[MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.85

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mr_easy_money
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.81

Postby mr_easy_money » Thu Feb 23, 2017 9:37 pm

WhiteWeasel wrote:Seems like I'm talking to a wall... this place is so empty and quiet now. I've seen a couple of downloads on the newer stuff. Any thoughts/feedback/glaring issues?

maybe you'll get more coverage if you post in the Working Mods forum?

about the mod itself, I haven't gotten the chance to play it but it looks cool.
WhiteWeasel
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.81

Postby WhiteWeasel » Thu Feb 23, 2017 10:47 pm

mr_easy_money wrote:
WhiteWeasel wrote:Seems like I'm talking to a wall... this place is so empty and quiet now. I've seen a couple of downloads on the newer stuff. Any thoughts/feedback/glaring issues?

maybe you'll get more coverage if you post in the Working Mods forum?

about the mod itself, I haven't gotten the chance to play it but it looks cool.

True, but I'd like for things to be finalized before I move it there. I still got to add mini sprites for the ships, and I also got to make it so my new weapons show up on enemy ships.
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mr_easy_money
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.81

Postby mr_easy_money » Fri Feb 24, 2017 12:24 am

WhiteWeasel wrote:True, but I'd like for things to be finalized before I move it there. I still got to add mini sprites for the ships, and I also got to make it so my new weapons show up on enemy ships.

fair enough. to be honest I should probably do the same thing, though even though there's a separation of categories, I don't think it matters so long as the basic rule followed (i.e. can only be posted in working mods if there's a working download) since you can still mark things as WIP's there. guess it's a matter of preference.

still haven't checked out your mod yet but that'll happen next since I finished my (victory) run of whatever I was doing.
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mr_easy_money
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.81

Postby mr_easy_money » Fri Feb 24, 2017 1:52 am

I wrote the following about an older version, but these still apply
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initial look at the mod, just in the hangar:

you're missing miniship images (:edit; you mentioned this in the main post, so I deleted a sentence). the dimensions of the image should be 191x121, but simply scaling your image down makes it look offset. instead after scaling it down add it to a new image with a 191x121 canvas size then center it

the medbay room image is partially in front of the door on the type B (F5R Prototype). if you flip the image horizontally that should do the trick.

the <short> tag for the Longbow Missiles isn't capitalized so it reads as "longbow" instead of "Longbow"

I don't really know if the ship is over/under-powered since I haven't actually given it a spin (or a warp in this case I guess). also since the enemy ships are meant to use the weapons packaged in the modpack, since that hasn't been included yet, I can't be sure that what I come up with about the balance will be what it's supposed to be.
Last edited by mr_easy_money on Fri Feb 24, 2017 3:40 am, edited 5 times in total.
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Chrono Vortex
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.81

Postby Chrono Vortex » Fri Feb 24, 2017 1:56 am

You may want to consider messing with the weapon mounts a bit. I think that most beams are set to be mounted a little more forward on the hull than other weapons, and it looks a little weird on this ship...

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mr_easy_money
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.81

Postby mr_easy_money » Fri Feb 24, 2017 4:17 am

some other things I noticed (images):

the beam artillery tooltip reads "Beam that automatically fires a 2 damage beam..." which is redundant so instead should just skip to "Automatically fires a 2 damage beam...". iirc that's how the vanilla artillery goes.

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using Full Systems Test by RAD-82 (viewtopic.php?f=12&t=27399) to see which systems are available and their starting power capacity. also useful to see what room interiors for systems you don't have at start look like.

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the type A's starting drone control power is 1 instead of 2, making purchases for a drone system + combat i or a defense i more expensive, needing to upgrade just to get it online. probably unintentional.

mind control and teleporter are unavailable to get on this ship. if that's intentional, you should mention such on the first page, or wherever the download link is available. the clonebay is possibly unavailable to get on this ship which is probably unintentional, but I saw that for a previous version so maybe things changed since then?

for the Heavy Repeating Photocaster, might want to replace "fires" with "firing". I was going to say the flip up the description but it sounds better in its current form/ has a slightly different meaning.

for the Longbow Missiles, removing the comma from the description will convey the same thing (you don't need it).

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like the type A, mind control and teleporter are unavailable to get on the type B. also hacking is unavailable on this ship. may have been intentional since there are only 2 rooms open anyways, but that shouldn't be the reason for not having all the systems.

