sky_line125
Posts: 11
Joined: Mon Jul 07, 2014 4:08 pm

Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Sky_line125 » Fri Oct 24, 2014 4:10 pm

I have some ideas for loadouts:
  AI Ship(Autorepair, no O2)
  Artillery ship(Advanced artillery, no starting weapons system)
  No-airlocks ship(like Shivan)
  Ion-cruiser(Advanced ion weapons)
 And other uncommon loadouts
And if you can, add Ship Greebles Graphics integrated.
Russian Rockman
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Joined: Fri Jan 10, 2014 11:43 pm

Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Russian Rockman » Fri Oct 24, 2014 4:21 pm

Sky_line125 wrote:
NarnKar wrote:What does this post even mean.

Sorry, I don't very good know english.
I mean add random loadout on B and C ship type

This mod only randomizes the Type A ships right now, but it is possible that the randomized Type A could have the loadouts of the Type Bs and Cs

The equipment (weapons, augments, drones, etc...) from the B and C ship types can appear as possible loadouts for the Type A ships right now. For example you could get a randomized Slug Type A that is similar to the Slug type B (without a Medbay). So Type B & C random loadouts are technically already in the mod. ;)

Eventually the Type B and C ships themselves will also be randomized, but they will be randomized using the same "pool" the Type As use right now. Meaning they will have their loadouts chosen from the same possible random equipment as the Type A ships do right now. But they will all be slightly different.


Sky_line125 wrote:I have some ideas for loadouts:
  AI Ship(Autorepair, no O2)
  Artillery ship(Advanced artillery, no starting weapons system)
  No-airlocks ship(like Shivan)
  Ion-cruiser(Advanced ion weapons)
 And other uncommon loadouts
And if you can, add Ship Greebles Graphics integrated.

Interesting suggestions, but some are not possible. I'm sorry. :(

You can not have an AI ship because starting a ship without any crew will prevent you from ever buying crew from a store, as well as some other bugs I believe. I don't think that suggestion would work here. But there is a ship mod called the Auto-Cruiser by kartoFlane that is similar to what you want. ;)

The only ship that will ever get artillery in this mod is the Federation ship because that is what makes it unique from the other ships. But I'm sure there is already a possibility to get a random Federation ship with advanced artillery only and no weapons. ;)

Ship Greebles for this mod are impossible I'm afraid. :( All of the Greebles would have to be custom made for each loadout and that is too much work. Sorry.


About your other suggestions though. Engi ships CAN come with advanced ion weaponry already, and Rock ships can have loadouts with no air locks also. :)
Sky_line125
Posts: 11
Joined: Mon Jul 07, 2014 4:08 pm

Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Sky_line125 » Fri Oct 24, 2014 6:17 pm

Russian Rockman wrote:Eventually the Type B and C ships themselves will also be randomized, but they will be randomized using the same "pool" the Type As use right now. Meaning they will have their loadouts chosen from the same possible random equipment as the Type A ships do right now. But they will all be slightly different.

Yes. I mean this.

Russian Rockman wrote:You can not have an AI ship because starting a ship without any crew will prevent you from ever buying crew from a store, as well as some other bugs I believe. I don't think that suggestion would work here. But there is a ship mod called the Auto-Cruiser by kartoFlane that is similar to what you want.

No. You can create AI ship with dummy crew(repair).
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NarnKar
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby NarnKar » Fri Oct 24, 2014 8:00 pm

Skyline, the intent is to create ships that match Vanilla FTL's ship playstyle. No ship plays like an auto-cruiser. Therefore, adding an auto-cruiser to the randomization pool is out of the question here.

And besides that, repair drones aren't technically crew, and the same bugs exist on completely automated ships as they do on completely automated ships with crew drones.
Sky_line125
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Joined: Mon Jul 07, 2014 4:08 pm

Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Sky_line125 » Fri Oct 24, 2014 8:36 pm

NarnKar wrote:And besides that, repair drones aren't technically crew, and the same bugs exist on completely automated ships as they do on completely automated ships with crew drones.

I say about dummy crew. FTL use dummy crew to damage normal crew(hacked medbay) or repair auto shep. Dummy crew invisible, and can stand in system room and activate it.

