I get the same issues when I'm designing a ship. I put all this stuff in and I'm like "OK, great now where do I shoehorn this Backup Battery? Because someone will want to use it"Crazybat wrote: Groan. My ship's just gonna be a big grey clump with rooms now.
Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
- Crazybat
- Posts: 49
- Joined: Sat Jun 20, 2015 6:08 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
It'd be easier if I'd just drawn the ship larger. But no, I'm so OCD that I had to draw all my ships to scale...
- Stormbringer
- Posts: 247
- Joined: Mon Apr 11, 2016 7:53 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
how do I make lvl 16 weapons, shields and drone bays? what packers do I use to make .ftl files? how do I reskin drones?
please answer!!!
please answer!!!
-
- Posts: 350
- Joined: Wed Sep 23, 2015 9:11 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Weapon levels are in blueprints.xml (search for: systemBlueprint name="weapons"), you can change maxlvl and add <level> prices for further levels, that should do it.Stormbringer wrote:how do I make lvl 16 weapons, shields and drone bays? what packers do I use to make .ftl files? how do I reskin drones?
please answer!!!
Anything that can pack into zip should be fine for ftl (just rename them, with file extensions shown). In windows (7 at least, probably others), you can just right click > send to > compressed folder.
If you go into blueprints.xml or wherever the drone in question is, you should see something like an <image> tag, or droneimage. Go to your unpacked ftl resources, find the file with that name (search for it or look in folders names like img or something). Once you find what yo uwant to replace, just add your own image with the same name in the same path to the ftl file.
- Jimli_
- Posts: 84
- Joined: Sat Feb 20, 2016 1:16 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Hey there folks, can anyone figure out what's wrong with this custom weapon? When I tack it onto my ship it doesn't load in-game. Thanks!
https://www.mediafire.com/folder/sien7t ... /my_weapon
https://www.mediafire.com/folder/sien7t ... /my_weapon
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- Posts: 350
- Joined: Wed Sep 23, 2015 9:11 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
<weaponArt> is wrong name, but it should still load. Maybe it's badly packed or you added the wrong name (keep switching stun_laser and laser_stun). It would be easier to tell in a normal ftl file, to test, too.Jimli_ wrote:Hey there folks, can anyone figure out what's wrong with this custom weapon? When I tack it onto my ship it doesn't load in-game. Thanks!
https://www.mediafire.com/folder/sien7t ... /my_weapon
-
- Posts: 46
- Joined: Mon Feb 23, 2015 6:25 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
I am trying to make the Flagship Construction Event disable the Enemy's weapons (Modded Flagship Construction to have Power Surge as its weapons system) using the Escape and Surrender Events, but every time I try to test the event, something re-enables the systems.
Is there something hardcoded that restores the Enemy's systems or Did I Code the event wrong?
Prototype Mod with Photo of Flagship re-enabling its disabled systems inside.
Code for the Lazy:
Is there something hardcoded that restores the Enemy's systems or Did I Code the event wrong?
Prototype Mod with Photo of Flagship re-enabling its disabled systems inside.
Code for the Lazy:
Code: Select all
'blueprints.xml.append'
<shipBlueprint name="BOSS_SPECIAL" layout="boss_con" img="boss_con">
<class>Rebel Flagship Construction</class>
<systemList>
<pilot power="3" room="0"/>
<shields power="4" max="8" room="1"/>
<teleporter power="1" max="2" room="3"/>
<medbay power="1" max="2" room="5"/>
<engines power="2" max = "6" room="8"/>
<oxygen power="1" max="2" room="7"/>
<drones power="2" max="6" room="11"/>
<hacking power="1" max="2" room="2" start="false"/>
<mind power="1" max="2" room="4" start="false"/>
<artillery power="2" max="3" room="9" weapon="ARTILLERY_BOSS_1"/>
<artillery power="2" max="3" room="10" weapon="ARTILLERY_BOSS_2"/>
<weapons power="1" max="4" room="6"/>
</systemList>
<weaponList missiles="0" count="1">
<weapon name="FLAGSHIP_WEAPON" />
</weaponList>
