Zaffre's Mods. (News: Blazing Cruiser 1.6)

Distribute and discuss mods that are functional. Moderator - Grognak
Zaffre
Posts: 144
Joined: Tue Sep 18, 2012 5:09 pm

Re: [MOD] Blazing Cruiser

Postby Zaffre » Wed Oct 03, 2012 3:19 am

Kieve wrote:Any screens of the revised ship colors? ;) I'm still intrigued by this mod...

Yeah, on the Xenolith page there's some.

Nathan614 wrote:It seems when you purchase shields or a cloaking device the texture for both doesn't appear.

That same issue happened before it was released; I swear I could've fixed it. Oh, well. I'll fix it ASAP.
Zaffre
Posts: 144
Joined: Tue Sep 18, 2012 5:09 pm

Re: [MOD] Blazing Cruiser

Postby Zaffre » Wed Oct 03, 2012 3:08 pm

Well, there is nothing I can do as of now about the shield and cloaking. I've tried everything and it's not working. Until I find a fix, sorry! :(
WolfyB
Posts: 2
Joined: Thu Oct 04, 2012 1:58 am

Re: [MOD] Blazing Cruiser

Postby WolfyB » Thu Oct 04, 2012 2:21 am

Zaffre wrote:Well, there is nothing I can do as of now about the shield and cloaking. I've tried everything and it's not working. Until I find a fix, sorry! :(

Do you know what is causing the problem?
Zaffre
Posts: 144
Joined: Tue Sep 18, 2012 5:09 pm

Re: [MOD] Blazing Cruiser

Postby Zaffre » Thu Oct 04, 2012 5:55 pm

WolfyB wrote:Do you know what's causing the problem?

No, unfortunately.
User avatar
Kieve
Posts: 952
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD] Blazing Cruiser

Postby Kieve » Thu Oct 04, 2012 6:18 pm

There's a few different things wrong here.
1. Not using .append. It's critical that you crop out only the changes you're making to a file, and save it as "blueprints.xml.append"
Including the full file will overwrite it entirely instead of just adding your changes, which causes compatibility issues between mods. Also, Justin kinda already said they didn't want intact data/resource files distributed.

For your blueprints.xml.append all you need is this:

Code: Select all

<weaponBlueprint name="BEAM_INFERNO">
   <type>BEAM</type>
   <title>Inferno Beam</title>   <!-- Induction beam? -->
   <short>Inferno Beam</short>
   <desc>Modified beam weapon which starts fires and has an extended range.</desc>
   <tooltip>Beam weapon that starts fires; extended range.</tooltip>
   <!--<desc>Power Req: 2    A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields.</desc>-->
   <damage>0</damage>
   <sp>0</sp>
   <fireChance>8</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>2</power>
   <cost>70</cost>
   <bp>6</bp>
   <rarity>0</rarity>
   <length>200</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam2</sound>
   </launchSounds>
   <weaponArt>beam_fire</weaponArt>
</weaponBlueprint>

<!-- THE KESTREL -->
<!-- LAYOUT = 2 -->
<!-- SHIP ID = ?? -->

<shipBlueprint name="PLAYER_SHIP_HARD_2" layout="kestral_2" img="kestral_2">
   <class>Kestrel Cruiser</class>
   <name>The Inferno</name>
   <desc>This Federation cruiser relies on fire to burn out enemy ships. It has a backup missile launcher.</desc>
   <systemList>
      <pilot power="1" room="9" start="true" img="room_pilot_3">
         <slot>
            <direction>right</direction>
            <number>1</number>
         </slot>
      </pilot> 
      <doors power="3" room="7" start="true" img="room_doors"/>
      <sensors power="2" room="11" start="true" img="room_sensors_2"/>
      <medbay power="1" room="0" start="true" img="room_medbay_4">
         <slot>
            <number>0</number>
         </slot>
      </medbay>
      <oxygen power="1" room="3" start="true" img="room_oxygen_11"/>
      <shields power="2" room="2" start="false" img="room_shields_9">
         <slot>
            <direction>up</direction>
            <number>1</number>
         </slot>
      </slot>
      <engines power="2" room="5" start="true" img="room_engines_3">
         <slot>
            <direction>right</direction>
            <number>1</number>
         </slot>
      </engines>
      <weapons power="6" room="10" start="true" img="room_weapons"/>
      <drones power="4" room="13" start="true" img="room_drones_12"/>
      <teleporter power="1" room="4"   start="false"/>
      <cloaking power="1" room="12" start="false" img="room_cloaking_2"/>
   </systemList>
   <weaponSlots>4</weaponSlots>
   <droneSlots>1</droneSlots>
   <weaponList count="4" missiles="20">
      <weapon name="BEAM_INFERNO"/>
      <weapon name="BEAM_INFERNO"/>
      <weapon name="LASER_FIRE"/>
      <weapon name="MISSILES_FIRE"/>
   </weaponList>
   <droneList count="1" drones="10">
      <drone name="DEFENSE_ROCK"/>
   </droneList>
   <health amount="30"/>
   <maxPower amount ="14"/>
   <crewCount amount = "3" class="rock"/>
   <shieldImage>kestral</shieldImage>
   <cloakImage>kestral</cloakImage>
</shipBlueprint>

