Re: [Ship Randomizer] The Randtrel v1.1.1
Posted: Tue Dec 02, 2014 12:56 pm
I just wanted to say. CONGRATULATIONS rannl!!!!!
I have been away from FTL for the last few weeks cuz stuff and I missed out on the last few releases, but I've been following your finishing touches. I just got to watch 5th Horseman's showcase of your program and with all the ships finished and with randomizations for all each type as well, it all looks extremely impressive. Never has anything like this ever been done before. Seeing 5th Horseman go through all the ships gave off the impression that this was a whole new game or expansion to FTL because everything is different. It is already a major accomplishment to beat the game with every ship and with this mod you have a whole brand new set of ships to play with. And once you beat those... You can just do it all over again. Fantastic work. You must be really really proud of yourself!!!
So CONGRATULATIONS!!!! Once again. Thank you for all of your hard work and dedication.
On another note, did you get those problems fixed that you were mentioning? I never got a chance to respond, though I wanted to.
rannl wrote:A few relatively minor issues have popped up :
1. The engine fires are gone from the B/C random Kestral and Fed ships. I changed the value normally used for the B/C layouts names in the shipblue prints, and I believe the engine fire animation is hard coded to use the default layout names. Correct me if I'm wrong.
2. The 3 federation ship varients will all use the same artillery weapon. The best I can do in the future is to give the 3rd varient a differet weapon.
3. The 2 crystal ship varients will use the same crystal vengence effect. The shard weapon blueprint is hardcoded to the augment, meaning only one blueprint can be used.
If you have any suggestions as to what you'd like to see next with the Randtrel, please comment.
For the first issue, I can't really help you there.
For the second issue, you could assign the 2nd federation ship a whole brand new artillery weapon called FED_ARTILLERY_B (or something like that) and then just make a new weapon blueprint for that artillery. You could also change the Flak Artillery blueprint like you said, but you could also just for simplicities sake do the same for the C variant and just replace it's artillery with FED_ARTILLERY_C. Then all you need is to create 3 new shells for the Artillery blueprints and fill them with the data from the artilleries you currently have.
For the third issue, that's not really fixable like you mentioned, but it really isn't a big deal because there's only 2 types for the Crystal ship anyway.