[MOD] [GMM] Shark Mods

Distribute and discuss mods that are functional. Moderator - Grognak
shark
Posts: 169
Joined: Thu Nov 08, 2012 10:11 am

[MOD] [GMM] Shark Mods

Post by shark »

This will be the official thread of my mods. No discussions will be held here. If you have any comment, please leave it in the other "Shark Wars" thread which should be moved to Mod Development; that one will be used as an impromptu devblog. Or PM me, whatever.

Download Artillery patch

Code: Select all

Changes:
- artillery goes to level 5
- artillery can be bought with rarity 5
- changes to ships:
      engi B - changed drones to 4, weapons to 4, added artillery capability, +1 crystal crew, changed one REPAIR to BATTLE, added SCRAP_ARM
      mantis A - added artillery capability, swapped medbay with oxygen, +1crew
      stealth B - added artillery lvl2, weapon preigniters aug, +3power
      rock A - added artillery capability
      crystal B - added art capability, +5hp +1crew, +3 drone slots, starts with drone, removed weapons, changed medbay to 6
Download Superskills

Code: Select all

Changes:
	- teleporter now to level 4 (5 sec cooldown)
	- cloaking now to level 8 (40 sec cloak)
	- artillery now to level 5 (10 sec cooldown)
	- shields now to level 10	(5 bars)
	- weapons now to level 10 (10 power)
	- drones now to level 10 (10 power)
Download Shark Wars

Code: Select all

Changes:

	*************************
	***	KNOWN BUGS	*
	*************************

	- Cloaking timer doesn't show up after level 4. It works however although the UI doesn't show it properly.
	- Artillery level 5 says "cloaking 25 sec" instead "cooldown 10 sec", because it works. The UI shows it properly.
	- There are no descriptions for skills above level 8, but they work.
	- If you encounter Artillery in a store, if the skill is empty you cannot buy it with that ship. 
	- Teleporter level 4 says "20 sec cooldown" instead of "5 second cooldown". It seems kinda instantenaeous so it worked better than expected.

/*********************
** Patches to crew: **
*********************/
	- allowed to buy slugs with rarity 4 
	- allowed to buy crystals with rarity 6
	for reference, zoltans are rarity 5

/******************************
** Patches to augmentations: **
******************************/
	
	- allowed to buy ENERGY_SHIELD 
	- allowed to buy NANO_MEDBAY
	- allowed to buy DRONE_SPEED
	- allowed to buy SYSTEM_CASING

	- trying out experimental augmentations


/*****************************
** Patches to ship systems: **
*****************************/

	- teleporter now to level 4 (5 sec cooldown)
	- cloaking now to level 8 (40 sec cloak)
	- artillery now to level 5 (10 sec cooldown)
	- shields now to level 10	(5 bars)
	- weapons now to level 10 (10 power)
	- drones now to level 10 (10 power)

/******************************
** Patches to default ships: **
******************************/

   engi A - changed starting weapons
   engi B - changed drones to 4, weapons to 4, added artillery capability, +1 crystal crew, changed one REPAIR to BATTLE
   mantis A - added artillery capability, swapped medbay with oxygen, +1crew
   stealth B - added artillery lvl2, weapon preigniters aug, +3power
   rock A - added artillery capability
   crystal B - added art capability, +5hp +1crew, +3 drone slots, starts with drone, removed weapons, changed medbay to 6

/***********************
** Added Custom ships **
***********************/

   fed B - deathstar
   kestel B - imperial stardestroyer
   rock B - phlegeton


/**************************************
** New weapons for ships and drones! **
**************************************/

/*********************
** Drone blueprints **
*********************/

	- reactivated COMBAT_ION, COMBAT_MISSILE
	- added COMBAT_ION_2, COMBAT_MISSILE_2, COMBAT_MISSILE_B, COMBAT_MISSILE_F
	added many buffed copies with _SQUAD suffix and alternate gfx
		COMBAT_1_SQUAD
		COMBAT_2_SQUAD
		COMBAT_ION_SQUAD
		COMBAT_ION_2_SQUAD
		COMBAT_HEAVY_ION_SQUAD
		COMBAT_BEAM_SQUAD
		SHIP_REPAIR_SQUAD
		DEFENSE_1_SQUAD
		DEFENSE_2_SQUAD
		
	- added DEFENSE_ROCK
Last edited by shark on Fri Nov 16, 2012 8:13 pm, edited 1 time in total.
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All of our mods
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deathbyfire222
Posts: 2
Joined: Mon Oct 15, 2012 7:14 pm

Re: [MOD] [GMM] Shark Mods

Post by deathbyfire222 »

Would it be possible to buff up the max amount of reactor power on a ship?
From 25 to say.. 30? or even higher?

