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Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Wed Mar 12, 2014 3:55 pm
by Russian Rockman
Slowy, I think if you continue making modules for the sMPK then you will basically become the FTL Santa Clause. Making everyone's dreams come true. If you continue with this vision of a completely customizable FTL experience that is compatible with all other mods then I applaud you. It will take a lot of work, but could make something really great. I think sticking to the name sMPK is perfectly fine.

Also, so sorry to hear about your PSN.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Wed Mar 12, 2014 4:31 pm
by The Iron Rose
slowriderxcorps wrote:
The Iron Rose wrote:Hi, I was wondering if there was any way to make this mod compatible with the "remove fleet pursuit" mod? I'm concerned that if I just load the disable fleet pursuit.flt later in the slipstream load order it will overwrite the custom events of this mod, which is something that isn't immediately observable. Similarly, any attempts I've made to edit this mod to remove fleet pursuit have been completely unsuccessful and I'm not sure why. I've added the following:

Code: Select all

<event name="START_GAME">
	<text>The data you carry is vital to the remaining Federation fleet. You'll need supplies for the journey, so make sure to explore each sector before moving on to the next. But get to the exit before the pursuing Rebel fleet can catch up! (Pursuit Disabled)</text>
	<modifyPursuit amount="-10000"/>
</event>


<event name="NEWGAME_BEACON">
	<text>You should never see this text.</text>
	<choice hidden="true">
		<text>Prepare to launch.</text>
		<modifyPursuit amount="-10000"/>
		<event/>
	</choice>
	<choice req="DRONE_SPEED" hidden="true">
		<text>(The Vortex) Board your fully-autonomous Engi cruiser.</text>
			<event>
				<text>This particular Engi-built cruiser is in possession of a highly-advanced AI and is capable of practically flying itself. However, even its sophisticated computer systems will only carry it so far. Your Engi captain gets on board and prepares the FTL drive. Your journey begins now.</text>
				<crewMember amount="1" class="engi"/>
				<choice hidden="true">
					<text>Prepare to launch.</text>
					<event>
						<text>Please note that, due to limitations related to game logic, it will not be possible to purchase additional crew from stores. Hopefully the fully-autonomous nature of The Vortex will be enough of a counter-benefit. Good luck.</text>
					</event>
			</choice>
			<modifyPursuit amount="-10000"/>
			</event>
	</choice>
</event>

<event name="START_BEACON">
	<text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
	<choice hidden="true">
		<text>Continue...</text>
		<event/>
	</choice>
	<choice req="engines" lvl="1" hidden="true">
		<text>(Mod) Strip a near-by asteroid for scrap.</text>
		<event>
			<text>You take a shuttle and grab as much metal as you can.</text>
			<autoReward level="HIGH">scrap_only</autoReward>
			<modifyPursuit amount="-10000"/>
		</event>
	</choice>
</event>
to the beginning of the events.xml.append in the extracted Bulk - sM Polish Kit 1.032.ftl file. Then I recreated the .ftl file and patched it, to a similar lack of success. The only other mod I'm running is the Better Planets and Backgrounds mod. I don't particularly care overmuch about balance or the like which is a bit ironic in a balance mod, but even so I'm just wondering if this is at all possible. Cheers!
Unfortunately, I'm not sure if the Fleet Pursuit mod is completely functional anymore. Thanks to the way this was written, I've felt strangely generous despite how terrible today has been (my PSN got hacked and used to half-inch sixty quid from my wallet) and have written up a quick module that should hopefully do as you were hoping. I personally refrain from such modifications myself, but it makes this look more like an all-purpose mod kit than before, so I'll give it that.