(that is, if I'm reading the changes correctly.)

2. For autoBlueprints.xml.append

Code: Select all

<blueprintList name="ZAFFRE_WEAPONS">  <!-- this is just all of them -->
   <name>BEAM_INFERNO</name>
</blueprintList>

Note I've changed it so you're not replacing the whole set of "Standard" weapons. The important thing is that your beam is listed, but by putting it in your own list, you further avoid potential mod conflicts. You might have noticed that from my own "Obsidian_Weapons" tag at the bottom ;) (which you also included in your autoBlueprints for some reason).

3. And finally, to fix the shield & cloaking issues, add

Code: Select all

   <shieldImage>kestral</shieldImage>
   <cloakImage>kestral</cloakImage>

just above your </shipBlueprint> tag. You'll notice I already did that in the copy-paste above, but there's where your shield and cloak issues are coming from. Copying them from the original Kestral should fix you right up.

Really like the new paint scheme by the way, very fitting!
Zaffre
Posts: 144
Joined: Tue Sep 18, 2012 5:09 pm

Re: [MOD] Blazing Cruiser

Postby Zaffre » Thu Oct 04, 2012 11:55 pm

Kieve wrote:There's a few different things wrong here.
1. Not using .append. It's critical that you crop out only the changes you're making to a file, and save it as "blueprints.xml.append"
Including the full file will overwrite it entirely instead of just adding your changes, which causes compatibility issues between mods. Also, Justin kinda already said they didn't want intact data/resource files distributed.

For your blueprints.xml.append all you need is this:

Code: Select all

<weaponBlueprint name="BEAM_INFERNO">
   <type>BEAM</type>
   <title>Inferno Beam</title>   <!-- Induction beam? -->
   <short>Inferno Beam</short>
   <desc>Modified beam weapon which starts fires and has an extended range.</desc>
   <tooltip>Beam weapon that starts fires; extended range.</tooltip>
   <!--<desc>Power Req: 2    A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields.</desc>-->
   <damage>0</damage>
   <sp>0</sp>
   <fireChance>8</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>2</power>
   <cost>70</cost>
   <bp>6</bp>
   <rarity>0</rarity>
   <length>200</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam2</sound>
   </launchSounds>
   <weaponArt>beam_fire</weaponArt>
</weaponBlueprint>

