Biohazard063 wrote:One thing though, when I loaded it up I think it deleted my progress towards Lanius B and had to unlock it again.
Mods can't touch your profile, so I'm not entirely sure how this would be possible.
Biohazard063 wrote:Oh, and A-BS + PDS, really? That's a thing now ?
Did you get fired on by ASB and targeted by artillery in the same event? If so then that is not intended. Do you remember in which event that happened?
Biohazard063 wrote:I overwrote the system text in the blueprints of EL, CE-base, and CE infinite, but the cost are still increased.
I can't know for sure what is going without seeing your loadorder. Again, your safest bet is to outsource the modified system blueprints in separate mod and load that one last. That will definitely work.
Russian Rockman wrote: Also I think emergency respirators could be changed to "Environmental Suits" and have the added ability of protecting against radiation!
Yeah, sounds cool.
Russian Rockman wrote:do the emergency respirators work when your crew is on the enemy ship? Do mantis pheromones work when you are on the enemy ship?
I'm not entirely sure but I think respirators work aboard the enemy ship. Mantis Pheromones and Drone Reactor Booster do as well (I think.)
Russian Rockman wrote:Would it be really difficult to add multiple options for trading events. For example, someone stranded who wants to sell you drone parts for fuel should have multiple options instead of just one, often their offers will either be great, horrible, or impossible because they ask for too much, but they can often be wasted jumps and I feel like if they really wanted fuel they would be willing to negotiate.
If more trades would be worth considering that would take the spice out if it IMO.
Russian Rockman wrote:Also, regarding infinite CE... I know infinite space is basically the casual version of FTL, but to keep the tension up I thought of some slight changes. I notice that people often end up with a crap ton of missiles and drones. The costs of many things have been increased in infinite CE so I feel like fuel, drones , and missiles should have their prices doubled at least so you actually think twice about it again. Crew should also have their prices slightly increased.
People don't amass missiles cause they buy them so cheaply, they get them because they fight so many enemies. One thing I considered was making other resources a requirement for traveling towards the Federation base. Maybe an option to trade a lot of missiles for the fuel you need...
Russian Rockman wrote:Repairs could also be made more expensive so that you care about your hull.
I don't know how this would be possible apart from in the repair station event.
Russian Rockman wrote: Hull repair drones and bombs are also OP in Infinite Space, once you get them you'll have no worries ever again, so I would advocate taking them out completely but that would probably be no fun, just saying perhaps they can be balanced in some other way? Hull repair drones not so much, but maybe repair bombs could cost more missiles or something so they become truly "emergency" repair bombs.
Yeah, I consider taking them out entirely cause the pretty much break Infinite. If you ever get one of these items then you basically set for the entire run. If the player screws up with the loadout, then there is a chance that deep space elite enemies in later sectors will continuously deal damage till the player runs out of resources. But till then you will still have an easy time so this probably has to get changed.
Russian Rockman wrote:I know you also don't want to rewrite events for CE infinite, but i was just thinking that those events which make the fleet catch up could make them speed up a lot more.
Right now I'm not really inclined to rewrite all these events. Although what you suggested would add to the experience.