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Adventures in Modding

Posted: Mon Sep 17, 2012 5:20 am
by Arcalane
Messing around with modding is kinda fun sometimes;

I thought the alternate graphic for the Fed Cruiser was kinda meh, so I went with an overdone but decent colour scheme;
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If you want the sprites, they're here: http://www.mediafire.com/?jqiwt9f2bjzguj1
Includes gibs!

Proof of concept;
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Then I decided to shuffle around the guts;
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I also had to make two custom room graphics (for the drone room and weapons room) to pull it off nicely!

Re: Adventures in Modding

Posted: Mon Sep 17, 2012 6:15 am
by kingofhell214
so can we challenge you to make a mod and you make it as long as it's not too big of a mod and you post it as a reply in the replies section?

Re: Adventures in Modding

Posted: Mon Sep 17, 2012 8:43 am
by Arcalane
I'm gonna go out on a limb and say no because I have done nothing more than tweak events, change starting configs, and changing which rooms go where.

Though I was inspired by this thread to make my own recolour-take on the flagship;

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Went for a slightly more Federation-y colour scheme using the stock Kestrel/Fed Cruiser as a guideline. Also stole the Kessy's vent to replace the decal.

Re: Adventures in Modding

Posted: Tue Sep 18, 2012 8:52 pm
by Arcalane
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Experimenting; a new weapon*, custom room sprites, and a modified hull layout. Yes, that engine room -does- permit six crewmembers.

Also, doors are a pain in the neck to set up.

*The Railgun works much like a Pierce Laser, though I think it is slightly more powerful. It lacks the fire-starting ability, and rapidly loses effectiveness later in the game once well-shielded enemies start to appear, just like the Pierce Laser. Graphically, it's just a modified Glaive Beam with some colour hue-shifting thrown in.

Re: Adventures in Modding

Posted: Tue Sep 18, 2012 9:34 pm
by Tysonclyde
Hey I would love to test your work so far. I will look for any bugs that you may have so you don't have to go through all the hassle.

Re: Adventures in Modding

Posted: Wed Sep 19, 2012 1:05 am
by Arcalane
The changes I make are so small and the bugs so immediately apparent that the only 'hassle' comes from recompiling and starting the game over and over. Besides, having to upload stuff would add more hassle, not reduce it.

Re: Adventures in Modding

Posted: Wed Sep 19, 2012 1:26 am
by Tysonclyde
Sorry. The new design on the ship looks nice. And I really want to see those railguns in action. Are they like 3 round-burst or continuous.

Re: Adventures in Modding

Posted: Wed Sep 19, 2012 2:18 am
by Kieve
The room layout looks a bit weird and square on the back half, but kudos on this one, it looks like it meshes in pretty well with the game default. I like it.

Re: Adventures in Modding

Posted: Wed Sep 19, 2012 5:37 pm
by Arcalane
Unfortunately room layouts are a pain in the neck to work with, or I'd probably extend them back a little into the 'engine' arms to break the flatness.

Railgun summary;
    consumes 3 power
    fires 1 shot every 15 seconds (without loader skill and augments)
    1 hull damage
    2 system damage
    pierces 2 points of shielding (if the enemy has 3 or more shields, then it smacks into them as normal)
    has a very very low chance to cause breaches

Pretty much a heavy pierce laser with a different sound effect. Very powerful early on, but is inferior to the fire rate of burst lasers later in the game once enemies start getting heavier shields.

Re: Adventures in Modding

Posted: Wed Sep 19, 2012 6:28 pm
by AtillaBosma
Really nice, I like the ships layout together with the weapon.