<!-- THE KESTREL -->
<!-- LAYOUT = 2 -->
<!-- SHIP ID = ?? -->

<shipBlueprint name="PLAYER_SHIP_HARD_2" layout="kestral_2" img="kestral_2">
   <class>Kestrel Cruiser</class>
   <name>The Inferno</name>
   <desc>This Federation cruiser relies on fire to burn out enemy ships. It has a backup missile launcher.</desc>
   <systemList>
      <pilot power="1" room="9" start="true" img="room_pilot_3">
         <slot>
            <direction>right</direction>
            <number>1</number>
         </slot>
      </pilot> 
      <doors power="3" room="7" start="true" img="room_doors"/>
      <sensors power="2" room="11" start="true" img="room_sensors_2"/>
      <medbay power="1" room="0" start="true" img="room_medbay_4">
         <slot>
            <number>0</number>
         </slot>
      </medbay>
      <oxygen power="1" room="3" start="true" img="room_oxygen_11"/>
      <shields power="2" room="2" start="false" img="room_shields_9">
         <slot>
            <direction>up</direction>
            <number>1</number>
         </slot>
      </slot>
      <engines power="2" room="5" start="true" img="room_engines_3">
         <slot>
            <direction>right</direction>
            <number>1</number>
         </slot>
      </engines>
      <weapons power="6" room="10" start="true" img="room_weapons"/>
      <drones power="4" room="13" start="true" img="room_drones_12"/>
      <teleporter power="1" room="4"   start="false"/>
      <cloaking power="1" room="12" start="false" img="room_cloaking_2"/>
   </systemList>
   <weaponSlots>4</weaponSlots>
   <droneSlots>1</droneSlots>
   <weaponList count="4" missiles="20">
      <weapon name="BEAM_INFERNO"/>
      <weapon name="BEAM_INFERNO"/>
      <weapon name="LASER_FIRE"/>
      <weapon name="MISSILES_FIRE"/>
   </weaponList>
   <droneList count="1" drones="10">
      <drone name="DEFENSE_ROCK"/>
   </droneList>
   <health amount="30"/>
   <maxPower amount ="14"/>
   <crewCount amount = "3" class="rock"/>
   <shieldImage>kestral</shieldImage>
   <cloakImage>kestral</cloakImage>
</shipBlueprint>

(that is, if I'm reading the changes correctly.)

2. For autoBlueprints.xml.append

Code: Select all

<blueprintList name="ZAFFRE_WEAPONS">  <!-- this is just all of them -->
   <name>BEAM_INFERNO</name>
</blueprintList>

Note I've changed it so you're not replacing the whole set of "Standard" weapons. The important thing is that your beam is listed, but by putting it in your own list, you further avoid potential mod conflicts. You might have noticed that from my own "Obsidian_Weapons" tag at the bottom ;) (which you also included in your autoBlueprints for some reason).

3. And finally, to fix the shield & cloaking issues, add

Code: Select all

   <shieldImage>kestral</shieldImage>
   <cloakImage>kestral</cloakImage>

just above your </shipBlueprint> tag. You'll notice I already did that in the copy-paste above, but there's where your shield and cloak issues are coming from. Copying them from the original Kestral should fix you right up.

Really like the new paint scheme by the way, very fitting!

Thanks for the help. Also, I had the Obsidian Cruiser mod installed when I unpacked the data.dat, apparently. Oh, well. I'll get rid of it. Still new to modding. ;)
Zaffre
Posts: 144
Joined: Tue Sep 18, 2012 5:09 pm

Re: [MOD] Blazing Cruiser

Postby Zaffre » Fri Oct 05, 2012 12:35 am

Okay. I've run into some errors. I've redone the mod, and there are working custom shields and cloaking images. I made a slight tweak, however, and the game won't launch. I've tried disabling others but it always crashes. Here is my code. This is in ANSI format.

blueprints.xml.append

Code: Select all

<weaponBlueprint name="MISSILES_FIRE">
   <type>MISSILES</type>
   <title>Fire Missiles</title>
   <short>Fire Missile</short>
   <desc>A missile launcher which causes one damage and starts fires. Conumes one missile.</desc>
   <tooltip>Fires 1 missile; does 1 damage; pierces all shields; causes fires. Consumes 1 missile.</tooltip>
   <damage>1</damage>
   <missiles>1</missiles>
   <shots>1</shots>
   <sp>5</sp>
   <fireChance>8</fireChance>
   <breachChance>1</breachChance>
   <cooldown>10</cooldown>
   <power>1</power>
   <cost>20</cost>
   <bp>2</bp>
   <rarity>0</rarity>
   <image>missile_breach</image>
   <launchSounds>
      <sound>smallMissile1</sound>
      <sound>smallMissile2</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>smallExplosion</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>missiles_2</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="BEAM_INFERNO">
   <type>BEAM</type>
   <title>Inferno Beam</title>   <!-- Induction beam? -->
   <short>Inferno Beam</short>
   <desc>Modified beam weapon which starts fires and has an extended range.</desc>
   <tooltip>Beam weapon that starts fires; extended range.</tooltip>
   <!--<desc>Power Req: 2    A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields.</desc>-->
   <damage>0</damage>
   <sp>0</sp>
   <fireChance>8</fireChance>
   <breachChance>0</breachChance>
   <cooldown>20</cooldown>
   <power>2</power>
   <cost>70</cost>
   <bp>6</bp>
   <rarity>0</rarity>
   <length>200</length>
   <image>beam_contact</image>
   <launchSounds>
      <sound>beam2</sound>
   </launchSounds>
   <weaponArt>beam_fire</weaponArt>
</weaponBlueprint>

