[TC][WIP] FTL:Incursion

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Kieve
Posts: 952
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by Kieve »

So I finally got back around to poking at the ship itself.
-Class: "Incursor Cruiser"
-Name: "Archon" (default)
-Crew: 2x Zoltan
-Augments: Zoltan Shield and LR Scanners
-Starts with drone control and 1 AP battle drone
-Currently also starts with Sensors lv2, subject to change.

Still debating if weapon capacity should be 3 or 4. Teleporter is only 2x this time, though right beside med-bay (once purchased). Almost all of the ship rooms are 2-tile, only the medbay is 2x2.

Current status? Having some difficulty ironing out the ship's overall screen alignment. There's a /!\ missing texture error in there too, though I don't understand why since everything's properly named and packed. No custom weapons yet, but likely to be either a laser/beam or laser/missile combo.
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BrenTenkage
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Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by BrenTenkage »

Can't wait to see this, need someone to help give it a beta test run. I'm willing to give it a go. If not cool

Can't wait to play with this
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
Joefesok
Posts: 27
Joined: Sat Nov 03, 2012 10:44 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by Joefesok »

I want to see a race based on this.
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Kieve
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Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by Kieve »

Joefesok wrote:I want to see a race based on this.
And so you shall... 8-)

Progress report: Still no luck figuring out what the missing-texture error on the ship is. Might be gibs, but those should only pop after an explosion? Will have to finish those up and see. Zoltan shield looks awful overlayed on yellow/orange base shield. Need to tweak colors more, and align shield-elipse properly.
Have decided custom weapons will be "shield-buster" ion missile, and a breach/hull beam. Would prefer fire weapons, but "Incursor Cruiser" class is ship-killer. Pyromania not suitable for style. THIS TIME.
In TC-progress, have successfully replaced various fonts. Admire Justin for making custom fonts for game, but annoyed by seeming inconsistency regarding their use. Doesn't matter much when they all look the same, big difference when using different font styles. Big plans for GUI rework to follow, hopefully not too much trouble to implement.
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by thashepherd »

Kieve wrote:
Joefesok wrote:I want to see a race based on this.
And so you shall... 8-)

Progress report: Still no luck figuring out what the missing-texture error on the ship is. Might be gibs, but those should only pop after an explosion? Will have to finish those up and see. Zoltan shield looks awful overlayed on yellow/orange base shield. Need to tweak colors more, and align shield-elipse properly.
Have decided custom weapons will be "shield-buster" ion missile, and a breach/hull beam. Would prefer fire weapons, but "Incursor Cruiser" class is ship-killer. Pyromania not suitable for style. THIS TIME.
In TC-progress, have successfully replaced various fonts. Admire Justin for making custom fonts for game, but annoyed by seeming inconsistency regarding their use. Doesn't matter much when they all look the same, big difference when using different font styles. Big plans for GUI rework to follow, hopefully not too much trouble to implement.
Could it be your floor? Or anything with an interior transparency in it. I have NO idea why, but FTL flips out at that.

EDIT: My little drawing
Image
Pretend that the white is transparent.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
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Kieve
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Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by Kieve »

thashepherd wrote:Could it be your floor? Or anything with an interior transparency in it. I have NO idea why, but FTL flips out at that.

EDIT: My little drawing
Image
Pretend that the white is transparent.
My floor at the moment is a copy of the ship itself, and there are no open spaces. Though that doesn't make sense to me since the engi cruisers are circular and have empty space in the middle. My error is probably due to not having the gibs present, though I'm not sure why they would error out when they're not supposed to be displayed.

Not much progress to report atm. I likely won't have much time to poke at this again until Friday, work is really kicking my ass this week.
thashepherd
Posts: 194
Joined: Fri Nov 16, 2012 11:45 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by thashepherd »

Kieve wrote: My floor at the moment is a copy of the ship itself, and there are no open spaces. Though that doesn't make sense to me since the engi cruisers are circular and have empty space in the middle. My error is probably due to not having the gibs present, though I'm not sure why they would error out when they're not supposed to be displayed.

Not much progress to report atm. I likely won't have much time to poke at this again until Friday, work is really kicking my ass this week.
I do the same things with my floors. You're right - I didn't think of that - I just know that I had problems with inner transparencies when I was working on the UI. I really have no idea WHY that occured, though.

Not having the gibs present should be fine, since it'll just pick up the vanilla gibs - that was the situation in Sonata for most of development, so it's probably not that.

Can we custom the Zoltan shield? Sucks about the fonts inconsistency, although it's not exactly unexpected.

Kieve, if you wanna email a screenshot of your ship / your folder structure or whatever, I'd love to look at this missing texture error.
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.

"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
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Kieve
Posts: 952
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by Kieve »

I am officially the dumbest smart person on these boards.
-Source of missing-texture error? "krs_inc_cruiser.png"
Do you see the problem? No? Try krs_inc_cruiser_base.png
Anyway, problem finally solved.
Image
Thanks to Darkfrost for the updated ship editor. Weapons shown are for testing purposes only. Another derp on my part, try firing a three-power weapon with only two bars in Weapons Control. Starting power is currently 6, may make it 7. Starting weapon power will probably be 3-4.

Not the friendliest layout and makes beams a real threat if the shields drop, but it's a pretty small craft. And ugh, that shield. MUST FIX.
PS: new font-work on display too. Will look better with Incursor UI... eventually. So much work to be done...
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BrenTenkage
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Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by BrenTenkage »

Hey need a Beta Tester, I can provide. I can make an unlisted youtube vid, send it to you, and it won't cost you a thing (cept naturally crediting me as a tester) If not I understand. Looks good so far, can't wait to play it
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
User avatar
Kieve
Posts: 952
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD-WIP] New cruiser "Archon"

Post by Kieve »

BrenTenkage wrote:Hey need a Beta Tester, I can provide. I can make an unlisted youtube vid, send it to you, and it won't cost you a thing (cept naturally crediting me as a tester) If not I understand. Looks good so far, can't wait to play it
Maybe once I have something playable and worth testing. Took a long time and a lot of feedback on the Obsidian before hitting the right balance between powerful and too OP. Still need to arm the Archon properly, then perhaps we'll see about beta tests. ;)
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