Hello guys, I registered here just to say that you are making awesome work with converting board game into real SC2 map. It's my dream to have digitalised SCtBG - I love this game but I have big trouble with finding competitive players. About the graphics - I know there is made Starcraft the Board Game module, which works with VASSAL. Basically, it has every one component scanned with good quality.
Maybe you could use some of its components graphics into your map?
Creator of this module is Zackreaver (http://bit.ly/TrJ9mS) - maybe he could share his scans for higher purpose? :)
The winrar document has all the scans in it anyway, modules are just compressed files, you can open them with winrar the same way as a .rar document.
Hey there, I'd be willing to help with development of this if you still have plans for it, I just recently picked up FTL and got hooked to it. The one thing I'd want the game to have though is a multiplayer Co-op. FTL development is a long ways off from any multiplayer, but a Starcraft 2 map of it is MORE than capable of such.
I know this is a couple months late of a post but it's the first one that came up via google, if there's another FTL project in development let me know. I'm going to try and start development on a port for FTL myself.
I feel that since the general system for FTL is near perfect, we should just basically port it over. Obviously with the races changed to starcraft versions, but statistics and calculations should remain. Potential for additional content could be astronomical, also considering a co-op environment fits this kind of game so well. Micro between managing power, timing weapons, fighting on the ship and repairing systems are one of the greatest challenges of FTL, allowing friends to lighten the load for you would be great enough of a co-op experience as it is.
I appologize for the lack of updates, I've been more preoccupied recently. I am still working on the mod however, I am simply focusing more on brainstorming right now before I actually hit the editor. Theres a lot of big changes incoming, and hopefully they will fix any glaring imbalances that alot of you have probably seen.
Fixed the void ray alternate weapon problem, along with adding in more customization for Zerg, several more options for zerg to disable and get points.
Oh I see why, I had the weapon removed for some reason, I must have already started the procedure to replace it, I'm going to put it back in for the next update.
if your refering to the "faction upgrade" void ray alternate attack, it's basically a more exaggerated version of the prismatic beam.
What it does it instead of gaining strength after 3 seconds, it gains strength after like 10 seconds (a decade I know)
However after it reaches max charge it's damage skyrockets tremendously, however the charge can return back down to level 1 almost instantly as well, making it effective as a stationary death machine, though it's effectiveness would probably be near impossible to utilize if the enemy simply kills it before it can charge. (it's on my list of soon to be replaced)
However I shall look into the purifier beam to see if there is anything faulty (including the tooltips)
So they could die but not from those things? Well regardless the behavior which was causing it is gone now, it might come back later when I get around to the thor again.
Also I would still like to see the replay, it could help me find some bugs I may have overlooked.
I know, that's why I took the behavior off until I have more time to thoroughly test it, I'm a little too preoccupied at the moment. But I still want the mod to at least be playable, there's already tons of other content that needs testing and some things are just tacked on and unnecessary.
Currently I'm experiencing difficulty with my bank system, an update will be coming soon to fix this, as well as more bugs that I discovered (mostly with terran)
Well I feel stupid, it's my first time using banks and apparently I forgot to put the "Save Bank" action in there, no wonder my banks weren't saving.
Next update this will be fixed, sorry about that folks.
Another quick update was made, to fix some bugs involving the dark archon and deleting some accidently placed buildings on lost temple and metalopolis.
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The winrar document has all the scans in it anyway, modules are just compressed files, you can open them with winrar the same way as a .rar document.
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Hey there, I'd be willing to help with development of this if you still have plans for it, I just recently picked up FTL and got hooked to it. The one thing I'd want the game to have though is a multiplayer Co-op. FTL development is a long ways off from any multiplayer, but a Starcraft 2 map of it is MORE than capable of such.
I know this is a couple months late of a post but it's the first one that came up via google, if there's another FTL project in development let me know. I'm going to try and start development on a port for FTL myself.
I feel that since the general system for FTL is near perfect, we should just basically port it over. Obviously with the races changed to starcraft versions, but statistics and calculations should remain. Potential for additional content could be astronomical, also considering a co-op environment fits this kind of game so well. Micro between managing power, timing weapons, fighting on the ship and repairing systems are one of the greatest challenges of FTL, allowing friends to lighten the load for you would be great enough of a co-op experience as it is.
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I appologize for the lack of updates, I've been more preoccupied recently. I am still working on the mod however, I am simply focusing more on brainstorming right now before I actually hit the editor. Theres a lot of big changes incoming, and hopefully they will fix any glaring imbalances that alot of you have probably seen.
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And heres another update, this one fixes the annoying bug of zergling default tech being disabled, and flying queen tech being enabled by default.
Fairly simple update, my birthday is tomorrow so I probably won't get much done then.
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New update released
Fixed the void ray alternate weapon problem, along with adding in more customization for Zerg, several more options for zerg to disable and get points.
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@Ranakastrasz: Go
Oh I see why, I had the weapon removed for some reason, I must have already started the procedure to replace it, I'm going to put it back in for the next update.
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@Frunck: Go
if your refering to the "faction upgrade" void ray alternate attack, it's basically a more exaggerated version of the prismatic beam. What it does it instead of gaining strength after 3 seconds, it gains strength after like 10 seconds (a decade I know) However after it reaches max charge it's damage skyrockets tremendously, however the charge can return back down to level 1 almost instantly as well, making it effective as a stationary death machine, though it's effectiveness would probably be near impossible to utilize if the enemy simply kills it before it can charge. (it's on my list of soon to be replaced)
However I shall look into the purifier beam to see if there is anything faulty (including the tooltips)
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@Frunck: Go
Thor invulnerability fixed, they can now die properly, planning on replacing immortality protocol with something else, suggestions are open.
For that matter, suggestions for any unit belonging to terran are completely open.
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@Frunck: Go
So they could die but not from those things? Well regardless the behavior which was causing it is gone now, it might come back later when I get around to the thor again.
Also I would still like to see the replay, it could help me find some bugs I may have overlooked.
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@Ranakastrasz: Go
I know, that's why I took the behavior off until I have more time to thoroughly test it, I'm a little too preoccupied at the moment. But I still want the mod to at least be playable, there's already tons of other content that needs testing and some things are just tacked on and unnecessary.
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@Ranakastrasz: Go
Yeah, I disabled it until I have more time to thoroughly test it.
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@Frunck: Go
I'll look into it immediately.
Edit: Ok I released a new update that should remove that bug with the thor's as well as clear up some of the UI errors.
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Currently I'm experiencing difficulty with my bank system, an update will be coming soon to fix this, as well as more bugs that I discovered (mostly with terran)
Well I feel stupid, it's my first time using banks and apparently I forgot to put the "Save Bank" action in there, no wonder my banks weren't saving.
Next update this will be fixed, sorry about that folks.
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@Frunck: Go
I'll see what I can do as soon as I get the mod well polished enough.
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Another quick update was made, to fix some bugs involving the dark archon and deleting some accidently placed buildings on lost temple and metalopolis.