<droneBlueprint name="DEFENSE_ROCK">
   <type>DEFENSE</type>
   <level>2</level>
   <title>Rock Defense Drone</title>
   <short>R. Defense</short>
   <desc>A Rock defense drone which fires and moves very quickly.</desc>
   <power>4</power>
   <cooldown>0</cooldown> <!--- Shooting cooldown for shooting at asteroids/missiles, in ms -->
   <dodge>8</dodge>
   <speed>10</speed> <!--- Superficial change.. just makes it fly faster -->
   <cost>75</cost>
   <bp>6</bp>
   <droneImage>drone_defense2</droneImage>
   <!---- WEAPON INFO --->
   <weaponBlueprint>DRONE_LASER_ROCK</weaponBlueprint>
   <!----- -->
   <rarity>0</rarity>
</droneBlueprint>

<weaponBlueprint name="DRONE_LASER_ROCK">
   <type>LASER</type>
   <title>Drone Laser Rock</title>
   <damage>1</damage>
   <shots>1</shots>
   <fireChance>1</fireChance>
   <breachChance>0</breachChance>
   <rarity>0</rarity>
   <speed>150</speed>
   <image>laser_heavy1</image>
   <launchSounds>
      <sound>heavyLaser1</sound>
      <sound>heavyLaser2</sound>
      <sound>heavyLaser3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_burst_1</weaponArt>
</weaponBlueprint>

<weaponBlueprint name="LASER_FIRE">
   <type>LASER</type>
   <title>Fire Laser</title>
   <short>Fire Laser</short>
   <desc>Fires three lasers that do one damage and cause fires.</desc>
   <tooltip>Fires 3 lasers that do 1 damage each and ignite fires.</tooltip>
   <damage>1</damage>
   <shots>3</shots>
   <sp>0</sp>
   <fireChance>8</fireChance>
   <breachChance>1</breachChance>
   <cooldown>14</cooldown>
   <hullBust>0</hullBust>
   <power>1</power>
   <cost>65</cost>
   <rarity>0</rarity>
   <speed>75</image>
   <image>laser_heavy1</image>
   <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_hull</weaponArt>
</weaponBlueprint>

<shipBlueprint name="PLAYER_SHIP_HARD_2" layout="kestral_2" img="kestral_2">
   <class>Kestrel Cruiser</class>
   <name>The Inferno</name>
   <desc>This Federation cruiser relies on fire to burn out enemy ships. It has an intimidating arsenal of weapons and powerful engines.<desc>
   <systemList>
      <pilot power="1" room="9" start="true" img="room_pilot_3">
         <slot>
            <direction>right</direction>
            <number>1</number>
         </slot>
      </pilot> 
      <doors power="3" room="7" start="true" img="room_doors"/>
      <sensors power="2" room="11" start="true" img="room_sensors_2"/>
      <medbay power="1" room="0" start="true" img="room_medbay_4">
         <slot>
            <number>0</number>
         </slot>
      </medbay>
      <oxygen power="1" room="3" start="true" img="room_oxygen_11"/>
      <shields power="2" room="2" start="false" img="room_shields_9">
         <slot>
            <direction>up</direction>
            <number>1</number>
         </slot>
      </slot>
      <engines power="5" room="5" start="true" img="room_engines_3">
         <slot>
            <direction>right</direction>
            <number>1</number>
         </slot>
      </engines>
      <weapons power="6" room="10" start="true" img="room_weapons"/>
      <drones power="4" room="13" start="true" img="room_drones_12"/>
      <teleporter power="1" room="4"   start="false"/>
      <cloaking power="1" room="12" start="false" img="room_cloaking_2"/>
   </systemList>
   <weaponSlots>4</weaponSlots>
   <droneSlots>1</droneSlots>
   <weaponList count="4" missiles="20">
      <weapon name="BEAM_BIO"/>
      <weapon name="BEAM_INFERNO"/>
      <weapon name="LASER_FIRE"/>
      <weapon name="MISSILES_FIRE"/>
   </weaponList>
   <droneList count="1" drones="20">
      <drone name="DEFENSE_ROCK"/>
   </droneList>
   <health amount="30"/>
   <maxPower amount ="15"/>
   <crewCount amount = "3" class="rock"/>
   <shieldImage>hot</shieldImage>
    <cloakImage>hot</cloakImage>
</shipBlueprint>


