FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Sat Apr 15, 2017 9:50 pm

Ok let me know if that fixes itself, otherwise I'll look into it.
User avatar
blancfaye7
Posts: 29
Joined: Thu Mar 23, 2017 2:56 am

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Mon Apr 17, 2017 3:56 am

Sleeper Service wrote:Ok let me know if that fixes itself, otherwise I'll look into it.


It worked. My download was just corrupted. :lol:
Current Written Work: Planet Gradius
Image
User avatar
stylesrj
Posts: 3645
Joined: Tue Jul 08, 2014 7:54 am
Location: The Shrike
Contact:

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby stylesrj » Wed Apr 19, 2017 11:57 pm

I was just thinking that there could be a few more bits of flavour to rebel ships when they attack.
I just saw the event where they're like "We'll get promoted for sure!" before they attack... but why stop there? Why not add some retirony to the mix?

The Rebel Captain is old and grizzled but when he sees your ship he shouted "I may be only 3 days from retirement but your death will surely be great for my pension plan! Attack!"

During surrender, the messages could also be stuff like:
An old grizzled Captain says "I'm getting too old for this crap. Let us go and we'll let bygones be bygones!"
Or "I'm retiring the next day. Please let me return to my family"

Or of course for any sort of surrender (not just Rebels):
After accepting their surrender, the ship Captain says over the comms "It's my first day!" He adds a series of ones and zeros for the Engies' benefit, followed by the coarse Rock dialect. He then just says "Click click click."
User avatar
blancfaye7
Posts: 29
Joined: Thu Mar 23, 2017 2:56 am

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Tue Apr 25, 2017 1:59 am

I wish I could do that, but I think if I will do a big update or addition of dialogues, I think it would be better to create another mod for that.

Unfortunately, I have little to no knowledge how modding works in FTL, and I don't have the luxury of time in the world.
Current Written Work: Planet Gradius
Image
User avatar
mr_easy_money
Posts: 610
Joined: Fri May 29, 2015 9:05 pm
Location: A galaxy far, far away

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Tue Apr 25, 2017 3:31 am

blancfaye7 wrote:I wish I could do that, but I think if I will do a big update or addition of dialogues, I think it would be better to create another mod for that.

Unfortunately, I have little to no knowledge how modding works in FTL, and I don't have the luxury of time in the world.

just creating additional dialogues isn't that bad at all (well, except for coming up with them :P). with these generic Rebel fights, I think it's really not that bad since they use textLists to begin with (load a random text from a list of other texts) so it's simply just a matter of adding more texts to it.

if that isn't the case, you can use a textList to replace <text> tags of an event. you can see an example here where I went into detail and also provided an example of an event where all the texts load a text from a textList (and unleashed my creative writing side :D): viewtopic.php?f=11&t=15663&p=107437&hilit=textlist#p107437
User avatar
blancfaye7
Posts: 29
Joined: Thu Mar 23, 2017 2:56 am

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Wed Apr 26, 2017 2:08 am

So you mean, I'll just add

Code: Select all

<textList>
tags outside, then add more

Code: Select all

<text>
tags inside so that the game randomly chooses what dialogue to display?

... If so, then creating another mod is not an option here but rather tinker around the CE files itself.
Current Written Work: Planet Gradius
Image
User avatar
mr_easy_money
Posts: 610
Joined: Fri May 29, 2015 9:05 pm
Location: A galaxy far, far away

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Wed Apr 26, 2017 5:03 am

blancfaye7 wrote:So you mean, I'll just add

Code: Select all

<textList>
tags outside, then add more

Code: Select all

<text>
tags inside so that the game randomly chooses what dialogue to display?

yeah pretty much, make a textList, put in <text> entries, then call that textList from wherever you want. I think you can call a textList from multiple places without causing any game issues, unlike events in some instances. I'll give an example and maybe it'll clear it up.

Code: Select all

<event name="HELLO">
   <text>Hello welcome to my event.</text>
   <choice>
      <text>This choice does nothing!</text>
      <event/>
   </choice>
</event>

using textLists

Code: Select all

<textList name="HELLO_START">
   <text>Hello welcome to my event.</text>
   <text>Hey bruh this is my event. You gonna do somethin' or what?</text>
</textList>
<textList name="HELLO_CHOICE">
   <text>This choice does nothing!</text>
   <text>I am a choice, the only choice. Just click me already.</text>
</textList>
<event name="HELLO">
   <text load="HELLO_START"/>
   <choice>
      <text load="HELLO_CHOICE"/>
      <event/>
   </choice>
</event>

<text load="..." /> will call the given textList and randomly choose a <text> from it and put it there.

blancfaye7 wrote:... If so, then creating another mod is not an option here but rather tinker around the CE files itself.

you mean it's not necessary. you'll still need Sleeper's approval to add them in, and if denied you could make it an add-on to CE via slipstream tags.
User avatar
blancfaye7
Posts: 29
Joined: Thu Mar 23, 2017 2:56 am

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Wed Apr 26, 2017 7:46 am

I see. That's fairly easy to do. Just need to allocate my time to work on this which is near to no time (but I really wanted to do this)

So! I get now what you mean, but since this is still all new to me, I still have a few questions:
1. I can add a "global textList" file, right? Something like dialogues.xml then place all textList dialogues there?
2. If I am to create a mod, then just how would I replace the dialogues? Is it editing the files, or... appending? IDK?
3. I have no clue how to do 'hot spotting' in XML files. As far as I know, you cannot do conditionals for whatever form in the current way of modding. If there is no way, then care is really advised when doing these things since it might destroy the integrity of player immersion within events.
This is related to the above post of @stylesrj. The Old Captain saying things, then suddenly when surrendering, the old captain might just disappear from the next dialogues since they're random...
Current Written Work: Planet Gradius
Image
FockMolly
Posts: 1
Joined: Wed Apr 26, 2017 1:33 pm

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby FockMolly » Wed Apr 26, 2017 1:36 pm

I can't get the download for the textures to work. Anytime I press the link it just redirects me to the same page. The others did work. Do you perhaps have a mirror?
User avatar
blancfaye7
Posts: 29
Joined: Thu Mar 23, 2017 2:56 am

Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Thu Apr 27, 2017 2:27 am

FockMolly wrote:I can't get the download for the textures to work. Anytime I press the link it just redirects me to the same page. The others did work. Do you perhaps have a mirror?


it would be useful if you provide the exact texture pack you're referring to. there are several texture packs in the original post.
Current Written Work: Planet Gradius
Image

Who is online

Users browsing this forum: No registered users and 6 guests