<droneList drones="12" load="DRONES_COMBAT"/>
<health amount="18"/>
<maxPower amount ="40"/>
<boardingAI>invasion</boardingAI>
<crewCount amount= "5" max="8" class="human"/>
</shipBlueprint>
<weaponBlueprint name="FLAGSHIP_WEAPON">
<type>BURST</type>
<drone_targetable>0</drone_targetable>
<title>Flagship Laser Blast</title>
<short>FLB</short>
<desc>A secret weapon lying dormant within the hull of the Incomplete Flagship. It fires six lasers at once, overwhelming enemy defenses and dealing up to 6 damage.</desc>
<tooltip>Flagship Laser Blast: Fires six lasers simultaneously. Deals 1 damage each with moderate chance of secondary effects.</tooltip>
<radius>1</radius>
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<fireChance>3</fireChance>
<breachChance>3</breachChance>
<stunChance>3</stunChance>
<cooldown>23.33</cooldown>
<power>1</power>
<cost>55</cost>
<bp>6</bp>
<rarity>0</rarity>
<projectiles>
<projectile count="6" fake="false">laser_heavy1</projectile>
</projectiles>
<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>boss_1</weaponArt>
</weaponBlueprint>
Code: Select all
'events_rebel.xml.append'
<mod:findName type="ship" name="FLAGSHIP_CONSTRUCTION">
<mod:removeTag />
</mod:findName>
<event name="FLAGSHIP_CONSTRUCTION" unique="true">
<text>You arrive at the beacon to find yourself in a huge Rebel shipyard, scaffolding and construction drones filling the sector! The entire system looks devoted to ship construction, the nearby planets and moons ruthlessly mined to harvest resources for a ship of immense size...</text>
<choice>
<text>Look around.</text>
<event>
<text>Warning lights flash as scans identify the giant ship ahead - IS THAT THE BLOODY FLAGSHIP? It matches the specifications in your database, but it doesn't appear to be complete.. This must be the secret shipyard dedicated to its construction, and it seems they were building another!</text>
<ship load="FLAGSHIP_CONSTRUCTION_2" hostile="true" />
<choice>
<text>Continue...</text>
<event>
<text>The shipwrights on board panic at your arrival and power up the incomplete Flagship for battle.. get ready, you've got a hell of a fight on your hands.</text>
<choice>
<text>Continue...</text>
<event>
<status type="loss" target="enemy" system="mind" amount="3" />
<status type="loss" target="enemy" system="teleporter" amount="3" />
<status type="loss" target="enemy" system="drones" amount="8" />
<status type="loss" target="enemy" system="weapons" amount="8" />
</event>
</choice>
<choice req="AUGMENTS_ASSIST" hidden="true" blue="false">
<text>Prepare to fight. The C.A.S is not responding.</text>
<event>
<status type="loss" target="enemy" system="mind" amount="3" />
<status type="loss" target="enemy" system="teleporter" amount="3" />
<status type="loss" target="enemy" system="drones" amount="8" />
<status type="loss" target="enemy" system="weapons" amount="8" />
</event>
</choice>
<choice req="AE_COMBATAUGS" hidden="true" blue="false">
<text>Prepare to fight. Your Combat Augments are not responding.</text>
<event>
<status type="loss" target="enemy" system="mind" amount="3" />
<status type="loss" target="enemy" system="teleporter" amount="3" />
<status type="loss" target="enemy" system="drones" amount="8" />
<status type="loss" target="enemy" system="weapons" amount="8" />
</event>
</choice>
</event>
</choice>
</event>
</choice>
<choice>
<text>Leave immediately.</text>
<event>
<text>You feel the mission is the highest priority and it's too risky to stay in such a dangerous location.</text>
</event>
</choice>
</event>
<mod:findName type="ship" name="FLASHSHIP_CONSTRUCTION_SHIP">
<mod:removeTag />
</mod:findName>
<ship name="FLAGSHIP_CONSTRUCTION_2" auto_blueprint="BOSS_SPECIAL">
<surrender min="14" max="14">
<text>Scans indicate that the incomplete Flagship's small arsenal of assault drones has been brought online. Get ready for a fight.</text>
<choice>
<text>Continue...</text>
<event>
<status type="loss" target="enemy" system="hacking" amount="3"/>
<status type="clear" target="enemy" system="drones" amount="100"/>
</event>
</choice>
</surrender>
<escape timer="32" min="6" max="8">
<text>You feel relieved when the incomplete Flagship's drones shut down, but you're not certain how it's able to keep fighting with the amount of damage it has sustained. It looks like it's transferred power to the teleporter, but you can sense something powerful charging up deep inside its hull.</text>
