sM Polish Kit: Insurrection v1.6 [CE Support + Modules]
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Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
Aaah... I see what my problem was now. I hadn't noticed that you made the front if the ships slightly transparent. I see what you mean also, if you didn't do that the weapon wouldn't even show up.
I'm wondering why you went for an all grey coloring for both ships though. Couldn't the Fed B have kept some of its dark green coloring? Or did you think that didn't look right.
I'm wondering why you went for an all grey coloring for both ships though. Couldn't the Fed B have kept some of its dark green coloring? Or did you think that didn't look right.
- slowriderxcorps
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Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
I suspect that if the transparent part of the ship wasn't grey, it would interfere with the glow of the Artillery Beam, and that was something I wanted to try to avoid.Russian Rockman wrote:Aaah... I see what my problem was now. I hadn't noticed that you made the front if the ships slightly transparent. I see what you mean also, if you didn't do that the weapon wouldn't even show up.
I'm wondering why you went for an all grey coloring for both ships though. Couldn't the Fed B have kept some of its dark green coloring? Or did you think that didn't look right.
EDIT: The Hard Flagship Module was also updated. Phase 3's drone control strength was fixed to be as intended, and a test to see if it is possible to add more crew to the ship was successful, resulting in buffs to Phase 2 and 3. I also took the time to rewrite the text for the final fight.. make of it what you will.
- slowriderxcorps
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Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
An update has been pushed that corrects the use of the CE attack notifications within some of the vanilla weapons in the CE pack as well as the augmented vanilla weapons within AWM-CE. Still hoping to look into why the player notifications for hitting enemies with missile weapons were misaligned..
- Sleeper Service
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Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
Due to some random hardcoding, all explosion anims for MISSILES type weapons are centered with their upper left corner at the point of impact. They only display a correct default explosions when they are left with no custom explosion anim tag.
- slowriderxcorps
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Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
I see.. that's genuinely bizarre.Sleeper Service wrote:Due to some random hardcoding, all explosion anims for MISSILES type weapons are centered with their upper left corner at the point of impact. They only display a correct default explosions when they are left with no custom explosion anim tag.
EDIT: Arrgh.. bad news on the Hard Flagship Module. I'm not sure what caused it, but the game hard-crashed on the destruction of Phase 3. This could either be one of three things.. the rewriting of the boss battle text (highly unlikely), the addition of more crew members (more likely), or the connected rooms (most likely, I believe the repair drones were moving around at the time of its destruction, potentially in the linked corridors).
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Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
My findings indicate that you were correct about the room connections causing a crash. It happens when you destroy the flagship and the drones are not in a room. You should have gotten my PM about it already, but I thought I would just post here anyway. 
Also, this is my first time using your hard flagship module. It was indeed harder.
Luckily I was using my overpowered Red-Tail "testrel" which has 4 dual lasers. My thoughts...


Also, this is my first time using your hard flagship module. It was indeed harder.

- I like the one basic combat drone on phase 1. It makes you expect more drones on phase 2
- The boarding is quite annoying, but I like it. I don't think the flagship really needs a boarding drone anymore because of the boarding from the crew. If you want to keep it that's fine, but I'm just saying you could instead replace it with another kind of combat drone.
- Is the drone room and medbay room supposed to be switched? I find the placement weird. I'd suggest just moving the drone room to where Sleeper has it in the Captain's Edition.

