sM Polish Kit: Insurrection v1.6 [CE Support + Modules]

Distribute and discuss mods that are functional. Moderator - Grognak
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Sleeper Service
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Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.092 and

Post by Sleeper Service »

slowriderxcorps wrote:I actually didn't notice that, for whatever reason, the two mining beams use their opposite graphics names. It's awfully strange. Regardless, that's now been fixed.
I wanted the actual current Flail Beam to use the graphic of the original Scyth Beam, cause the original Scythe Beam graphic looked more able to pierce some shields (moddled after the Hellebard). I modelled the Flail Beam graphic long after I did the Scythe so I did not bother switching their names. Don't know what's so strange about that... You could have just asked? *shrug* Anyway, you can shuffle around names graphics and balance however you like, just saying that this beams had the graphics assigned as intended...
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.027 (ft. Patch for CE 1.092 and

Post by Mr. Mister »

Well, sleepy, the Halberd-looking one is also the most powerful of the two in sMPK, but they both have the same piercing power, technically: the strong one has simply 2 damage, while the weak one has 1 damage and 1 shield piercing. They both can do one damage through one shield, but the halberd-resembling one will inflict 2 damage if there is no shield.
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Sleeper Service
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Re: [MOD]The sM Polish Kit 1.027 (ft. Patch for CE 1.092 and

Post by Sleeper Service »

Aha I see, alright.
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.027 (ft. Patch for CE 1.092 and

Post by Mr. Mister »

Yo slowy, I had an copy of my savefile around (due to the nanocloud incident), and I tested against the same holoship (very same loadout, since all beacons and their content are generated at the very least on sector entry), and I could indeed ion it half the time (it was still the sMPK version from last time), so the 14 consecutive resists were just incredibly bad luck. You can boost the reverse ion field back up to 50% again.

What's more, have the savefile, if you want to test yourself changes you make to the augment against a ship you know for sure that has it. It's the ship on the nanocloud beacon just to the left, one that also disables one of your shields.

Also, while we're at it: you don't need a "Prepare to launch" option on your custom starting beacon, as there's the crew-socialising one already. Though if you want it to be as little intrusive as possible, put the "socialise with your crew" first and then just put a "Continue", so it looks just like any other CE sector entry beacon (with all the empty beacon options too).

That is, if you still want it. I think starting with an Engi on an autoship with two system repair drones is very redundant, and further insist on you trying to make the ship start crewless and with sensors instead of life support, to give further variety to the starting ship selection.

EDIT: Upppps, turns out you were right after all: it wasn't that holoship that I fought last time, but an holostation that is on a nebula-less beacon, two jumnps to the left from the exit beacon (you can get there by jumping to the nebula beacon I refered to before, at the left of the present location, then jumping to the left once more out of the nanoclouds, and then two jumps straight down). Yeah, it really seems to have an ion resist rate of 100%. I'll try it again with the new sMPK version, to see if it can be ionised.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.027 (ft. Patch for CE 1.092 and

Post by slowriderxcorps »

All in good testing.

While I'm heavily worried about ever tinkering with the events themselves, the current update does affect those files in a couple of areas. Namely, the Slug hacker-station event, and pretty much every occurance of a hostile combat augment. The Slug event has been changed so that instead of halving the strength of the Helm/Engines (and completely trapping anyone who has Lv1 in either from ever dodging/escaping, which is actual BS), it limits both of them to minimal strength, somewhat akin to the vanilla Engine hacker event.

As for the combat augs, a few of them have been altered. Trying to type out the changes in a massive sentence doesn't really convey the changes too well, so a good ol' list is in order.

Shields: was reduction by 2, unchanged (it's actually a lot fairer than the vanilla events' version which halves it).
Weapons: was reduction by 1, unchanged.
Drones: was reduction by 3, now halved.
Oxygen: was reduction by 2, now halved.
Teleporter: was reduction by 2, now halved (excluding Flagship).
Medbay (Flagship): was reduction by 2, now halved.
Doors (Flagship): was reduction by 3, now limited to 1.
Engines: was halved, now limited to 1.
Cloaking: was limited to 0, unchanged.
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.027 (ft. Patch for CE 1.092 and

Post by Mr. Mister »

I dunno... I mean, getting your cockpit disabled is half the fun in taking the risk of contracting them for repairs.

What if you simply added another option pre-battle where+, if you don't have enough scrap, you can let thm salvage your shio a bitbfor a bit more dmage than they repaired? Combine that with a simple 2+-bar cockpit reduction+, and done. No engines hacking means a lv3 cockpit will have full dodge.

Similarly, you should change the internal effector's hacking on the cockpit to a 2-bar reduction instead of limiting to 0, or maybe even just a 1-bar reduction, considering that, as I recently realised, damage is added on top of disabled bars for all effects except for system destruction hull damage.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.028 (ft. Patch for CE 1.094 and

Post by slowriderxcorps »

Altering the events of CE itself is something I don't really feel comfortable with at all, especially on a mass scale. I'll keep this small array of nuances under check for now. The point is that a key aspect of FTL that is only really ever failed on when you jump into a fight on your last fuel cell is that no matter who you're fighting, you always have the potential to get away from it, whether by jumping away or waiting for the enemy to get bored and leave. When you take that away..

Regardless, 1.084 is a thing now. Surprisingly, sweet bugger all has actually changed in the key patch files for this version save for the interesting alteration to Crystal Vengeance that I hadn't even considered a possibility for some reason.. probably because I had an attempt once to try and make the superweapon on Flagship Phase 3 spawn more shots and that didn't work..
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.028 (ft. Patch for CE 1.094 and

Post by Mr. Mister »

Seems the sMPK-CE CP causes a CTD upon loading the title screen.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.028 (ft. Patch for CE 1.094 and

Post by slowriderxcorps »

Mr. Mister wrote:Seems the sMPK-CE CP causes a CTD upon loading the title screen.
That's.. really bad news, because SMM's Validator has told me nothing's wrong with any of the files, save for one minor glitch with the Rock Hauler ship that's now been fixed. Good lord..

EDIT: Okay, I got it. Apparently some formatting I used to separate some of the event changes was the culprit. Perhaps SMM could actively seek those out as a cause of crashes.
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kartoFlane
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Re: [MOD]The sM Polish Kit 1.028 (ft. Patch for CE 1.094 and

Post by kartoFlane »

slowriderxcorps wrote:EDIT: Okay, I got it. Apparently some formatting I used to separate some of the event changes was the culprit. Perhaps SMM could actively seek those out as a cause of crashes.
Well, there's also the Error Checker :P
What was the problem exactly, by the way? I could include this in the checker...
Superluminal2 - a ship editor for FTL
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