<choice>
<text>Continue...</text>
<event>
<text>Scans warn that it has also started to power up its FTL Drive. If it gets away, it will no doubt warn the fleet of your position!</text>
<choice>
<text>Continue...</text>
<event>
<status type="loss" target="enemy" system="drones" amount="8"/>
<status type="clear" target="enemy" system="teleporter" amount="100"/>
<status type="clear" target="enemy" system="mind" amount="100"/>
<status type="clear" target="enemy" system="weapons" amount="100"/>
</event>
</choice>
</event>
</choice>
</escape>
<gotaway>
<text>The incomplete Flagship jumps away. They are sure to have informed the fleet of your position. You must get to the next Sector as soon as possible!</text>
<modifyPursuit amount="2"/>
</gotaway>
<destroyed load="FLAGSHIP_CONSTRUCTION_DONE"/>
<deadcrew load="BOSS_AUTOMATED"/>
</ship>
-
- Posts: 350
- Joined: Wed Sep 23, 2015 9:11 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
If I remember correctly, you can only have one status change for the enemy in a single tier of an event. So you have to make it to through something like a checklist, like the flagship is losing weapons >continue >losing drones >continue etc. Can't test it right now, sorry.FearTheBlaziken wrote:I am trying to make the Flagship Construction Event disable the Enemy's weapons (Modded Flagship Construction to have Power Surge as its weapons system) using the Escape and Surrender Events, but every time I try to test the event, something re-enables the systems.
Is there something hardcoded that restores the Enemy's systems or Did I Code the event wrong?
Prototype Mod with Photo of Flagship re-enabling its disabled systems inside.
Code for the Lazy:Code: Select all
'blueprints.xml.append' <shipBlueprint name="BOSS_SPECIAL" layout="boss_con" img="boss_con"> <class>Rebel Flagship Construction</class> <systemList> <pilot power="3" room="0"/> <shields power="4" max="8" room="1"/> <teleporter power="1" max="2" room="3"/> <medbay power="1" max="2" room="5"/> <engines power="2" max = "6" room="8"/> <oxygen power="1" max="2" room="7"/> <drones power="2" max="6" room="11"/> <hacking power="1" max="2" room="2" start="false"/> <mind power="1" max="2" room="4" start="false"/> <artillery power="2" max="3" room="9" weapon="ARTILLERY_BOSS_1"/> <artillery power="2" max="3" room="10" weapon="ARTILLERY_BOSS_2"/> <weapons power="1" max="4" room="6"/> </systemList> <weaponList missiles="0" count="1"> <weapon name="FLAGSHIP_WEAPON" /> </weaponList> <droneList drones="12" load="DRONES_COMBAT"/> <health amount="18"/> <maxPower amount ="40"/> <boardingAI>invasion</boardingAI> <crewCount amount= "5" max="8" class="human"/> </shipBlueprint> <weaponBlueprint name="FLAGSHIP_WEAPON"> <type>BURST</type> <drone_targetable>0</drone_targetable> <title>Flagship Laser Blast</title> <short>FLB</short> <desc>A secret weapon lying dormant within the hull of the Incomplete Flagship. It fires six lasers at once, overwhelming enemy defenses and dealing up to 6 damage.</desc> <tooltip>Flagship Laser Blast: Fires six lasers simultaneously. Deals 1 damage each with moderate chance of secondary effects.</tooltip> <radius>1</radius> <damage>1</damage> <shots>1</shots> <sp>0</sp> <fireChance>3</fireChance> <breachChance>3</breachChance> <stunChance>3</stunChance> <cooldown>23.33</cooldown> <power>1</power> <cost>55</cost> <bp>6</bp> <rarity>0</rarity> <projectiles> <projectile count="6" fake="false">laser_heavy1</projectile> </projectiles> <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>boss_1</weaponArt> </weaponBlueprint>
Code: Select all
