[Ship Randomizer] The Randtrel v1.3.0

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rannl
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Re: The Rand-[trel/orus/asio/wark/a Monster] v0.91

Postby rannl » Fri Oct 03, 2014 3:10 pm

Released v0.91 with an updated weapon pool for the Randasio (removed possible pernach beam as a starting weapon in the ACE build).
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Biohazard063
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Re: The Rand-[trel/orus/asio/wark/a Monster] v0.91

Postby Biohazard063 » Mon Oct 06, 2014 10:13 am

Hey there,

You asked me to try out this mod on the channel (or someone using your name, highly unlikely). Just finished recording the first one with this mod enabled. (Ep 85 or something).
Ran into a bit of problem.
Had it combined with CE, set the mod to give me a ACE loadout, everything is fine. Mod seems to be working.
But with my first random ship. A randomized kestrell, none of the airlocks worked. The doors opened, but as you can see, no air was escaping.
Image
Bit of a problem...

Other then that, the mod is working and it's very good. The standard layouts have run their course for me and this helps countering it. Keep up the good work.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: The Rand-[trel/orus/asio/wark/a Monster] v0.92

Postby rannl » Mon Oct 06, 2014 7:51 pm

Biohazard063 wrote:Hey there,
Bit of a problem...

Other then that, the mod is working and it's very good. The standard layouts have run their course for me and this helps countering it. Keep up the good work.


Thanks for the feedback, Biohazard063 ;)
I hope you enjoy the mod!

Released v0.92 with a fix to the kestral airlocks.

The Randprey is starting to take shape, with about 9 new arti weapons in the weapon pool, inspired by Sleeper Service's arti weapons in CE, but keeping to the vanilla layouts. I'll probably add some CE style arti weapons, though it seems to me that all the fed arti weapons should be hull damaging as a rule of thumb.
So v0.10.0 with the Randprey will be done in the next few days :)
Russian Rockman
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Re: The Rand-[trel/orus/asio/wark/a Monster] v0.92

Postby Russian Rockman » Mon Oct 06, 2014 11:06 pm

rannl wrote:The Randprey is starting to take shape, with about 9 new arti weapons in the weapon pool, inspired by Sleeper Service's arti weapons in CE, but keeping to the vanilla layouts. I'll probably add some CE style arti weapons, though it seems to me that all the fed arti weapons should be hull damaging as a rule of thumb.
So v0.10.0 with the Randprey will be done in the next few days :)

I agree that all fed weapons should do hull damage, but there is one exception, I think a shield piercing fire beam or plasma launcher is powerful enough to take down a ship. Although it does no direct hull damage the fire can easily burn out a ship's systems and do massive damage.

If you do make a fire artillery, I believe the plasma launcher would be better than a fire beam, because from my experience the fire beam artillery always hits the same rooms, while a plasma launcher is completely random.
rannl
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Re: The Rand-[trel/orus/asio/wark/a Monster/prey] v0.10.0

Postby rannl » Thu Oct 09, 2014 5:44 pm

Over the 50% mark :)
Released a new version with the Randprey, the randomized fed cruiser. Builds B/C are also represented in the asset pools. New arti weapons have been used in the weapon pools, with 8 weapons for AE/ACE and 2 weapons for ACE only.
Also added a build with 2 shields, no weapons, and a 3rd level arti system.
Arti weapons were inspired by Sleeper Service's CE and Slowriderxcorps's sMPK.

Have fun and feel free to comment! 4 ships to go ;)
Russian Rockman
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Re: The Rand-[trel/orus/asio/wark/a Monster/prey] v0.10.0

Postby Russian Rockman » Sat Oct 11, 2014 3:07 am

I like all the new artilleries, they seem relatively similar in damage potential to the original Vindicator Beam. The only thing I potentially see a problem with is the single shot or few shot missile artilleries. Beams can not miss, but missiles can so there is a higher potential of the artillery shot missing and doing nothing.
rannl
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Re: The Rand-[trel/orus/asio/wark/a Monster/prey] v0.10.1

Postby rannl » Sat Oct 11, 2014 5:21 pm

Russian Rockman wrote:I like all the new artilleries, they seem relatively similar in damage potential to the original Vindicator Beam. The only thing I potentially see a problem with is the single shot or few shot missile artilleries. Beams can not miss, but missiles can so there is a higher potential of the artillery shot missing and doing nothing.


Good point RR. I've had some thoughts about the number of shots as well.
I've removed the heavy missile launcher and replaced it with a hull missile launcher. I've added another shot to the medium/light missile launchers, and added another shot to the heavy laser.
So here's a new release :

Changelog 0.10.1:
* Updated random arti weapons - shooting weapons fire at least twice, added more shots to weapons with fewer shots.
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kartoFlane
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Re: The Rand-[trel/orus/asio/wark/a Monster/prey] v0.10.1

Postby kartoFlane » Sat Oct 11, 2014 6:21 pm

A heads-up -- I've released a new version of my editor, with floor generation integrated, so you can plug the layouts in and create matching floors now ;)
Superluminal2 - a ship editor for FTL
rannl
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Re: The Rand-[trel/orus/asio/wark/a Monster/prey] v0.10.1

Postby rannl » Sat Oct 11, 2014 7:47 pm

kartoFlane wrote:A heads-up -- I've released a new version of my editor, with floor generation integrated, so you can plug the layouts in and create matching floors now ;)


Nice job KF. I've given it a go and generated matching floor images for the kestral layouts. I'll have to add a few tweeks to the randomizing tool in order to make sure the selected floor image gets copied to the right directory, but all in all I think that in a few days a matching floor will be added to all currently supported ships.

Only one point : the generated floors for the kestrals seem to bit a little bit off center - the floor is a few pixels down compared to the rooms, so I have to manually raise it.
Does not effect other ships.

This is an extremely minor issue, just wanted to mention it, is all.
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Biohazard063
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Re: The Rand-[trel/orus/asio/wark/a Monster/prey] v0.10.1

Postby Biohazard063 » Mon Oct 13, 2014 3:20 pm

Seems like the mod might be running issues with it's compatibility with the latest version of CE...
Could be solely CE's fault as well not really sure there, but I haven't seen the issue come up there yet so.
Can't test it out by running CE without this because I'm mid run and don't know if it would mess up the run. Probably would.
Anyway here's a pic of the problem :
Image
Anyway, loving the mod so far. Keep up the good work.
I'll ask the same question on the CE forum incase it's something entirely different.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.