- slowriderxcorps
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Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
The changes to P1 really do make it hit so much harder than it used to, that's what I was aiming for. I imagine that trying to take on Phase 1 with only 3 shields is an incredibly risky move now. And the drones/medbay placement is indeed deliberate: it makes it so that subsystems within the flagship don't mysteriously somehow end up moving from one room to another in between battles: about as far as I'll go will be the corrected linked rooms, and I'll have the event text explain that one.Russian Rockman wrote:[*]I like the one basic combat drone on phase 1. It makes you expect more drones on phase 2[/*] [*]The boarding is quite annoying, but I like it. I don't think the flagship really needs a boarding drone anymore because of the boarding from the crew. If you want to keep it that's fine, but I'm just saying you could instead replace it with another kind of combat drone.[/*][*]Is the drone room and medbay room supposed to be switched? I find the placement weird. I'd suggest just moving the drone room to where Sleeper has it in the Captain's Edition.[/*]
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You have made me realize how much of a difference changing the flagship's system power can make. I'm thinking you could cause some randomization via the beginning even text. You could change how many drones it has, whether or not it uses a drone at all, whether or not it uses it's teleporter, whether it has lvl 15 cloak or not, whether or not it's weapon fire faster, etc...
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
Hello,
Just a quick question:
You were talking about the added modules, how do I select which ones turn on or off?
Mr. Mister informed me that I had the one regarding the flagship turned on without me knowing it.
If you're watching my LP (not sure) you know it didn't end well...
The addition of that module + changes from CE itself to the flagship kind of overwhelmed me.
I'll probably keep it on now that I know what to expect, but just out of curiosity, where can you see whether they are on or off?
Grtz,
Biohazard063
Just a quick question:
You were talking about the added modules, how do I select which ones turn on or off?
Mr. Mister informed me that I had the one regarding the flagship turned on without me knowing it.
If you're watching my LP (not sure) you know it didn't end well...
The addition of that module + changes from CE itself to the flagship kind of overwhelmed me.
I'll probably keep it on now that I know what to expect, but just out of curiosity, where can you see whether they are on or off?
Grtz,
Biohazard063
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
Unfortunately, I don't really know of any real way to visually show which modules are active at any given time, though you should be aware of which ones you turn on when you run the mod manager. I did however hear that, at some point in your modding of FTL, you somehow got it so that CE was permanently on or something. I would highly recommend reinstalling FTL and wiping the backup folder of Slipstream Mod Manager.Biohazard063 wrote:Hello,
Just a quick question:
You were talking about the added modules, how do I select which ones turn on or off?
Mr. Mister informed me that I had the one regarding the flagship turned on without me knowing it.
If you're watching my LP (not sure) you know it didn't end well...
The addition of that module + changes from CE itself to the flagship kind of overwhelmed me.
I'll probably keep it on now that I know what to expect, but just out of curiosity, where can you see whether they are on or off?
Grtz,
Biohazard063
The Hard Flagship Module completely overwrites the flagship fight anyway, event text and all. I didn't watch it, but if it still pulled any of the CE tricks such as Phase 1 Artillery or Phase 3's tricks, then that module wasn't installed.
- Biohazard063
- Posts: 412
- Joined: Fri Feb 14, 2014 4:38 pm
Re: The sM Polish Kit 1.032 (ft. IS/CEi 1.105 Patches + Modu
Well, there must be a way to make a choice somewhere?slowriderxcorps wrote: Unfortunately, I don't really know of any real way to visually show which modules are active at any given time, though you should be aware of which ones you turn on when you run the mod manager. I did however hear that, at some point in your modding of FTL, you somehow got it so that CE was permanently on or something. I would highly recommend reinstalling FTL and wiping the backup folder of Slipstream Mod Manager.
The Hard Flagship Module completely overwrites the flagship fight anyway, event text and all. I didn't watch it, but if it still pulled any of the CE tricks such as Phase 1 Artillery or Phase 3's tricks, then that module wasn't installed.
I haven't seen the world "flagship" or "module" anywhere in the mod files...
Then again, it was Mr. Mister that told me that I had it installed, and he's usually a reliable source.
And after watching that part again, I indeed got no artillery on phase 1.
Did get the "tunnels" to the weapons though, and I heard talk about that in CE so...
As for the mods, yeah, I think the I need to do the thing with the back up folder. As I did get a clean slate doing that one challenge run where I didn't need slipstream. Do I just remove everything in the backup folder?
Thanks.