'events_rebel.xml.append' <mod:findName type="ship" name="FLAGSHIP_CONSTRUCTION"> <mod:removeTag /> </mod:findName> <event name="FLAGSHIP_CONSTRUCTION" unique="true"> <text>You arrive at the beacon to find yourself in a huge Rebel shipyard, scaffolding and construction drones filling the sector! The entire system looks devoted to ship construction, the nearby planets and moons ruthlessly mined to harvest resources for a ship of immense size...</text> <choice> <text>Look around.</text> <event> <text>Warning lights flash as scans identify the giant ship ahead - IS THAT THE BLOODY FLAGSHIP? It matches the specifications in your database, but it doesn't appear to be complete.. This must be the secret shipyard dedicated to its construction, and it seems they were building another!</text> <ship load="FLAGSHIP_CONSTRUCTION_2" hostile="true" /> <choice> <text>Continue...</text> <event> <text>The shipwrights on board panic at your arrival and power up the incomplete Flagship for battle.. get ready, you've got a hell of a fight on your hands.</text> <choice> <text>Continue...</text> <event> <status type="loss" target="enemy" system="mind" amount="3" /> <status type="loss" target="enemy" system="teleporter" amount="3" /> <status type="loss" target="enemy" system="drones" amount="8" /> <status type="loss" target="enemy" system="weapons" amount="8" /> </event> </choice> <choice req="AUGMENTS_ASSIST" hidden="true" blue="false"> <text>Prepare to fight. The C.A.S is not responding.</text> <event> <status type="loss" target="enemy" system="mind" amount="3" /> <status type="loss" target="enemy" system="teleporter" amount="3" /> <status type="loss" target="enemy" system="drones" amount="8" /> <status type="loss" target="enemy" system="weapons" amount="8" /> </event> </choice> <choice req="AE_COMBATAUGS" hidden="true" blue="false"> <text>Prepare to fight. Your Combat Augments are not responding.</text> <event> <status type="loss" target="enemy" system="mind" amount="3" /> <status type="loss" target="enemy" system="teleporter" amount="3" /> <status type="loss" target="enemy" system="drones" amount="8" /> <status type="loss" target="enemy" system="weapons" amount="8" /> </event> </choice> </event> </choice> </event> </choice> <choice> <text>Leave immediately.</text> <event> <text>You feel the mission is the highest priority and it's too risky to stay in such a dangerous location.</text> </event> </choice> </event> <mod:findName type="ship" name="FLASHSHIP_CONSTRUCTION_SHIP"> <mod:removeTag /> </mod:findName> <ship name="FLAGSHIP_CONSTRUCTION_2" auto_blueprint="BOSS_SPECIAL"> <surrender min="14" max="14"> <text>Scans indicate that the incomplete Flagship's small arsenal of assault drones has been brought online. Get ready for a fight.</text> <choice> <text>Continue...</text> <event> <status type="loss" target="enemy" system="hacking" amount="3"/> <status type="clear" target="enemy" system="drones" amount="100"/> </event> </choice> </surrender> <escape timer="32" min="6" max="8"> <text>You feel relieved when the incomplete Flagship's drones shut down, but you're not certain how it's able to keep fighting with the amount of damage it has sustained. It looks like it's transferred power to the teleporter, but you can sense something powerful charging up deep inside its hull.</text> <choice> <text>Continue...</text> <event> <text>Scans warn that it has also started to power up its FTL Drive. If it gets away, it will no doubt warn the fleet of your position!</text> <choice> <text>Continue...</text> <event> <status type="loss" target="enemy" system="drones" amount="8"/> <status type="clear" target="enemy" system="teleporter" amount="100"/> <status type="clear" target="enemy" system="mind" amount="100"/> <status type="clear" target="enemy" system="weapons" amount="100"/> </event> </choice> </event> </choice> </escape> <gotaway> <text>The incomplete Flagship jumps away. They are sure to have informed the fleet of your position. You must get to the next Sector as soon as possible!</text> <modifyPursuit amount="2"/> </gotaway> <destroyed load="FLAGSHIP_CONSTRUCTION_DONE"/> <deadcrew load="BOSS_AUTOMATED"/> </ship>
- mr_easy_money
- Posts: 625
- Joined: Fri May 29, 2015 9:05 pm
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
is it possible to disable artillery on the federation cruisers?
it would be the opposite of what the artillery crash fix sets out to do, right?
it would be the opposite of what the artillery crash fix sets out to do, right?

Advanced Limited Time Offer! | Star Wars B-Wing Starships v1.6.1 | Garbage Bag v1.1b | Captain Surreal
Constructive criticism, not offensive criticism
- stylesrj
- Posts: 3638
- Joined: Tue Jul 08, 2014 7:54 am
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
You can set the system from "true" to "false" whether the ship starts with it or not.