[MOD] A Strange New Galaxy 04.01.15 (AE)

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UltraMantis
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Re: [MOD] A Strange New Galaxy 16.08.13 [WIP]

Postby UltraMantis » Mon Aug 19, 2013 2:50 pm

Metzelmax wrote:Thanks for reporting back!

The shock lasers start fires because they are supposed to overload the systems... and we all know form star trek that that causes all consoles on the bridge to explode and spread fires.

I should have been specific. The B type actually states it can start fires, i was only refering to the A type. Maybe the RNG decided there hasnt been a lot of fire in a while so it randomly decided to start armageddon. Fires were very rare with the A type except in that one case.
As for the Start Trek explanation. Well that makes it as official as it needs to be. I'm sold.

Metzelmax wrote:I just said "the Ion is Too weak to affect shields." so people dont wonder why it has no ion effect, since it technically doesnt has any ion involved.

I misunderstood the description. Thought the shot would not be able to dent shields.

Metzelmax wrote:It annoys me that the anterian sector still crashes, since when I go there it all works fine. Maybe its related to you having an older version... idk.
The repeated Events shouldnt cause that, since I need to overwrite the original events anyway to make most of the stuff work.

The errors about repeated events were probably logged before the crash and had nothing to do with it. People playing older versions may experience the crash as a result of database corruption. A lot of stuff from various mods ends up there, and it can cause conflicts or crashes. The game doesnt know what it's loading, it just expects the stuff to work and be compatible. Annoyingly, there is little you can do since your game is probably bug free.

Metzelmax wrote:How did you know that it was a r-7 and not just a normal repair drone? Enemies dont use custom images and if you mouse over it just says "drone". Because I am very certain that only anterians actually use r-7, s-6 and gx-3.

Maybe my eyes were playing tricks with me. I thought i saw a normal repair drone and an R-7, but what you say means that's impossible. I was wrong.

The reward text in event <ship name="UZ_STD_SHIP" is a bit wrong.
I suggest replacing:

Code: Select all

Once you stopped firing the ship turns around and jumps through a small spacerift into another dimension. Disappointed you want to jump away as well until you notice something drifting in space: A organic shell containing many diffrent goods. That is probably a thanks.

with

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As you cease fire the enemy ship turns and jumps through a small spacerift into another dimension. You prepare to jump away but you notice something drifting in space: An organic shell containing many diffrent goods. Probably their way of saying thanks.

Just trying to be helpfull, i hope my suggestion isn't too anal. I don't think you should be dissapointed with them leaving after letting them go in the first place.

One more note. The Ion Beam... just how many shields is it supposed to pierce? I know from personal experience (friggin High Energy Laser) that FTL can not be convinced to let a non-damaging beam skip 2 shields. It will skip 1 and it will skip 3, but 2 is out of the question. If skipping 3 shields is too much, then change the description to match.
Beams... gotta love them :D
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Metzelmax
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Re: [MOD] A Strange New Galaxy 16.08.13 [WIP]

Postby Metzelmax » Mon Aug 19, 2013 3:23 pm

That's the reason why the ion beam states that it has 2 shield piercing which results in it having 1 actual sp. It's just weird. It calculates like that: 0 dmg + 1 sp = still 0 dmg so ftl cuts all side effects like sys dmg. 0 dmg + 2 sp = still 0 dmg but some how this time the side effects can pierce one shield.
IT DOESNT MAKE SENSE.

Also I appreciate that you have fully formulated the replacement text. That way I only need to ctrl+v it in notepad++ ^^
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Re: [MOD] A Strange New Galaxy 24.08.13 [WIP]

Postby Metzelmax » Sat Aug 24, 2013 8:34 am

ver0.5b:

->Added the last player ship: Celiak Guardian!
->nerfed Beta terminator (-1 crew)
->changed all stackable augments so that they give greater boni and cost more but arent stackable anymore.
->3 new events (Anterian homworld)
->some minor stuff I cant remember.
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Re: [MOD] A Strange New Galaxy 24.08.13 [WIP]

Postby Metzelmax » Sat Aug 24, 2013 4:27 pm

Image

It is possible to win without drones or cloak^^. The 6 weapons have some really annoying bugs along it, but nothing that makes it unplayable.
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Re: [MOD] A Strange New Galaxy 24.08.13 [WIP]

Postby UltraMantis » Sun Aug 25, 2013 1:10 am

Looks vicious. :D I like the shield too.

I played the fed colony ship and made it all the way to the boss, and would you belive that the only hulldamaging weapon i got my hands on was a Halberd that i had to sell virtually everything to buy. That and a Leto... man, how did i ever get that far on that. Boarding was sexy though.. 2 Rocks and a Mantis. :mrgreen: Nice ship. I fired my last missile just before i hopped to the store to buy the Halberd, so i think the weapons balance works. :D

Oh stage two did unspeakable things to me. :mrgreen: In case you were wondering how it ended.
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Re: [MOD] A Strange New Galaxy 24.08.13 [WIP]

Postby Metzelmax » Sun Aug 25, 2013 3:21 pm

I personally am so bad at my own ship Gaia that I run out of missiles within sector 2. I just cant conserve my missiles for shit.

