[Ship Randomizer] The Randtrel v1.3.0

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Russian Rockman
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Russian Rockman » Sat Oct 18, 2014 9:32 pm

Loving the new randomized Slug ship.

I have a few general suggestions and thoughts not necessarily related to the latest update. :idea:
You should change all of the randomized ship's names to Randtrel, Randorus, Randwark, etc... It just makes the mod more unique. :ugeek:

Also, are you going to eventually randomize the Type B and C layouts as well? You could include the hull images from the Type B and C's and they could use the same pool as the Type A's do right now, but you would just have 3 randomizations at a time rather than just one!

Not to mention then you can have names like Rand-Tail, Randtex, Randragon, Randrike, Randelian, The Randwalker, and the RA-ND 12. ;)
rannl
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby rannl » Sun Oct 19, 2014 10:16 am

Russian Rockman wrote:Loving the new randomized Slug ship.

I have a few general suggestions and thoughts not necessarily related to the latest update. :idea:
You should change all of the randomized ship's names to Randtrel, Randorus, Randwark, etc... It just makes the mod more unique. :ugeek:

Also, are you going to eventually randomize the Type B and C layouts as well? You could include the hull images from the Type B and C's and they could use the same pool as the Type A's do right now, but you would just have 3 randomizations at a time rather than just one!

Not to mention then you can have names like Rand-Tail, Randtex, Randragon, Randrike, Randelian, The Randwalker, and the RA-ND 12. ;)


The B/C configrations are included in the system/weapon/crew pools - most random ships have the posibility to be a variant of the B or C ships. Same goes for the hulls.
It feels to me like generating a random ship is meant to be a wild card of the A/B/C configuration.
I'll give this some thought, after I'm done with the initial 10 ships.
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slowriderxcorps
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby slowriderxcorps » Sun Oct 19, 2014 10:20 am

For some reason, seeing RA-ND 12 made me giggle like a silly person. But that's an idea: you could have the Type B and C of each ship simply be another dice roll of the randomisation that the Type A has, tripling the amount of randomised loadouts that can be generated without having to bake a new mod and start everything up again.
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Russian Rockman
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Russian Rockman » Mon Oct 20, 2014 5:28 am

slowriderxcorps wrote:For some reason, seeing RA-ND 12 made me giggle like a silly person. But that's an idea: you could have the Type B and C of each ship simply be another dice roll of the randomisation that the Type A has, tripling the amount of randomised loadouts that can be generated without having to bake a new mod and start everything up again.

Yes, that's what i meant. Sorry if I didn't make that clear enough. I said..
Russian Rockman wrote:You could include the hull images from the Type B and C's and they could use the same pool as the Type A's do right now, but you would just have 3 randomizations at a time rather than just one!

So you don't have to add any new stuff or make whole new pools for each Type (unless you wanted to and you had unlimited time...), you just use the current pools but have all 3 types pull from that pool.
rannl
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby rannl » Mon Oct 20, 2014 8:35 am

Sorry RR, I misunderstood your idea :oops:
Adding extra randomized ships to the B/C ship slots is possible, with a bit of fine tuning to the tool.
I'll give it some thought and probably add this feature after supporting randomization of all the player ships.
Russian Rockman
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Russian Rockman » Mon Oct 20, 2014 9:28 am

rannl wrote:Sorry RR, I misunderstood your idea :oops:
Adding extra randomized ships to the B/C ship slots is possible, with a bit of fine tuning to the tool.
I'll give it some thought and probably add this feature after supporting randomization of all the player ships.

No problem, I didn't make it clear enough I suppose. slowy said it better. But yeah, I know how much work making 2 more pools for each ship would entail. I would never force such a daunting task upon you. :lol:

By the way, its hard to believe you only have 3 more ships to go. :o
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Biohazard063
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Biohazard063 » Mon Oct 20, 2014 7:32 pm

Hey there,

Back with another bug report unfortunately.
Did a run with a randomized osprey and it rolled the 5 light missile artillery (which is awesome by the way).
But I had it crash twice now.
On both occasions it happened on an AI ship with only 4 rooms just as the artillery was about to fire.
See episode 90 when it goes up.
Could it be that it has problems targeting 5 shots when there are only 4 potential rooms? Because it worked fine on against other ships.
Don't know if the 5 shot artillery is unique to this mod, if not the problem could be on other ships using this weapon as well. Anyway, just wanted to let you know.

Mod works fine for the rest of it. ;)
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Sleeper Service
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Sleeper Service » Mon Oct 20, 2014 9:06 pm

That is actually the exact reason for this crashes. "LASER" type artilleries that fire more shots than the enemy has rooms will crash the game. "BURST" typ weapons (aka weapons with Flak-like targeting) however will be fine, so reworking the weapon into a "BURST" weapon will fix that crashes. Projectiles will appear slightly different though, they will be fired all at once instead of the usual rapid fire style.
Russian Rockman
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Russian Rockman » Mon Oct 20, 2014 9:42 pm

Oh yeah, I forgot about that little problem... :roll: I believe there are even some ships in CE with only 3 rooms? (Is that right?). So any artillery with more than 3 projectiles may have to be turned into a BURST weapon too.

:!: Something important worth mentioning though! BURST type weapons work differently as artillery. Instead of the radius being over a certain area, each projectile is actual still aimed randomly over 1 room and each projectile has a radius over that room. That is why the Flak artillery on the FED C can literally cover the entire ship.

So if you want to keep the 5 shots, but keep it different from the Rock inspired 8 shot blind fire artillery, all you need to do is change the radius to "0". Each missile will then act exactly like it would as a non-burst weapon. ;)

Aside from the animation firing all the missiles at once (or seemingly, only one missile) instead of several in quick succession like Sleeper mentioned.
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Sleeper Service
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Re: The Rand[trel/orus/asio/wark/a Monster/prey/of War] v0.

Postby Sleeper Service » Mon Oct 20, 2014 9:54 pm

Russian Rockman wrote:Oh yeah, I forgot about that little problem... :roll: I believe there are even some ships in CE with only 3 rooms? (Is that right?). So any artillery with more than 3 projectiles may have to be turned into a BURST weapon too.

Yeah, CE takes that in account by not having any LASER artillery that fires more than three shots. ;)