Re: The Shipyard
Posted: Sat Jul 25, 2015 8:33 pm
How about a giant shield piercing fire and/or anti-bio beam? Or some kind of missile that splits up after it's launched by using flak mechanics?
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Beam artillery seems overdone a bit. I'm liking the idea of the missile, a la Just Cause 3 (it might be absolutely stupid, but if it works, it isn't stupid). Plus, Flak Artillery is garbage, so we'll just pretend it doesn't exist. THE FLAK ARTILLERY IS NOW A BURST MISSILE.Chrono Vortex wrote:How about a giant shield piercing fire and/or anti-bio beam? Or some kind of missile that splits up after it's launched by using flak mechanics?
Hm...SciGuy303 wrote:Here is a recoloured extens=ded rebel fighter used in my RP:
Feel free to modify/recolour it.
Well I don't know if that directly caused the problem or it's something else but when altering weapons power, it's not just a matter of inserting a "9" there and calling it a ship. You've got to find the blueprints for weapons (under blueprints.xml... you did unpack the game files, right?) and copy it into your blueprints.xml and modify the stats there so it has 9 Weapons power.EpsilonEthereal wrote: I went back to superluminal, opened up the old file, set it to save as a resource folder instead of an FTL file, edited the XML aaaand nothing. No, really, nothing. I edited the file from power = "8" to power = "9" or whatever. I changed the one number, rezipped it, renamed, SMM, the whole process. When I loaded it up in the game, it was still the same Crystal A, instead of my completely overpowered pure crystal ship.
Can anyone help me?
Code: Select all
<systemBlueprint name="weapons">
<type>weapons</type>
<title>Weapon Control</title>
<desc>Powers all of the ship's weapons. Upgrading lets you power more weapons.</desc>
<startPower>4</startPower>
<rarity>1</rarity>
<maxPower>12</maxPower>
<upgradeCost>
<level>40</level>
<!-- level 2 -->
<!-- CHANGED was 60-->
<level>25</level>
<!-- level 3 -->
<level>35</level>
<!-- level 4 -->
<level>50</level>
<!-- level 5 -->
<level>75</level>
<!-- level 6 -->
<level>90</level>
<!-- level 7 -->
<level>100</level>
<!-- level 8 -->
<level>120</level>
<!-- Imaginary level 9 -->
<level>150</level>
<!-- Imaginary level 10 -->
<level>180</level>
<!-- Imaginary level 11 -->
<level>210</level>
<!-- Imaginary level 12 -->
</upgradeCost>
<cost>20</cost>
</systemBlueprint>
stylesrj wrote: Well I don't know if that directly caused the problem or it's something else but when altering weapons power, it's not just a matter of inserting a "9" there and calling it a ship. You've got to find the blueprints for weapons (under blueprints.xml... you did unpack the game files, right?) and copy it into your blueprints.xml and modify the stats there so it has 9 Weapons power.
To save you some time and unpacking though, here's the code you'll need to insert into blueprints.xml of your mod (I also recommend 12 power so one could power 3 Vulcans if they wanted)
It might not solve the problem of why it's still the Crystal A, but the Weapons Code will be right.
Okay, so I have the code. I stuck it into blueprints.xml, opened up the game and checked the game to see if I could upgrade to 12 weapon power...and nothing. So I copied a backup of data.dat and replaced the revision of data.dat with your code. I then tried to put it into my own blueprints.xml.append for my own mod (aptly named PureCrystalShip.ftl) and...nothing. Again.stylesrj wrote:Hey don't go into the cube yet. I might have made it worse