Questions here: an inquiry thread! [Updated Sep 15th, 2014]

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R4V3-0N
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Joined: Sun Oct 06, 2013 11:44 am

Re: Questions here: an inquiry thread!

Post by R4V3-0N »

Hi, I'm back from being homeless for a short week and a bunch of other stuff.

I see Advance Edition is out.

Can someone tell me if 0x0 and 1x1 rooms still work? I hear a reasonable amount of people saying this or that makes the game crash now. I need to know this before I move on with my next ship as it kind of relies on this.

Please and thank you for the answer.
R4V3-0N, a dreamer.
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kartoFlane
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Re: Questions here: an inquiry thread!

Post by kartoFlane »

0x0 don't work. No idea about 1x1, but I suppose they should work.
Superluminal2 - a ship editor for FTL
Zimplizity
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Joined: Mon Dec 24, 2012 3:39 pm

Re: Questions here: an inquiry thread!

Post by Zimplizity »

Hey there,

I've got a problem with FTLEdit and my custom ship. So my question is:

How do I get the rooms to lay over the ship image ingame like I did in FTL Edit? Because I created all the rooms and doors in FTL Edit but when I open up FTL the position of the room layout and the ship are completetly wrong.

example image: http://i.imgur.com/fgCfx4O.jpg
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kartoFlane
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Re: Questions here: an inquiry thread!

Post by kartoFlane »

IIRC this is an issue with FTLEdit, the hull image offset is calculated incorrectly. You could try using my editor -- though it's not updated to AE yet, it should work just fine for that purpose, you'll just have to add the <offsets> tag to the exported .xml layout file.

Other than that, you could try fixing that manually, which would be much faster than installing a 3rd party tool. You'll have to look at your ship's .xml layout file (its syntax is described here), and change the x and y values in the <img> tag until the hull is positioned correctly.
Superluminal2 - a ship editor for FTL
Jaggedmallard
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Re: Questions here: an inquiry thread!

Post by Jaggedmallard »

Does anyone know what the XML tag is for all of the Flak weapons for use in blue events, I think its along the lines of SHOTGUN but I'm not sure which one is correct.
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kartoFlane
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Re: Questions here: an inquiry thread!

Post by kartoFlane »

@Jaggedmallard
Do you mean the <type>? IIRC it's BURST.
Superluminal2 - a ship editor for FTL
Jaggedmallard
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Re: Questions here: an inquiry thread!

Post by Jaggedmallard »

Yup, thats what I was looking for. I was unsure which one to use as all of the weapon names have "SHOTGUN" and the BURST confused me. Thanks for the help.
Vennobennu
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Re: Questions here: an inquiry thread!

Post by Vennobennu »

Is there any way to change how frequently a Shield Overcharger drone adds supershield pips? The Cooldown and Speed tags don't have any effect in this sense.

(My idea is to make the Simo-H's starter drone more powerful to make up for the lack of cloak or shields)
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Sleeper Service
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Re: Questions here: an inquiry thread!

Post by Sleeper Service »

I'm pretty sure the cool-downs is effecting it... Try these two, they should generate shields in different frequencies:

Code: Select all

<droneBlueprint name="DE_DRONE_SHIELD_BIG">
	<type>SHIELD</type>
	<level>1</level>
	<tip>tip_defense</tip>
	<title>Shield Overcharger Mark III</title>
	<short>Shield III</short>
	<desc>Advanced defensive drone that quickly creates Supershield barriers.</desc>
	<power>4</power>
	<cooldown>12000</cooldown> 
	<dodge>0</dodge>
	<speed>3</speed> 
	<cost>80</cost>
	<bp>2</bp>
	<droneImage>drone_shield</droneImage>
	<rarity>5</rarity>
	<iconImage>shield</iconImage>
</droneBlueprint>

<droneBlueprint name="DE_DRONE_SHIELD_SMALL">
	<type>SHIELD</type>
	<level>1</level>
	<tip>tip_defense</tip>
	<title>Shield Overcharger Mark I</title>
	<short>Shield I</short>
	<desc>Creates single Supershield barrier periodically.</desc>
	<power>2</power>
	<cooldown>23000</cooldown> 
	<dodge>1</dodge>
	<speed>9</speed> 
	<cost>50</cost>
	<bp>2</bp>
	<droneImage>drone_shield</droneImage>
	<rarity>3</rarity>
	<iconImage>shield</iconImage>
</droneBlueprint>
Image
Working on a sci-fi deckbuilder nowadays.
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R4V3-0N
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Re: Questions here: an inquiry thread!

Post by R4V3-0N »

what does <flavorType> and <tip> in the weapons blueprints?

is <tip> the same as <tooltip> ?

Edit: and under <boost> and stuff.

when the type is damage, does it increase regular damage? or if your weapon is like an ion or bomb does it just buff the damage of the damage you have selected? ie. system, ion, personal, etc.
R4V3-0N, a dreamer.
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