autoBlueprints.xml.append

Code: Select all

<blueprintList name="HOT_STUFF"> <!--For the Blazing Cruiser mod-->
   <name>BEAM_INFERNO</name>
   <name>DRONE_LASER_ROCK</name>
   <name>MISSILES_FIRE</name>
   <name>LASER_FIRE</name>
   <name>DEFENSE_ROCK</name>
</blueprintList>


Does anyone know what I'm doing wrong? It worked fine until I made a small tweak and now I can't spot the error.

EDIT: Just found the error. I was missing a slash in the description. Taking her out for a test run. The next version will be up as soon as I finish.

EDIT 2: Just released v1.4 which addresses some issues and bugs.
dan 360
Posts: 7
Joined: Fri Oct 05, 2012 1:41 pm

Re: [MOD] Blazing Cruiser

Postby dan 360 » Fri Oct 05, 2012 1:48 pm

I love the mod nothing better than burning up another ship. But the ship has a glaring weakness against beam weapons theirs no defense against them, on the whole it's very hard to out damage them. Perhaps putting a hard limit of only one shield level or make the rock drone able to intercept? as I simply get wiped out when beam drones and beam weapons come up against me, stopping me roasting the other ships crew :twisted:.

Just read some of the above you can buy shields?
User avatar
Kieve
Posts: 952
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD] Blazing Cruiser

Postby Kieve » Fri Oct 05, 2012 2:11 pm

dan 360 wrote:I love the mod nothing better than burning up another ship. But the ship has a glaring weakness against beam weapons theirs no defense against them, on the whole it's very hard to out damage them. Perhaps putting a hard limit of only one shield level or make the rock drone able to intercept? as I simply get wiped out when beam drones and beam weapons come up against me, stopping me roasting the other ships crew :twisted:.

Just read some of the above you can buy shields?


Looks like there's still a hiccup in the blueprint that disables them.

Code: Select all

      <shields power="2" room="2" start="false" img="room_shields_9">
         <slot>
            <direction>up</direction>
            <number>1</number>
         </slot>
      </slot> <!-- THIS SHOULD READ </shields> -->

I blame myself for that a little too, since I completely overlooked it when trying to help sort out the earlier issues.
Sorry Zaffre! :oops:
Zaffre
Posts: 144
Joined: Tue Sep 18, 2012 5:09 pm

Re: [MOD] Blazing Cruiser

Postby Zaffre » Fri Oct 05, 2012 3:35 pm

Kieve wrote:
dan 360 wrote:I love the mod nothing better than burning up another ship. But the ship has a glaring weakness against beam weapons theirs no defense against them, on the whole it's very hard to out damage them. Perhaps putting a hard limit of only one shield level or make the rock drone able to intercept? as I simply get wiped out when beam drones and beam weapons come up against me, stopping me roasting the other ships crew :twisted:.

Just read some of the above you can buy shields?


Looks like there's still a hiccup in the blueprint that disables them.

Code: Select all

      <shields power="2" room="2" start="false" img="room_shields_9">
         <slot>
            <direction>up</direction>
            <number>1</number>
         </slot>
      </slot> <!-- THIS SHOULD READ </shields> -->

I blame myself for that a little too, since I completely overlooked it when trying to help sort out the earlier issues.
Sorry Zaffre! :oops:

Not a problem. Also, buying shields should work. I enabled them for my test run and they worked fine. Same with cloaking.