But most of my ships are painfully hard. I like pain apparently.
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Re: [MOD] A Strange New Galaxy 28.08.13 [WIP]

Postby Metzelmax » Wed Aug 28, 2013 9:53 am

ver0.5c:
->added 2 new Anterian ships.
->added 3 new drones
->added 3 new events
->added 2 new enemy exclusive weapons
->crystall and anterian sectors will no longer have weapons of other races in stores
->Added another way to get to the crystal sector (another event in Rock home sector)
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Re: [MOD] A Strange New Galaxy 28.08.13 [WIP]

Postby UltraMantis » Wed Aug 28, 2013 11:01 am

I haven't played the previous update yet. :D You're spoiling us with your updates sir. Looking forward to it.
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Re: [MOD] A Strange New Galaxy 28.08.13 [WIP]

Postby UltraMantis » Fri Aug 30, 2013 2:44 pm

I played the 0.5c version and i'm happy to report that custom Anterian sectors no longer crash the game. I visited two in my run (Anterian Hegemony and Anterian Nebula), and i gotta say there's some nice events there. I really enjoyed the mod and the damned Anterian prison transport really trolled me. :D
Here's some feedback and typos and opinions n stuff:

Event typos: NOTE - CONTAINS SPOILERS!!!

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<event name="TREEL_WARP_DIS">
   <distressBeacon/>
   <ship load="TREEL_DEF" hostile="false"/>
   <text>As you reach this systems beacon you find yourself surrounded by huge space anomalies! All the stars warp around and are totally bent. In the middle of the chaos sits a Treel ship... it's Distortion Generator must be malfunctioning. You should get out of here but with all these distortions, jumping is not possible.</text>


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<eventList name="STORM_ANT_REVIVE">
   <event>
      <ship hostile="true"/>
      <text>Before you can get on board the ship a lightning strikes it and powers it back up! As the ship comes to life it targets you and loads its weapons! It must have mistaken you for an enemy!</text>
   </event>
   <event>
      <text>While you were on board the Terminator some debris you didnt notice because of the ion storm collided with your ship! Well at least you managed to find some useful stuff within the Anterian ship.</text>


Code: Select all

<event name="NEBULA_ANT_PRISON">
   <environment type="nebula"/>
   <ship load="ANT_PRISONSHIP" hostile="false"/>
   <text>Within this nebula you come across an Anterian terminator. You receive a message and are surprised to see an actual Anterian on the screen: "Help us! Our Androids have gone crazy! We cant control them anymore. Please attack the ship so we --- Cutting communications." The Androids have interupted the signal.</text>   
   <choice hidden="true">
      <text>Attack the ship.</text>
      <event>
         <text>You attack the Anterian ship. Once you have done enough damage to it the Anterians might be able to regain control.</text>
         <ship hostile="true"/>
      </event>
   </choice>
   <choice hidden="true">
      <text>Leave them. They are surely up to something.</text>
      <event/>
   </choice>
</event>
<ship name="ANT_PRISONSHIP" auto_blueprint="TERM_ANT">
   <surrender  chance="0" min="3" max="3">
      <text>The Anterian gets back on the screen. "Thanks! We managed to free ourselves from the Androids. But your assault has almost totally destroyed this ship. Please take us aboard your vessel!"</text>
      <choice>
         <text>Ok, beam them over.</text>
         <event>
            <text>The Anterians teleport themselves onto your ship and you suddenly find yourself surounded by multiple Anterians with drawn guns. "You see", their leader says "We are criminals being transported to an exile planet. But we would like to set our own destination. And since you nearly destroyed the prison ship we would kindly ask if we can have yours."</text>
            <boarders min="3" max="5" class="energy"/>
         </event>
      </choice>
      <choice hidden="true">
         <text>Continue the Assault. You dont trust him.</text>
         <event>
            <text>"Hey! We had an agreement you son of a..."</text>
         </event>
      </choice>
   </surrender>
   <destroyed>
      <text>As the ship explodes you search the wreck. Noone survived, but you find the blackbox of the ship. Apparently this ship was transporting prisoners to a planet where they were to be exiled. You loot whats left of the ship.</text>
      <autoReward level="HIGH">standard</autoReward>
   </destroyed>
   <deadCrew>
      <text>As the last Uz'ran dies the ship itself starts screaming! But it doesnt do anything to stop you from looting its interior. It just mourns its dead crew.</text>
      <autoReward level="HIGH">standard</autoReward>
   </deadCrew>
</ship>


Not sure why the deadCrew tag mentions Uz'ran, but i assume it's just filler.

Trill Isolator - When moving from the disconnected room back onto the main ship, movement becomes very silly. Pathfinding allways sends crew towards the computer console in the next nearest room (if there's no console, then it's allways subroom 0), so unless there is a straight path crew will move diagonally or have trouble moving through doors. It's probably not possible to fix this.
You don't need double doors however. You could remove the doors on the main ship that lead to Weapons and Shield rooms. They kinda look like airlocks too, which is pretty confusing since there is an airlock nearby.

In my opinion, the ship is OP with it's starting weapons and 4 weapon slots. 3 would be slightly tougher. That said, i got slaughtered in sector 6 just as i thought i could skip the rest of the beacons and rush for the flagship.

You made some tough events my friend. :)

Keep up the good work.
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Re: [MOD] A Strange New Galaxy 28.08.13 [WIP]

Postby Metzelmax » Sat Aug 31, 2013 3:43 am

you only think that ship is op until a random shot destroys your weapons or shields^^

The treel are kinda hard through out the game simply because they have only partial shielding. The isolator ofc is the strongest of their ships. of every race I have made at least one ship that is easy to play and the rest is getting continuously getting harder.

Isolator>Infiltrator>AsaultDefender>ResistanceBreaker
Commandoship>BetaTerminator>AlphaTerminator>GammDestroyer>Alphascout>DeltaCruiser
Kraken>Levithan>Maggot>Squid
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