Ursa Prototype [AE] Ship pack and weapons

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ScottishPingu
Posts: 49
Joined: Wed Apr 01, 2020 9:21 am

Ursa Prototype [AE] Ship pack and weapons

Post by ScottishPingu »

Hi,

This spiralled out of control. I started modding in lockdown and I haven't really stopped since, it's been a while since I have posted but once I decided to make this project a mod of all ships I thought I'd wait for it to be done.

The Ursa Prototype is my take on ship art and weapon design. This isn't trying to be balanced but equally I wasn't aiming for completely busted. The ships and weapons all have some lore or concept thinking behind them, it might not be obvious or it might be very obvious e.g Mantis Ships take inspiration from the game Okami which in turn takes inspiration from the Shinto religion.

The mod appendix has a lot of detail in it but as time went on I got sloppier at updating it so it might not be that accurate.

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If you play it and enjoy it or have thoughts I'd love to hear, I reckon there is 2-5 hours in each ship.

MOD LINK:
https://drive.google.com/file/d/1_ZDQX0 ... sp=sharing

Cheers
Scottish Pingu
Newish to modding, can't draw but can re-colour.
Image

Mods so far:
Ursa Prototype
Ursa Overflow
Dual Boarders
Tactical Espionage
bluem95
Posts: 4
Joined: Sat Jun 06, 2020 7:54 pm

Re: Ursa Prototype [AE] Ship pack and weapons

Post by bluem95 »

Is there any way you can make this compatible with hyperspace so I don't need to remove the original ships to play these?
ScottishPingu
Posts: 49
Joined: Wed Apr 01, 2020 9:21 am

Re: Ursa Prototype [AE] Ship pack and weapons

Post by ScottishPingu »

Hi bluem95, I don't know.

I haven't played HyperSpace and don't really know much about it or what it would take to make it compatible. If anyone wants to then I'm happy for them to do it.
Newish to modding, can't draw but can re-colour.
Image

Mods so far:
Ursa Prototype
Ursa Overflow
Dual Boarders
Tactical Espionage
ScottishPingu
Posts: 49
Joined: Wed Apr 01, 2020 9:21 am

Re: Ursa Prototype [AE] Ship pack and weapons

Post by ScottishPingu »

I have an updated version for anyone interested.

MOD LINK:

https://drive.google.com/file/d/19l2OmW ... sp=sharing

There isn't much different just lots of little fixes.
Tooltips.xml.append wasn't appending but now works. Artillery cooldowns should 25s, 20s, 15s, 10s.
Some weapon text clean ups.
A few manning station position corrections.
There are some weapon rarity adjustments too but with the size of the pool it shouldn't really have much of an impact.

If anyone finds other minor issues it would be helpful to know.

Cheers
Scottish Pingu
Newish to modding, can't draw but can re-colour.
Image

Mods so far:
Ursa Prototype
Ursa Overflow
Dual Boarders
Tactical Espionage
bluem95
Posts: 4
Joined: Sat Jun 06, 2020 7:54 pm

Re: Ursa Prototype [AE] Ship pack and weapons

Post by bluem95 »

No worries, just in case you haven't looked, hyperspace is an API to add custom ships without replacing any of the base game ones.
ScottishPingu
Posts: 49
Joined: Wed Apr 01, 2020 9:21 am

Re: Ursa Prototype [AE] Ship pack and weapons

Post by ScottishPingu »

Sorry to keep updating this, ugh.

I've got an update.

MOD LINK

https://drive.google.com/file/d/1FoHAUI ... sp=sharing

I've only just updated my version of FTL from 1.5.9 to the current version 1.6.13 and doing that I noticed some text issues (again with artillery times).

