[MOD] diversityMod [V0.3]

Distribute and discuss mods that are functional. Moderator - Grognak

[MOD] diversityMod [V0.3]

by liakad » Tue Oct 02, 2012 7:34 pm

Image

What:

This Mod aims to create a greater diversity in mostly graphics and some parameters of FTL.
Feedback is welcome and you are free, to use any of the graphics and configurations in your
own mod.

Changes:


V0.3:
- added graphic for dual laser
- changed graphic of heavy laser I
- reduced ion-damage of new ion missiles; removed system damage
- dual laser now fires 2 shots again ;)
- burst laser II now uses 2 power (default setting)
- heavy laser I pierces 1 shield

V0.2:
- changed graphic and reload animation of hull laser I (similar to burst lasers)
- added graphic for hull laser II
- added projectil for hull lasers
- added 2 new ion missiles and launcher graphics (Skiron and Boreas)
(not sure, if the enemies are using them, but several races have them in their loadout-list)
- changed sound and graphic for the explosion of ion missiles
(graphic is a bit off, but I dont't think, that I can do something about it in the xml)

V0.1:
- changed the projectile of all small laser and heavy laser weapons
- replaced all missile graphics with new one
- added a launcher graphic for every missile type
- added a 4-shot burstlaser, changed the description of the 5-shot burstlaser accordingly
- changed the heavy laser II to a one-shot weapon with 1 shield pierce, 4 damage and a high fire chance

Download/Installation:

Just take the latest Version of the ftl-files. Right-click, Save target as should work in your browser. :)

diversityMod.ftl

It's an ftl-file, so you need the Grognak's Mod Manager. This mod is probably not compatible with any other weapon-mod. This would need manual merging of the blueprints. Enjoy!
Last edited by liakad on Fri Oct 05, 2012 1:41 pm, edited 2 times in total.
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Re: [MOD] diversityMod [V0.1]

by TheKillerNacho » Tue Oct 02, 2012 7:38 pm

Wow, these new graphics look pretty good! I'm going to try this mod out when I get home. Looks like some nice work.
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Re: [MOD] diversityMod [V0.1]

by All4n » Tue Oct 02, 2012 8:17 pm

Great work!

Not only does it look good, it also fits the FTL style :-)
Got a event, alternative text, or maybe a new sector? Add it to the Additional Events & Texts (AET) mod! Credits will be given, and you will help make a big pack of content!
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Re: [MOD] diversityMod [V0.1]

by Mr. Mister » Tue Oct 02, 2012 10:47 pm

Really neat, only one thing: How would you feel about renaming "laser" weapons "blaster" instead? Apart from phisical nonsense, isn't that what their kind are called in Star Wars, which IIRC was the very first movie to include non-instant light shots (aka non-beamy), thanks to manual photogram-by-phootogram edition?

Also: how hard is it to visually differentiate between the medium-high tiers of burst blaster?
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Re: [MOD] diversityMod [V0.1]

by Kieve » Wed Oct 03, 2012 2:42 am

Subtle, but a very good change! Well done 8-)
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Re: [MOD] diversityMod [V0.1]

by liakad » Wed Oct 03, 2012 5:29 pm

Thanks for the comments. As always do I need your feedback, for balancing the new weapons and what could possible be changed.

Mr. Mister wrote:Also: how hard is it to visually differentiate between the medium-high tiers of burst blaster?
Do you mean the projectil or the weapon itself? Simple Laser, Dual Laser and Burst Laser I-II have a different projectil then Burst Laser III and V. Also, every simple laser is a little different in design (original game assets).
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Re: [MOD] diversityMod [V0.1]

by mattimao » Wed Oct 03, 2012 5:44 pm

This is really nice. Works great and improves the overall feel of the game too.
Does it conflict with any other weapon mods?
All the mods I use are .ftl files using GMM.
I ran it with weaponoza and could not tell if any of the weapons conflict.
Thanks for the cool mod! :)
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Re: [MOD] diversityMod [V0.1]

by Mr. Mister » Wed Oct 03, 2012 6:21 pm

I don't know, but the beam colour is probably hardcoded, righ?

Because a green/yellow beam for the anti-bio would be cool.
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Re: [MOD] diversityMod [V0.1]

by Mr. Mister » Wed Oct 03, 2012 10:39 pm

D-d-d-double post!

Bug/overpower: If the ion missiles pierce through any shield, they will inflict ion damage to the shield system, as well as normal and ion damage to whatever room they land on.

That said, what about a chemichal missile, that insta-kills anything without more hp than a human?
Well, thinking about it, piercing shields would be too overpowered for that, so maybe it would have to an ion-like projectile.
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Re: [MOD] diversityMod [V0.1]

by Mr. Mister » Thu Oct 04, 2012 6:44 pm

A wild triple post appeared! Go, BUGREPORT!

A major thing to have in mind: playing with the power requirements of weapons is dangerous, since some ships won't be able to use them all at the beggining. The Osprey can't even use its only weapon, Burst II, because it now requires 3 power, while the Osprey only has 2 power bars on weapons initially.

Why would you ever give the DUAL laser THREE shots? That puts it at the same level than burst II. only it requires less power and is faster (it previously had the same relation, only with Burst I). BTW, it'd be enat if you changed its sprite so you could see two cannons, since I think it's implied it's like two simple lasers, not a burst laser.
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