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like the type A and type B, the type C can't get mind control and/or teleporter. whether or not that is intentional is unknown, and if it is, follow the same advice as above.

It's unclear what the second sentence in the description for the Repeating Photocaster Mark I means. is that like there are 3 real projectiles and 3 fake projectiles and they alternate or something?

just like the Longbow Missiles, the description of the Longbow Salvo Missiles doesn't need a comma, and may even detract from its meaning.

also, why does the type C start with level 3 piloting? (note that 'Full Systems Test' will show starting system capacity)

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I felt like I was going to say something apart from the fact that the artillery at least on the type A is badass, even if possibly overpowered, so I don't know since I'm falling asleep from fatigue... :roll:
WhiteWeasel
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.81

Postby WhiteWeasel » Fri Feb 24, 2017 7:45 am

mr_easy_money wrote:some other things I noticed (images) -snip-

Thank you for taking the time to give feedback.
1) Tooltips and weapon descriptions will be fixed, as the errors come from both from me putting in placeholders, and updating a weapons stats without updating the description to match the changes.
1b) Long story short, the lighter end photocasters (I and II) only fire 3-4 projectiles in terms of what's going on under the hood, but their sprites and SFX have been made so it gives them the illusion firing 6-8. This was to achieve the *pewpewpew* effect they make without actually giving them an absurd amount of projectiles.
2) I can put in mind control and teleporters. I left them out as these ships are fragile (three shield layers) and would be superseded by more defensive upgrades. But I suppose I can add them for choices sake.
3) Ships in FTL can only have 8 systems installed. That means the type B only has one slot available, and obviously it's for shields.
4) The type C like the Simo-H starts with no shields, cloak, or defensive drones. The level 3 piloting is to help you out so you can pull a crew off them helm to help with repairs as you are going to be taking a lot of damage.
5) Also a bit of a side note, the titan beam having hullbust (double damage on systemless rooms) was a screw up on my part. It should be a flat 2 damage a room with a decent breach chance, so that will be corrected.
6) I will make the non drone equpped ships have level 2 when they do pick up a drones system.
Chrono Vortex wrote:You may want to consider messing with the weapon mounts a bit. I think that most beams are set to be mounted a little more forward on the hull than other weapons, and it looks a little weird on this ship...

7) I have seen that and I'm going to be correcting that. Some of my weapons are not offset on the y axis enough like vanilla weapons and I will be both correcting my sprites and moving weapon placements to a look a bit better.
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mr_easy_money
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.81

Postby mr_easy_money » Fri Feb 24, 2017 11:08 am

WhiteWeasel wrote:3) Ships in FTL can only have 8 systems installed. That means the type B only has one slot available, and obviously it's for shields.

technically you can get more (through Limited Time Offer! which installs systems through events), but I guess that's not what was intended? I'm not sure really sure if maxing out at 8 systems was a balance thing, or whether getting anymore simply detracted from what they thought should be the focus of the ship.

so yes you don't need to open it up for everything if you want it to max at 8 systems. you should include which systems it can't have, but I also think that you should make hacking available. I know shieldless runs aren't usually good, but I imagine if you combine hacking with the artillery it would be killer. if you think that would cheese it then maybe you don't want to because of that.
WhiteWeasel wrote:4) The type C like the Simo-H starts with no shields, cloak, or defensive drones. The level 3 piloting is to help you out so you can pull a crew off them helm to help with repairs as you are going to be taking a lot of damage.

normally a level 3 starting subsystem is :?: material, but I guess if you're going to be taking damage since you don't have shields (unlike the mantis b) it makes sense. it's also probably the first time i've seen it on a start that isn't another one of those god-awful overpowered kestrels.
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.85

Postby WhiteWeasel » Fri Feb 24, 2017 1:26 pm

The above changes in my last post have been implemented in v.85! Also here's screenshot of what the complete sprites for my missile weapons that will be hitting in the next patch.
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Chrono Vortex
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Re: [MOD/SHIP] F5 Mercury Types A, B, & C w/assorted weapons v0.85

Postby Chrono Vortex » Sun Feb 26, 2017 1:55 am

Have you considered releasing the weapons in this mod as a separate weapons pack? We can always use more of those.
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