[Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Distribute and discuss mods that are functional. Moderator - Grognak
TeCoolMage
Posts: 6
Joined: Wed Apr 09, 2014 10:47 am

[Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by TeCoolMage »

This is my first ever post in the FTL server, first ever mod to be posted online, and first time i've ever edited a ship.

Code: Select all

TODO
	* Fix weapon placement with Luminal
	* Make my own ship graphics (I'll probably just recolour the Slug Cruiser)
	* Consider removing the clone bay
	* Consider adding hacking
	* Add a story behind the ship
	* Fix invisible shield
  • Code: Select all

    UPDATES
    		V0.2
    	* Reduced Disabler Ion damage from 5 to 4
    	* Increased Enemy Crew damage with Disabler from 0 to 1
    	* Increased power cost for Disabler from 2 to 3
    	* Reduced shield power from 4 to 3, buy another bar with your starting scrap to have stronger shields
    	* Reduced Weapon Slots from 6 to 5
    	* Removed Ion Blast weapon
    	* Reduced health from 30 to 25
    	* Removed stealth weapons (This makes it harder for more experienced players, but makes it easier for newer players to choose where to put power.)
    	* Reduced starting power from 12 to 10.
    	* More challenging now
    		V0.1
    	* Release
    
V0.2 The Trickster Download
V0.1 The Trickster Download
Right now, I don't know if its still too easy.

Replaces: Slug Cruiser Type A: The Man Of War

Has:
  1. An OP custom Ion weapon called the "Disabler" or "Disabling Laser" causes breaches, and 5 ion damage. (One of the three main things that are important in the ship)
  2. No door control (beware of spreading fire, only one crew member can handle it, and it can be very distracting in the middle of battle)
  3. Stealth
  4. No sensors (Slugs more than make up for this.)
  5. Room Layout and graphics of Slug Cruiser B, (but with different starting items and crew, sorry, but I'll focus on the graphics later.)
  6. Clone Bay (I lose so many crew members to fire, and more to cloning-interruption)
  7. 6 Weapon slots (A few GUI+gun placement problems I don't want to close the game, adjust the weapon placement XML, use the mod manager to slowly reinstall the mod and launch again, then repeat until I place it in a good spot. Can someone suggest an easy way to move guns around?)
  8. Mind Control (Very important, one of the three main things about this ship)
  9. Anti-Bio beam (Also very important, without it the ship would fail really badly)
  10. Weak laser for Crewless ships (Automated scouts will be a nightmare)
  11. A total crew of 7, 3 slugs, 3 engi, and a single rockman (It's not a good idea to send the rockman into suicide missions. The cloning time can be very dangerous, as intruders and enemy crew are better handled with mind control.)
  12. Not enough power to run it all. (The real challenge, you need a lot of scrap to have a fool-proof strategy using this ship)
The Trickster is a ship that relies on mind control and killing the enemy crew, with little abilities for actually damaging the hull.

A really challenging (for me) ship thats very fun for those who don't like spamming weapons TOO much.

Credits go to me, and the creator of slipstream mod manager (without it, I wouldn't have been able to press validate several times on the manager, and my mod would have had a LOT more bugs than it has right now.)

Please share your thoughts, I'll rebalance if asked by enough people.

(OUTDATED SCREENSHOT)
Image
Last edited by TeCoolMage on Sun Apr 13, 2014 5:42 am, edited 7 times in total.
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by stargateprovider »

I believe the ship would be more than capable if you'd remove the last weapon slot and one Ion blast. You have dedicated 5 systempower to weapons, decrease that to 4 and well... even then it would be quite overpowered, that is if you didn't make the ship for the hard gamemode.

For the weapon placement: Place the weapons in Superluminal as you want them to be, then export the ship, go to the new data folder you just exported and take the jellycruiser.xml from the new folder, replace your old jellycruiser.xml with that one and you shoud be done :)
Some of my FTL mods you may like, or hate, or... yeah:
Image Image
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: [Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by stargateprovider »

Just tested the ship and noticed this:

