Star Ruler 2

Star Ruler 2

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Xangi Jun 1, 2015 @ 5:46pm
Custom fling beacons and more moddable FTL
As the topic says, I think players would really appreciate the ability to custom-make their fling beacons. I know there are probably a bunch of balance concerns but I don't see how it's much worse than buildable gates, which can easily be turned into fortresses. I'm actually going to try to do this myself sometime, but to have it be official would be great.

As well, (and this I'm not sure about but everything I found indicates it) FTL types being something that seems unmoddable is a bit disappointing. I was looking around today for wherever the actual FTL behaviors are defined and couldn't seem to find it, though I did find where a bunch of other FTL-reated functions are. If it's possible, it would be very neat to have the FTL movement and other behaviors available for modders to experiment with. I'm sure a bunch of people have ideas for new FTL types.

Also on a side note, I really miss the speed and distance measurements on selection from SR1. It's not gameplay-critical but it was a neat immersion-maker.
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Lucas  [developer] Jun 1, 2015 @ 5:52pm 
I believe there are already mods in the workshop that let you put fling beacons on your own designs. It's something we've considered doing, but never decided on.

FTL types are completely moddable and implemented in various scripts. They operate on a different level from the datafile-driven parts that the mod editor has access to, but with enough knowledge of the scripting you could certainly implement a new FTL type in a mod.
Xangi Jun 1, 2015 @ 5:59pm 
Originally posted by GGLucas:
I believe there are already mods in the workshop that let you put fling beacons on your own designs. It's something we've considered doing, but never decided on.

FTL types are completely moddable and implemented in various scripts. They operate on a different level from the datafile-driven parts that the mod editor has access to, but with enough knowledge of the scripting you could certainly implement a new FTL type in a mod.
Oh, well, I guess I didn't look hard enough. I found the angelscript file in scripts/definitions but not the other ones.

I'd really like to see an official "design fling beacons" ability. It might make them less OP :^). In all seriousness though, their range and speed could be linked to the relative size of the component like the other FTLs and it would allow for a bunch of neat customization and cost/benefit options.
Dalo Lorn Jun 2, 2015 @ 1:13am 
Lucas is right - ABEM, for one, incorporates designable fling beacons. However, because we didn't change any of the underlying code, there is no scaling, just a requirement that (IIRC) the beacon subsystem is at least size 100.
Xangi Jun 2, 2015 @ 1:29am 
Originally posted by Dalo Lorn:
Lucas is right - ABEM, for one, incorporates designable fling beacons. However, because we didn't change any of the underlying code, there is no scaling, just a requirement that (IIRC) the beacon subsystem is at least size 100.
Yeah I figured ABEM would have it. I tend not to use huge overhaul mods so I haven't actually used it yet.
Dalo Lorn Jun 2, 2015 @ 1:38am 
Heh, in my opinion it's the 'huge overhaul mods' that are the best. The ubiquitous 'Balance Mod' and some of its descendants like Crimson Concept or Warp 10 for Space Empires 5, Phoenix Rising, Thrawn's Revenge, Rise of the Mandalorians or any of the other major Star Wars: Empire at War mods...
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