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Re: Questions here: an inquiry thread! Updated Dec 12th!
Posted: Fri Feb 28, 2014 6:33 pm
by RAD-82
Question here: Can somebody remove the "Updated Dec 12th!" from the topic title?
Confirmation requested: I was playing with
The Scavenger for my first time. It has a custom weapon that fires five missiles for the cost of two. I think I found a bug with it. When a normal missile weapon runs out of ammunition, it shuts off. Due to the Pegasus missile, I think it is programmed to do this after the second shot. This prevents my Hydra missile from firing the last three shots. It also doesn't shut off properly, remaining lit up and charged. I don't know if this is related to it wanting to shoot three more missiles or because I still have one missile in stock, which isn't enough to use the weapon with. After 26 downloads(maybe?), this hasn't been reported before.

It seems rather detrimental to this ship if the only shield piercing weapon it has doesn't fire all of the missiles that it should. Although, the ship was originally meant to run around and try to build up off of blue options, so this bug may just make the ship more reliant on that.
Inquiry that I don't really care about: While working on my
Overpopulation mod, I noticed that the human data in animations.xml didn't match up with the actual crew sheet. Crew animations are actually hard-coded?
Re: Questions here: an inquiry thread! Updated Dec 12th!
Posted: Tue Mar 18, 2014 7:21 pm
by stargateprovider
As some of you probably know, there are some unused augments in the blueprints.xml like the Advanced Hull/Rock Armor and the Missile Generator (not sure if I got the names right). Would they work if i'd enable them or are they simply ideas?
Re: Questions here: an inquiry thread! Updated Dec 12th!
Posted: Tue Mar 18, 2014 8:42 pm
by kartoFlane
IIRC they don't work. The code that handles their functionality is not active in the game.
Re: Questions here: an inquiry thread! Updated Dec 12th!
Posted: Wed Mar 19, 2014 8:09 am
by stargateprovider
Second question: Can an event give you a specific weapon or a weapon from a specific weaponlist or more reactor power? In vanilla there are only events that give you weapons based on BP, but can that be made more specific?
Re: Questions here: an inquiry thread! Updated Dec 12th!
Posted: Wed Mar 19, 2014 2:56 pm
by Sleeper Service
Reactor power is not possible right not. I don't think giving weapons from a specific list is possible, although I might be mistaken. But events definitely can give a certain weapon by calling its ID, which is already done in some vanilla events:
Code: Select all
<eventList name="NEBULA_ZOLTAN_EYE_LIST">
<event>
<text>As you approach, an ancient alien voice speaks to you: "Your mission has brought you great battles, and great losses. This will help ease the pain." A few minutes later someone reports medical equipment has appeared on the ship!</text>
<weapon name="BOMB_HEAL"/>
</event>
...
Re: Questions here: an inquiry thread! Updated Dec 12th!
Posted: Wed Mar 19, 2014 3:34 pm
by stargateprovider
Ok, thanks KartoFlane and Sleeper Service
Re: Questions here: an inquiry thread! Updated Dec 12th!
Posted: Thu Mar 20, 2014 4:16 am
by ZahaianGhost
I've been reviewing existing events and their subsystem manipulations in trying to get back to work on my mod idea, but I've hit a snag. From what I can tell, and from my own testing, none of the subsystem manipulation events directly damage or "permanently" disable the subsystems. Is this simply not possible currently?
A large part of my idea is focused around this instead of direct hull damage, which if memory serves can pretty easily be done without actual engagement with an enemy. I've found that I can definitely disable subsystems without issue, but it doesn't last after proceeding through the dialog options, except if I load in a hostile enemy and have a fight proceed, but that's not what I'd like to do.
To put it simply, what I'd like to have happen is for a subsystem to, depending on the circumstances, be taken offline either clearly or subtly based off the player's decisions. I've found that the devs had this idea too with a slug event, but they were willing to have you engage the enemy, which as noted, I'm not. Yet it seems that may be the only way for my idea to be workable.
Have I overlooked anything?
Re: Questions here: an inquiry thread! Updated Dec 12th!
Posted: Thu Mar 20, 2014 1:52 pm
by kartoFlane
Nope, you haven't overlooked anything. There is no way to deal damage to subsystems via events, or to disable them permanently -- you can only disable them for the duration of the event, as you've already found out.
Re: Questions here: an inquiry thread! Updated Dec 12th!
Posted: Thu Mar 20, 2014 11:20 pm
by ZahaianGhost
kartoFlane wrote:Nope, you haven't overlooked anything. There is no way to deal damage to subsystems via events, or to disable them permanently -- you can only disable them for the duration of the event, as you've already found out.
Thank you for reassuring me on that Karto, I think I have a new plan for how to approach this obstacle then after thinking over it. It will require a little more work (mostly in the form of learning a little more but no big deal there) on my part, but I think it may be worth it for what I'm wanting to do. It'll still be what I consider a little clunky, but that's kind of the way more dialog driven events with repercussions are in FTL anyway, so it should fit right in to a degree.
Thanks again though!
Re: Questions here: an inquiry thread!
Posted: Wed Apr 02, 2014 1:59 pm
by NewAgeOfPower
Are you excited? I am excited.
Lets see how the update screws with our mods though...