Code: Select all

<weaponBlueprint name="ION_KILLER">
   <type>LASER</type>
   <title>Disabling Laser</title>
   <short>Disabler</short>
   <locked>1</locked>
   <tip>ion</tip>
   <damage>0</damage>
   <sysdamage>1</persdamage>
   <persdamage>1</persdamage>
   <ion>5</ion>
   <missiles>0</missiles>
   <shots>1</shots>
   <sp>4</sp>
   <fireChance>0</fireChance>
   <breachChance>6</breachChance>
   <stunchance>1</stunchance>
   <cooldown>15</cooldown>
   <power>2</power>
   <cost>90</cost>
   <bp>2</bp>
   <rarity>4</rarity>
   <image>ion_stun_shot</image>
   <explosion>explosion_ion_stun</explosion>
   <launchSounds>
      <sound>ionshoot1</sound>
      <sound>ionshoot2</sound>
	  <sound>ionshoot3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>ionhit1</sound>
	  <sound>ionhit2</sound>
	  <sound>ionhit3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>ion_4</weaponArt> 
   <iconimage>ion</iconimage>
</weaponBlueprint>
See, you meant the weapon to deal system damage, but in the 2nd closing bracket it says: <sysdamage>1</persdamage> change that to sysdamage.
There's a handy tool for detecting errors like that: http://www.ftlgame.com/forum
Also the shield image is missing when I play.
Some of my FTL mods you may like, or hate, or... yeah:
Image Image
TeCoolMage
Posts: 6
Joined: Wed Apr 09, 2014 10:47 am

Re: [Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by TeCoolMage »

stargateprovider wrote:I believe the ship would be more than capable if you'd remove the last weapon slot and one Ion blast. You have dedicated 5 systempower to weapons, decrease that to 4 and well... even then it would be quite overpowered, that is if you didn't make the ship for the hard gamemode.

For the weapon placement: Place the weapons in Superluminal as you want them to be, then export the ship, go to the new data folder you just exported and take the jellycruiser.xml from the new folder, replace your old jellycruiser.xml with that one and you shoud be done :)
Ok, I'll try reducing that, I might remove some shield too, but I'm not too sure.
TeCoolMage
Posts: 6
Joined: Wed Apr 09, 2014 10:47 am

Re: [Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by TeCoolMage »

stargateprovider wrote: There's a handy tool for detecting errors like that: http://www.ftlgame.com/forum
Don't worry, its being used as we speak
stargateprovider wrote: Also the shield image is missing when I play.
I'll try to fix that.
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by kartoFlane »

TeCoolMage wrote:
stargateprovider wrote: There's a handy tool for detecting errors like that: http://www.ftlgame.com/forum
Don't worry, its being used as we speak
I guess provider meant to link to this thread, but copied the wrong link... I haven't updated it to AE yet, however.
Superluminal2 - a ship editor for FTL
English Narwhal
Posts: 402
Joined: Tue Dec 03, 2013 9:12 pm

Re: [Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by English Narwhal »

If this ship has the [WIP] tag, then it should be in Mod Development.
Image
User avatar
RAD-82
Posts: 795
Joined: Sat Nov 09, 2013 12:16 am

Re: [Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by RAD-82 »

English Narwhal wrote:If this ship has the [WIP] tag, then it should be in Mod Development.
You've made this mistake before. Here is a reminder for why it isn't in Mod Development...
If you have a functional download available, it's a Working Mod. If it works but needs testing still, please consider tagging it with Alpha/Beta/WIP status, or a version number. Not required, but it helps others to track progress. Bottom line, if people can actually use it (and it doesn't crash the game on startup), then it can be considered Working. That's not to say you have to post it in WM, just that it must be functional to be posted there.
Image
Junkyard has FTL mods, mostly ships and a few other things.
TeCoolMage
Posts: 6
Joined: Wed Apr 09, 2014 10:47 am

Re: [Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by TeCoolMage »

English Narwhal wrote:If this ship has the [WIP] tag, then it should be in Mod Development.
RAD-82 wrote:
English Narwhal wrote:If this ship has the [WIP] tag, then it should be in Mod Development.
You've made this mistake before. Here is a reminder for why it isn't in Mod Development...
If you have a functional download available, it's a Working Mod. If it works but needs testing still, please consider tagging it with Alpha/Beta/WIP status, or a version number. Not required, but it helps others to track progress. Bottom line, if people can actually use it (and it doesn't crash the game on startup), then it can be considered Working. That's not to say you have to post it in WM, just that it must be functional to be posted there.
It stands for work in progress, and its working, its work, but it's still in progress.
TeCoolMage
Posts: 6
Joined: Wed Apr 09, 2014 10:47 am

Re: [Ship][WIP][Beta]The Trickster: Slug Cruiser replacement

Post by TeCoolMage »

I haven't received any replies for a while, I'm going to start fixing weapon placement, but I still don't know how to fix the shield.
Post Reply