sM Polish Kit: Insurrection v1.6 [CE Support + Modules]
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: [MOD]The sM Polish Kit 1.03 (ft CEi 1.105 and IS Patch)
Tweaking around in random places has occurred as per the norm. A few event changes have happened in the base mod, however, resulting in a version increase.
EDIT: Just had to fix the CEi patch after seeing someone streaming it and noticing something glaring.. such a strange thing to witness.
EDIT: Just had to fix the CEi patch after seeing someone streaming it and noticing something glaring.. such a strange thing to witness.
-
- Posts: 17
- Joined: Thu Feb 13, 2014 2:25 pm
Re: [MOD]The sM Polish Kit 1.03 (ft CEi 1.105 and IS Patch)
Patching failed: org.jdom2.JDOMException: While processing "Patch - The sMPK for CE Infinite 1.005.ftl:data/autoBlueprints.xml.append (wrapped)", strict parsing failed, then sloppy parsing failed: Error on line 8743: At line 8743, column 9: Unexpected characters.
As of 4:25 PM, US Eastern time.
It was working this morning with that update. The current update, however, returns this error.
As of 4:25 PM, US Eastern time.
It was working this morning with that update. The current update, however, returns this error.
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: [MOD]The sM Polish Kit 1.03 (ft CEi 1.105 and IS Patch)
Good lord, I'm not doing this very well at all. Facepunch has been applied to that screw-up, should hopefully work now. I've got things to still work on, but that will come tomorrow.
-
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: [MOD]The sM Polish Kit 1.03 (ft CEi 1.105 and IS Patch)
Question: should CEi go before or after sMPK-CE? It depends on how many things CEi re-overrides that need to be re-re-overriden by sMPK-CEi.
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: [MOD]The sM Polish Kit 1.03 (ft CEi 1.105 and IS Patch)
I haven't really worked out how to go about making the CEi patch a lightweight affair.. in its current state, it's installed in the place of the base CE patch. As in, if you're running CEi, do not install the CE patch at all, just the CEi one.Mr. Mister wrote:Question: should CEi go before or after sMPK-CE? It depends on how many things CEi re-overrides that need to be re-re-overriden by sMPK-CEi.
Also updated the experiments. Had to push that out before I succumbed to fatigue.
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)
My experiments into new things have been completed, revealing curious results as well as discovering something I screwed up in the Crystal sector. Across the base 'kit and the CE patch, the Crystal sector should now only spawn Crystal weapons. This also corrects a core error in basic FTL where the Anti-Bio Beam can also potentially appear in the Crystal sector.
The update also now includes a couple of optional modules that can be enabled as desired, including a more difficult flagship fight for those who wish to be challenged.
The update also now includes a couple of optional modules that can be enabled as desired, including a more difficult flagship fight for those who wish to be challenged.
Code: Select all
Changelog: The Augmented Weapons Module for sMPK
------------------------------------------------
Details
=======
# 100+ new variations of existing sMPK weapons have been created with various properties.
# All of these weapons have the highest rarity value in order to minimise their appearance rate to a reasonable level.
# All existing weapons also have their rarity values changed in order to make them more common, further effecting the appearance rate of augmented weapons.
# With the current settings, the appearance rate of augmented weapons is approximately 35%.
Augments
========
# Blazing: increases the fire chance of the weapon by 10%, but increases the cooldown and cost of the weapon very slightly.
# Breaching: increases the breach chance of the weapon by 10%, but increases the cooldown and cost of the weapon very slightly. Beam weapons suffer a greater cooldown penalty.
# Reactive: reduces the cooldown of the weapon, but reduces the fire/breach chance of the weapon by 20%. Beam weapons suffer a reduction in their effectve range.
# Overclocked: Energy weapons only. Alters class-dependent stats of the weapon in order to increase damage, but increases the cooldown, power requirement and cost of the weapon.
# Piercing: increases the shield piercing capability of the weapon by 1, but increases the cooldown, power requirement and cost of the weapon.
# High-Yield: Explosive weapons only. Increases the fire/breach chance of the weapon by 10% and increases damage by up to 50%, but increases the cooldown slightly and causes the weapon to use 2 missiles per shot.
# Sealing: Crystalline weapons only. Causes the weapon to inflict Crystal Lockdown, but increases the cost and cooldown of the weapon.
Code: Select all
Changelog: The Hard Flagship Module
-----------------------------------
Details
=======
# Various aspects of the final boss have been modified in an attempt to provide a difficulty increase that will challenge even highly-upgraded cruisers.
All Phases
==========
# Each weapons room has 1 more level of strength, allowing it to take more damage before being destroyed and also allowing for it to fire faster.
# The positioning of Sensors and Door Control have been swapped.
# The positioning of Drone Control and the Medbay have been swapped.
# All phases have had improved reactors in order to be able to power all these changes.
Phase 1
=======
# Cloaking has been buffed to Level 3.
# Teleporter has been nerfed to Level 1, however the crew is now programmed to use it like a normal ship (enabling them to recall crew).
# Engines has been buffed to Level 4.
# Drones has been buffed to Level 2, and the flagship will use an Anti-Ship Drone Mark I against you.
Phase 2
=======
# Engines has been buffed to Level 5.
# The Anti-Ship Drone Mark I has been replaced with a custom Anti-Ship Drone Mark II which uses 2 power instead of 4.
Phase 3
=======
# The weapons rooms have been linked to the main section of the ship with invisible tunnels. Behaviour of the flagship crew with these routes is untested.
# The Teleporter has been buffed to Level 3.
# Engines has been buffed to Level 8.
# Drones is included at Level 4 and equips two System Repair and two custom Anti-Personnel drones which use 1 power instead of 2.
Last edited by slowriderxcorps on Tue Mar 04, 2014 10:34 pm, edited 4 times in total.
-
- Posts: 819
- Joined: Fri Jan 10, 2014 11:43 pm
Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)
If you connect the Boss's weapons rooms to the rest of the ship the crew will never use the doors. They are just hardcoded not to travel to or from the weapon rooms. However, drones can still go to and from those rooms through the invisible tunnels no problem. So if you want the Boss to be able to repair the weapon rooms on Phase 3 do what I told Sleeper Service to do and add a system repair drone too.
-
- Posts: 495
- Joined: Sun Sep 23, 2012 8:51 am
Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)
Instead of adding an unique drone variant for ther stage 2, you could just give it a Laser Spread drone, as it is already faster than an Anti-ship MkI, and more effective at deploying shields.
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)
Thanks for confirming that. It's a shame it doesn't work as planned, but it allows me to try out something new. I kind of like this whole Module deal, it's granting the possibility to explore new and interesting modifications while keeping the core game intact if the player wishes for it.Russian Rockman wrote:If you connect the Boss's weapons rooms to the rest of the ship the crew will never use the doors. They are just hardcoded not to travel to or from the weapon rooms. However, drones can still go to and from those rooms through the invisible tunnels no problem. So if you want the Boss to be able to repair the weapon rooms on Phase 3 do what I told Sleeper Service to do and add a system repair drone too.
Also, the HFM is intentionally designed in such a way that it can be used by a completely vanilla FTL installation without borrowing any assets at all. Here be a demonstration of its current form.
-
- Posts: 819
- Joined: Fri Jan 10, 2014 11:43 pm
Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)
What other "module" ideas do you have?