There are once again some small balance modifications but really nothing major.
Newish to modding, can't draw but can re-colour.
Image

Mods so far:
Ursa Prototype
Ursa Overflow
Dual Boarders
Tactical Espionage
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TheMultiverseTeam
Posts: 216
Joined: Thu Nov 28, 2019 7:41 pm

Re: Ursa Prototype [AE] Ship pack and weapons

Post by TheMultiverseTeam »

Saw that there was some hesitation on creating a hyperspace version for this so I went ahead and made one. Just adds the ships into the new infinite slot system rather than replacing existing ships. Requires hyperspace to function of course.
Didn't change any graphics or balancing, but I did clean up the code a bit.

Has all of the Ursa Prototype ships as well as the Ursa Overflow ships released yesterday.
https://www.dropbox.com/s/vvimvi0akzlu6 ... e.ftl?dl=0

As for comments on the mod itself, it's a very interesting ship pack. The artwork is mostly just splices and recolors using filters I honestly didn't even know existed, but its not bad for a start and it's far better than the weird low-effort ships I see floating around the forums. The addition of new weapons and drones is a nice touch that definitely helps make it a lot more interesting than just a basic ship pack. There is plenty of potential here.

If you see this ScottishPingu and decide to take a look at the internals, hopefully it should be fairly straight forward to go with if you want to add more ships on it. It'll also allow for type C's for the ships that normally go in the Lanius/Crystal slots.
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ScottishPingu
Posts: 49
Joined: Wed Apr 01, 2020 9:21 am

Re: Ursa Prototype [AE] Ship pack and weapons

Post by ScottishPingu »

That is super cool of you!

I had just made a little balance change (drone control for most ships started at level 1 - felt a bit mean) and added the weapons from Overflow in so I'll post the link for that.

MOD LINK:

https://drive.google.com/file/d/1TLQ1WJ ... sp=sharing

I'll check out the file for sure though! The mod is a mess and you cleaning it up is really nice.

At some point I probably will try making ships from scratch but currently my artistic ability isn't there. When I get round to it I'll try incorporate it in the pack!
Newish to modding, can't draw but can re-colour.
Image

Mods so far:
Ursa Prototype
Ursa Overflow
Dual Boarders
Tactical Espionage
ScottishPingu
Posts: 49
Joined: Wed Apr 01, 2020 9:21 am

Re: Ursa Prototype [AE] Ship pack and weapons

Post by ScottishPingu »

Small weapons balance update:
Weapons from the Overflow appendix updated.

MOD LINK:

https://drive.google.com/file/d/1XK1Hqq ... sp=sharing

Quick question.
How does the formatting in the Hyperspace file? I plan on consolidating into that file but haven't quite got my head round it yet.

Cheers
Scottish Pingu
Newish to modding, can't draw but can re-colour.
Image

Mods so far:
Ursa Prototype
Ursa Overflow
Dual Boarders
Tactical Espionage
User avatar
TheMultiverseTeam
Posts: 216
Joined: Thu Nov 28, 2019 7:41 pm

Re: Ursa Prototype [AE] Ship pack and weapons

Post by TheMultiverseTeam »

Inside hyperspace.xml.append there should be a <ships> tag
Example;

Code: Select all

<ships>
	<ship name="PLAYER_SHIP_HARMONY" b="true" c="true"/> 
	<ship name="PLAYER_SHIP_REBEL" b="true" c="true"/> 
	<ship name="PLAYER_SHIP_SEPARATIST" b="false" c="false"/> 
	<ship name="PLAYER_SHIP_HIVE" b="false" c="true"/>
	<ship name="PLAYER_SHIP_DUSK" b="true" c="false"/>
</ships>
It should hopefully be pretty straightforward. The name is the ID of the ship, like PLAYER_SHIP_HARD (the kestrel, as you know) in vanilla. B and C can either be true or false, which toggles whether the game will look for a type B/C version to fill the slot. To add a type B/C into the code, just include a ship with the same ID with a _2 or _3 at the end (ex; PLAYER_SHIP_HARD_2). That's about it. Of course, theres other stuff you can do with hyperspace too, but that's about it for adding new player ships.
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