
That's a real shame.kartoFlane wrote:The original Overdrive, which IIRC was being written in C#, is no longer being developed and has been abandoned for quite some time. Vhati has restarted the project in Java, but it proved to be too big (since it's basically like developing FTL, but instead of two people, it's just one guy)

Again, a real shame. So the race's statistics and programming are hardcoded into the EXE? If it isn't, if it's in some other file, I'm surprised someone hasn't tried to access it.2. Is there a way to modify the maximum upgrade level of the reactor power?
3. Is there a way to reprogram the crew's abilities to something else, beyond the default races, outside of the cosmetics of name and graphics?
Nope
...Actually, I've read that the developers follow the modding community with interest. Have people asked the developers if they're willing to make a mod development kit or something? Or adding 'hooks' to the game's code to allow modifications of content/data that's currently not accessible? If they made the game Steam Workshop compatable, it would add a whole new spin to the game.

It's worth testing, for sure.Is there also a way to add more than eight crewmembers to a player (or NPC?) ship without crashes or other issues?
For the player - without crashing: no, with crashing: perhaps (have the ship start with more than 8 crew members). IIRC, enemy ships can go above the limit without any complications, but I'm not sure.

That's a nuisance.4. Is there a way to add more than four weapons? I've tried it, and though it seems to work, it does cause problems with the interface. Thus...
You can, but as you have found out yourself, the UI doesn't really like this.

I was referring to, for example, adding more than four weapons, and other similar changes that exceed the game's UI. Though I've noticed that you can resize the graphical elements, it does not appear that, in most cases, this will create a more compact UI. In any case, it's a frustrating limitation as it'll make making my mod concept somewhat more difficult (among with the other things listed above).5. Is there a way to change the positioning of the UI, to make room for changes to the stats of various systems?
Not sure what you mean by 'changes to the stats of various systems', but there's no way to move the UI elements.
Sorry for my lack of clarity. XD Anyways, I was meaning creating brand new systems, or modifying existing systems with a new set of statistics. But based on your previous answers and the above answer, it sounds like you can't. Also annoying, but I may be able to work around it.6. Is there a way to create new room designs, and to modify the effects of upgrading a system beyond their vanilla defaults?
Again, not sure what you mean here. If by 'room designs' you mean interior images, then yes, you can change that, but you can't have them change based on the system's level. It might be possible to emulate this with glow images though, but they depend on the skill of the crew member manning the system.
It's also not possible to change the way systems work. For the most part, system bug out when upgraded beyond vanilla limit (eg. engines reset evade to 0).
Drat. However, does that also include NPC ships? Or only player ships?7. Is there a way to create new ships instead of overwriting the existing ones and their variations?
Nope.
I'd have to test more to find out, but that's what I found so far. I haven't unlocked all of the ships yet (such as the Rock cruiser), so I can't say I know if it does truly work as I described. However, I do know that, set to 0, even with Rock under Req, it shows up even if you have none, and if lvl is set to 1, that it only works if you have (at least?) 1 crewmember.The Legacy wrote:That's because FTL treats the 'lvl' attribute as a minimum requirement, not the exact level that is required. Though what you have found is indeed interesting, that you can have the choice require at least two crew members of a specific race. Dunno about the other modders, but I didn't know that.
That is true; however, even though it's an XML file, it's a C++ program that's reading the data; thus, I had the suspicion that if the lvl tag is an integer, integers can be affected by math, and assuming the code for lvl was written as described above, it would take that entire like, and essentially add code to the existing line. Again, it was worth a try, but alas...The Legacy wrote:Good thinking, but tricks of that kind work only on interpreted languages like Javascript or PythonFTL's data files use XML format, and the game itself is written in C++, which is a compiled language.
In XML, the value of attributes is a string, so you can place whatever you want in between the quotation marks. It's only a matter of how the code later interprets that string... FTL happens to look at the 'lvl' attribute as an integer. If the string isn't a number (eg. "<1"), then it returns a default value, most likely 0.

Perhaps, though as you said we'd need to look into that. If only there was a way to trick the "req" field to think that, instead of requiring something, that it requires the lack of something.dalolorn wrote:Legacy, kartoFlane, you're going at this the wrong way.
Based on what I've heard, AE seems to have added the ability to force blue options. Though I don't know how that works, it's still worth checking out.
Anyway, thanks for your help fellas.
