[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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RAD-82
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Re: [MOD][WIP] FTL Infinite Space

Postby RAD-82 » Thu May 22, 2014 10:34 pm

I present Infinite Space 0.5.A3!

I haven't fully tested it, which means I haven't seen any of the Advanced Technology that I added for AE-content users. It passed the Slipstream Validate test, so I assume things are working as I intended.

Download from MediaFire: Infinite Space 0.5.A3

Download from MediaFire: AE Advanced Technology Patch
Place this patch after Infinite Space 0.5.A3 in the load order.

This requires Slipstream Mod Manager. The old Grognak's Mod Manager should not work.

Stuff:
  • Fixed cloak images for mini-bosses
  • Removed AE ship list overrides (shouldn't see any ships with AE systems)
  • Restored pirate ships to pre-AE condition (Pirate paint, old layout)
  • Updated weapons and drones
  • Minor edits to some events
  • Integrated Universal Starting Beacon by kartoFlane

I forgot something (some text display), but that is suited more for an updated SMM, so I won't bother with it.

I don't know what English Narwhal had or lost, or if this is even a useful replacement for re-starting Infinite Space 2.

edit: I forgot to disable the Distraction Buoys. As I recall from watching the CE thread, these things will interfere with the mod's own fleet delay at the start of every sector, so try to avoid them and sell them if you come across them, otherwise you will have the rebel fleet chasing you.

edit2: I've been trying to get a new weapon that I added to drop from the list of Infinite Space's Advanced Weapons, but it doesn't seem to work. Maybe the AE overrides only work for certain situations, and giving an item in an event isn't one of those situations. I made a change in this 0.5.A3 for how the advanced technology is rewarded, but it seems that if a future patch is made, it will need to be reverted so that the new items can appear. :( I'm sorry I didn't test this more extensively before I released the update.

edit3: About 2 months after the release of 0.5.A3, I've put together a patch to address the lack of Advanced versions of the new AE equipment, as listed in the post above this one.
Last edited by RAD-82 on Sun Jul 20, 2014 8:59 pm, edited 1 time in total.
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the1freeman
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Re: [MOD][WIP] FTL Infinite Space

Postby the1freeman » Wed May 28, 2014 3:08 pm

you should get in contact with English Narwhal so you two can put the finishing touches on this kickass mod
Hippo_
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Re: [MOD][WIP] FTL Infinite Space

Postby Hippo_ » Wed Jul 02, 2014 8:18 pm

I have the good old games version of FTL really want to checkout this mod is it possible that there is a way to get this, if not will it be in the future?
Mr. Goodkat
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Re: [MOD][WIP] FTL Infinite Space

Postby Mr. Goodkat » Thu Jul 10, 2014 11:38 pm

Just started playing this mod; I love the concept, but you may want to put a check on how quickly the difficulty ramps up. Running into an enemy with level 4 shields, a Charge Laser L, a Hermes and a Ion Stunner in the second sector? Not cool.
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RAD-82
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Re: [MOD][WIP] FTL Infinite Space

Postby RAD-82 » Fri Jul 11, 2014 4:29 am

Mr. Goodkat wrote:Just started playing this mod; I love the concept, but you may want to put a check on how quickly the difficulty ramps up. Running into an enemy with level 4 shields, a Charge Laser L, a Hermes and a Ion Stunner in the second sector? Not cool.


That's how Infinite Space has always played. You have to run from difficult/impossible fights until you build yourself up on the easier fights.

If you don't like that kind of difficulty, then you could try FTL: Extended. It doesn't have the extra content of Infinite Space, but you can use the Disable Fleet add-on so you can explore more. If you want more content, then you should try Captain's Edition. It also has an Infinite mode, which pretty much inspired my Extended mod.
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Junkyard has FTL mods, mostly ships and a few other things.
Mr. Goodkat
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Re: [MOD][WIP] FTL Infinite Space

Postby Mr. Goodkat » Fri Jul 11, 2014 5:32 pm

RAD-82 wrote:That's how Infinite Space has always played. You have to run from difficult/impossible fights until you build yourself up on the easier fights.


Ah, I see. So the extra scrap at the beginning is to dump into engines and shields so you can gtfo quickly if needed. :lol:
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RAD-82
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Re: [MOD][WIP] FTL Infinite Space

Postby RAD-82 » Sun Jul 20, 2014 9:12 pm

It's been about two months since I made the 0.5.A3 version of Infinite Space. In that version, I added some advanced versions of the new AE content, although due to my lack of hard-coding knowledge at that time, those new weapons and drones were never available. I finally put together a small patch, to be loaded after Infinite Space, which should make these new items available. The patch is found in the original download post. I haven't tested it, so I don't know if I made any mistakes. Please report any problems (or success) with this patch so I know if I need to fix it.
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zabing12
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Re: [MOD][WIP] FTL Infinite Space

Postby zabing12 » Wed Jul 23, 2014 8:40 pm

what is the difference between infinite addon and infinite space? which is better?
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RAD-82
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Re: [MOD][WIP] FTL Infinite Space

Postby RAD-82 » Thu Jul 24, 2014 5:08 am

zabing12 wrote:what is the difference between infinite addon and infinite space? which is better?

The Infinite addon requires Captain's Edition. It just extends the gameplay, allowing you to take as much time as you want to reach the end.

Infinite Space doesn't require any other mods. It doesn't extend the gameplay, but prevents progression, so there is no end.

There are other differences, but I can't name them all. You'll just need to read the first post in each topic or try the mods to see how they differ.

I've only played Infinite Space, but from a technical standpoint, I would say that the Infinite addon for CE is better, as it has more variety. Maybe that is why I made the vanilla version, FTL: Extended.
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Theguysawaffle
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Re: [MOD][WIP] FTL Infinite Space

Postby Theguysawaffle » Wed Aug 06, 2014 3:28 am

I'm having trouble getting the mod to show up when i attempt to select a mod on slipstream mod manager. I don't know if it matters but the file is downloaded as a winrar archive.

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