Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

Distribute and discuss mods that are functional. Moderator - Grognak
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Estel
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Re: [Beta Phase] Flagship Randomizer 0.4 for CE

Postby Estel » Wed Sep 10, 2014 6:20 pm

rannl wrote:If this idea will get enough support, I'll code it in the tool.


Image
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stylesrj
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Re: [Beta Phase] Flagship Randomizer 0.4 for CE

Postby stylesrj » Wed Sep 10, 2014 7:07 pm

If this idea will get enough support, I'll code it in the tool.


I pledge my support to the concept of having a dangerous, system/hull-damaging weapon in the primary slots to complement the BS Barrage of Phase 3.
rannl
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Re: [Beta Phase] Flagship Randomizer 0.4 for CE

Postby rannl » Wed Sep 10, 2014 7:50 pm

:D
I get the drift. Support for new weapon configuration randomizing will be added next.

0.5 will be out soon, and will have an AE build for those who might not want the CE themed content on the flagship (to each his own, I suppose).
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NarnKar
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Re: [Beta Phase] Flagship Randomizer 0.4 for CE

Postby NarnKar » Thu Sep 11, 2014 5:13 am

More of an art question for Sleeper. Why is the Boss Bio Beam's focus bracket slightly offset from its mount?
Russian Rockman
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Re: [Beta Phase] Flagship Randomizer 0.4 for CE

Postby Russian Rockman » Thu Sep 11, 2014 6:06 am

NarnKar wrote:More of an art question for Sleeper. Why is the Boss Bio Beam's focus bracket slightly offset from its mount?


A lot of the boss artillery weapons appear to be just the normal weapons pasted on top of the roundish artillery base... :?
rannl
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Re: [Beta Phase] Flagship Randomizer 0.4 for CE

Postby rannl » Thu Sep 11, 2014 9:05 am

Here's a question for you guys about the planned infinite space build :

Do you think the flagship weapons should be stronger ? I.E. more shots/damage, less cooldown, etc.. ?
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stylesrj
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Re: [Beta Phase] Flagship Randomizer 0.4 for CE

Postby stylesrj » Thu Sep 11, 2014 9:13 am

Do you think the flagship weapons should be stronger ? I.E. more shots/damage, less cooldown, etc..


Hell yes. If only to account for the fact that IS allows you to have OP shields and stuff. The Flagship was a lot tougher in IS than regular CE because it had AP drones and a powerful defensive drone and a hull repair drone.

CE only had the two repair drones and that was about it.
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Sleeper Service
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE

Postby Sleeper Service » Thu Sep 11, 2014 6:09 pm

Update time. The tool now has GUI that allows you to select which FTL build you want to create a Flagship for. AE stands for FTL Advanced Edition only. Use ACE if you are playing Advanced Edition with Captains Edition installed. For the next release we are planning to include an ACE Infinite option, which will generate a harder flaghip with better systems and more powerful drones.

We also added five more room layouts the Flagship can have, doubling the amount of possibilities. This second set of layouts includes some broader changes than before. The flagship will sometimes be completely restructured, instead of just having a few room connections changed.

Flagship Randomizer 0.6 (Beta)
- GUI added
- Selectable AE/ACE builds added
- Five more possible room layouts added
- Room layout descriptions expanded
- "Engines Disconnected" layout fixed
- Boss Anti-Bio Beam cooldown decreased
- Boss Focus Beam visuals adjusted
- Flagship main guns (the ones that remain in phase three) will only draw from the missile/laser pool now
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stylesrj
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE

Postby stylesrj » Thu Sep 11, 2014 7:11 pm

- "Engines Disconnected" layout fixed


I once encountered a Flagship that said it had its secondary rooms connected to the main ship, but when I got there, it was only the main guns as per usual. Has that been fixed too?
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NarnKar
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Re: [Beta Phase] Flagship Randomizer 0.6 for CE

Postby NarnKar » Thu Sep 11, 2014 7:50 pm

Nice GUI!

I rolled an AE only ship, and I got:
"A breach missile and a triple burst missile launcher as its main guns"
And its secondary weapons were "a burst laser battery and a burst laser battery"

Oh boy. Ohhhhh boy.