Can it be configurable?
PlanetR
Posts: 5
Joined: Fri Nov 16, 2012 12:34 am

Re: [MOD] [GMM] Shark Mods

Post by PlanetR »

okay so how does this work? I see all the code, but there's not a .ftl file like grognak said to look for. how do I use this as a mod?
shark
Posts: 169
Joined: Thu Nov 08, 2012 10:11 am

Re: [MOD] [GMM] Shark Mods

Post by shark »

Discussion has moved here.
Please say everything you need to say there... and no, we can't raise reactors to higher than 25 because there's no mention of them in the files; which leads me to presume it's also hardcoded. However, one might assign a higher starting reactor size which might behave properly, I'll test it out with multiple artilleries and see.
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Violets are #0000FF
All of our mods
are belong to you.
Pyrrha
Posts: 10
Joined: Tue Oct 23, 2012 1:35 pm

Re: [MOD] [GMM] Shark Mods

Post by Pyrrha »

hi anyway to download these mods without downloading the download manager or am i being stupid and clicking on the wrong links ???
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Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD] [GMM] Shark Mods

Post by Kieve »

Pyrrha wrote:hi anyway to download these mods without downloading the download manager or am i being stupid and clicking on the wrong links ???
Negative. The developers (Justin & Matt) have stated they do not want the game files redistributed, so posting full data/resource.dat files is not allowed. Since there's currently only one Mod Manager available, it has become the de facto standard for mod distribution. Bottom line, you have to use GMM to install the mod.
boa13
Posts: 808
Joined: Mon Sep 17, 2012 11:42 pm

Re: [MOD] [GMM] Shark Mods

Post by boa13 »

Pyrrha wrote:hi anyway to download these mods without downloading the download manager or am i being stupid and clicking on the wrong links ???
Just click on the links in the first post above. Each one will lead you to a page listing the file, its size, its type. At the bottom of the page is a big blue Download button. Click that one. There should be no download manager.

You will need the mod manager to install the .ftl files. There is no other way.
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Pyrrha
Posts: 10
Joined: Tue Oct 23, 2012 1:35 pm

Re: [MOD] [GMM] Shark Mods

Post by Pyrrha »

hmm kieve boa thanks both for fast replys have either of you actually downloaded the super skills file... i didnt think so, please allow me a short rant.

to download the file it wants you to install a download manager i clicked on the BIG BLUE download link and managed to get a.... wait why dont you try it and see for yourselves since you both suggested it. shame since the super skills file is what i really wanted to check out.

didnt say anything about not having to use gmm been playing ftl since launch been lurking the mod forums since they were made.

so thanks for not reading properly or testing what i was asking before you posted.
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Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD] [GMM] Shark Mods

Post by Kieve »

Pyrrha wrote:hmm kieve boa thanks both for fast replys have either of you actually downloaded the super skills file... i didnt think so, please allow me a short rant.

to download the file it wants you to install a download manager i clicked on the BIG BLUE download link and managed to get a.... wait why dont you try it and see for yourselves since you both suggested it. shame since the super skills file is what i really wanted to check out.
Adblockers, my friend. Use them.
-So I turned off "Adblock" for Firefox and it turns out there is another large blue download button, on the first page, which is apparently garbage. Ignore it and go to the gray "Download File" link in the bottom. THAT will take you to the page with the proper "Big Blue Download Button" that works exactly as it is intended to.

-As to the rest of your rant: don't get snide with people who try to help you, or you'll rapidly run out of people who are willing to help. :roll:
Pyrrha
Posts: 10
Joined: Tue Oct 23, 2012 1:35 pm

Re: [MOD] [GMM] Shark Mods

Post by Pyrrha »

thanks sorry to be snippy. :oops:

could you repost the file to a more user friendly site please will test adblocker for firefox now. downloaded most of the mods i like here with no problems.

and that does include gmm :lol:
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