NarnKar wrote:Skyline, the intent is to create ships that match Vanilla FTL's ship playstyle. No ship plays like an auto-cruiser. Therefore, adding an auto-cruiser to the randomization pool is out of the question here.

Yes. My ideas not match vanilla FTL style. But ship without O2, ships with advanced artillery is not bed idea. And possible add a new type(AE, ACE and add something like ACE-Advaned). New loadouts can add without deleting old, and only in ACE-Advanced.
rannl
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby rannl » Fri Oct 24, 2014 9:38 pm

Sky_line125 wrote:
NarnKar wrote:Skyline, the intent is to create ships that match Vanilla FTL's ship playstyle. No ship plays like an auto-cruiser. Therefore, adding an auto-cruiser to the randomization pool is out of the question here.

Yes. My ideas not match vanilla FTL style. But ship without O2, ships with advanced artillery is not bed idea. And possible add a new type(AE, ACE and add something like ACE-Advaned). New loadouts can add without deleting old, and only in ACE-Advanced.


I am also thinking of adding new build types. I can add support for other mods, using their resources in order to create their own custom starter ships, or add a build based on vanilla content but with different/new types of ships.
After finishing all the player ships (zoltan is almost done) and adding support for using the B/C slots for extra random ships, I'll start working on a new build type.

The only question is what sort of build this should be ;) .
Russian Rockman
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Russian Rockman » Sat Oct 25, 2014 12:37 am

rannl wrote:I am also thinking of adding new build types. I can add support for other mods, using their resources in order to create their own custom starter ships, or add a build based on vanilla content but with different/new types of ships.
After finishing all the player ships (zoltan is almost done) and adding support for using the B/C slots for extra random ships, I'll start working on a new build type.

The only question is what sort of build this should be ;) .

Since you made a guide on how to create content for this "tool", it is possible for people to include their own files for randomization. So if their custom ship replaces the kestrel, they just need to provide a kestrel file that replaces the pool. Or... maybe you could even have a "mods" folder whose content gets appended into the main files of the tool. ;)
Va1iD
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Joined: Sat Nov 03, 2012 9:35 am

Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Va1iD » Sat Oct 25, 2014 6:26 pm

I think you've accidentally mis-named what jar file 'randtrelgenerator.sh' executes.

Yep.

Code: Select all

#!/bin/sh

# Get the absolute path to this script's folder.
if echo "$0" | awk '{exit(!/^\//);}'; then
  maindir=$(dirname "$0");
else
  maindir=$PWD/$(dirname "$0");
fi

cd "${maindir}"
java -jar FlagshipGenerator.jar -src_file assetList.xml "$@"


I got confused why I was getting an error, so I opened up the .sh and found it. But it's easy to fix anyways.
Remember: You can never have enough lasers. Or beams. Or missiles. Or Ions. Or bombs.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship Randomizer] The Randtrel v0.13.0

Postby rannl » Sat Oct 25, 2014 8:48 pm

Released v0.13.0 with the random zoltan cruiser, the randjuicator.
Asset pools represent A/B/C configurations, also added an experimental build : no shields system, with a shield drone. Seemed like a zoltan spirited build to me, which was missing from vanilla.

As always, comments are more then welcome.

Thanks to Va1iD for pointing out the error in the .sh file for linux/mac (fixed in this version).

2 ships to go ;)
Russian Rockman
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Joined: Fri Jan 10, 2014 11:43 pm

Re: [Ship Randomizer] The Randtrel v0.13.0

Postby Russian Rockman » Sat Oct 25, 2014 9:06 pm

rannl wrote:Released v0.13.0 with the random zoltan cruiser, the randjuicator.
Asset pools represent A/B/C configurations, also added an experimental build : no shields system, with a shield drone. Seemed like a zoltan spirited build to me, which was missing from vanilla.

As always, comments are more then welcome.

Thanks to Va1iD for pointing out the error in the .sh file for linux/mac (fixed in this version).

2 ships to go ;)

I love the shield drone variant! I've always wanted a Zoltan ship like that.

There sure are a lot of screenshots on the OP now huh? :P Maybe you could leave some of the screenshots on the OP, but also sort all of the screenshots into albums for each ship, if that's possible?

Also, I still think you should officially change the names of the ships to Randrel, Randorus, Randjudicator, etc... within the mod. I rename all of my randomized ships Randrel MK I,II,III etc... ;)