..It makes me wonder if I should find a new name for the core of the entire thing.
My sympathies about your PSN, and thanks a ton for the comparability module! I really appreciate it, merci beaucoup.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Wed Mar 12, 2014 5:05 pm
by slowriderxcorps
Glad to be of some kind of community service. In other news, my experiment into dialing down the common-ness of augmented weapons in the AWM was successful, and the appearance rate should now be dialed down to around 20-25%. Which sector you are in now determines which types of augmented weapons you are capable of finding.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Wed Mar 12, 2014 6:05 pm
by Russian Rockman
slowriderxcorps wrote:Glad to be of some kind of community service. In other news, my experiment into dialing down the common-ness of augmented weapons in the AWM was successful, and the appearance rate should now be dialed down to around 20-25%. Which sector you are in now determines which types of augmented weapons you are capable of finding.
Congratulations!!! I'm actually looking forward to trying out the augmented weapons now. It sounds like a dialed down version of Sleeper Service's Infinite Loot project. Are there any changes to the shortened versions of the augmented weapon names? I suppose you could say Burst Laser III+ or Burst laser III- or something like that.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Wed Mar 12, 2014 6:11 pm
by slowriderxcorps
Russian Rockman wrote:Congratulations!!! I'm actually looking forward to trying out the augmented weapons now. It sounds like a dialed down version of Sleeper Service's Infinite Loot project. Are there any changes to the shortened versions of the augmented weapon names? I suppose you could say Burst Laser III+ or Burst laser III- or something like that.
It started off as a personal investigation into the whole concept of IL, finding out nuances with rarity and such. All of the short-hand names end with a + sign since, with the debatable exception of the Reactive weaponry, nothing is technically hard-nerfed by an augmentation.

EDIT: And I've already had to update it on realising some of the base AWM weapons were missing from certain sectors in both AWM-CE and especially CEi.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Thu Mar 13, 2014 12:07 pm
by The Iron Rose
Hey, me again, sorry about that... I tried out the new patch which disabled the fleet pursuit but it didn't seem to have any effect. It works fine on its own, but when I combine it with the bulk patch the fleet showed up after four jumps like always. Still! I understand that it's obviously not a priority, but just letting you know and I appreciate you making the effort in any event.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Thu Mar 13, 2014 1:07 pm
by slowriderxcorps
The Iron Rose wrote:Hey, me again, sorry about that... I tried out the new patch which disabled the fleet pursuit but it didn't seem to have any effect. It works fine on its own, but when I combine it with the bulk patch the fleet showed up after four jumps like always. Still! I understand that it's obviously not a priority, but just letting you know and I appreciate you making the effort in any event.
Hmm.. what order are you installing them? If you install it last, it should enforce the changes, but if that's not what it's actually doing.. then I dunno.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Thu Mar 13, 2014 3:31 pm
by The Iron Rose
slowriderxcorps wrote:
The Iron Rose wrote:Hey, me again, sorry about that... I tried out the new patch which disabled the fleet pursuit but it didn't seem to have any effect. It works fine on its own, but when I combine it with the bulk patch the fleet showed up after four jumps like always. Still! I understand that it's obviously not a priority, but just letting you know and I appreciate you making the effort in any event.
Hmm.. what order are you installing them? If you install it last, it should enforce the changes, but if that's not what it's actually doing.. then I dunno.
Yeah, I checked to make sure that the load order was accurate. I even reinstalled FTL and SMM and your mods, just in case. It's not a big deal since hey! Worst case I'll just load up the save editor and knock fleet pursuit back a few thousand manually.

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Thu Mar 13, 2014 3:47 pm
by slowriderxcorps
The Iron Rose wrote:Yeah, I checked to make sure that the load order was accurate. I even reinstalled FTL and SMM and your mods, just in case. It's not a big deal since hey! Worst case I'll just load up the save editor and knock fleet pursuit back a few thousand manually.
That's really strange then.. I'm doing the same thing that is done in the CE Infinite Addon, to delay the fleet on the entrance event of every sector. Something has to be up.

Speaking of things that are up, another module was added after a slew of personal experiments. Have fun with it.
Image

Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu

Posted: Thu Mar 13, 2014 8:00 pm
by aaaaaa50
Hey, I've noticed that you've been adding a few modules to your kit, but there's a lack of description of what these modules are and what they do. Would you please consider adding some descriptions to your first post and readme please?