YOU said you wanted feedback, so here you go:
so played for about... 1 minute and then i died.
ho yeah, i was using the mantis cruiser type B
[MOD][WIP] FTL Infinite Space
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- Joined: Wed Jan 16, 2013 1:28 pm
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- Posts: 27
- Joined: Wed Jan 16, 2013 1:28 pm
Re: [MOD][WIP] FTL Infinite Space
HOOOOO MYYY GOD!!!!!! I AM RIPPING MY HAIR OFF MY HEAD!!!!THIS IS IMPOSSIBLE
i can't even fight the first ship i encounter in the game because i lose ALL my hull to a goddamn missile weapon while i try to fix every system that it has destroyed
EDIT: i am now bald.
EDIT2: i wish i could rip my brain to die so much that the mod is broken. from what i've seen, people dont have much difficulty problems but me. i cant get past the first sector without ragequiting almost in tears.
i can't even fight the first ship i encounter in the game because i lose ALL my hull to a goddamn missile weapon while i try to fix every system that it has destroyed
EDIT: i am now bald.
EDIT2: i wish i could rip my brain to die so much that the mod is broken. from what i've seen, people dont have much difficulty problems but me. i cant get past the first sector without ragequiting almost in tears.
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Re: [MOD][WIP] FTL Infinite Space
@The Hawk,
OMG thank you for the best quote about my mod!
First I would like to say this mod is harder than the base game, and I personally don't recommend it to anyone that hasn't beaten the game, or at least gotten to the final boss. Secondly, you start with 150 scrap on normal. Depending which ship you use, I would recommend using that scrap to boost your shields to level two, and your power to run everything. Which ship do you use? You mention getting hit with missiles, which of course go through shields anyways. What is your evade? Do you put a crew member in both the pilot and the engine room? Raising, and powering engines will increase your evade. You "should" be able to clear all beacons in the first sector, and I recommend doing so. If you are having issues in the first sector, you will absolutely hate Deep Space. When you do get to Deep Space, consider running from ships until you have built up your ship.
The 8 scout ships mod will likely conflict as well if they are enemy ships. All Enemy ships are changed to be static. If the 8 scouts mod work, you may find they are just super weak compared to other enemy ships. If they are player ships, they should work, but as Kieve has stated, Custom Ships must be last in the mod order to work with Infinite Space.
@Scootabuser,
If you unpack data.dat, check out events.xml, events_nebula, events_pirate, and all of the racial events files, like events_engi.xml, events_slug.xml. Honestly though, the likelihood that you create the same event is low. I would say just write them, and if I see one that is the same, ill let you know.
You are right, the game wasn't designed to go forever, and your suggestion about ships that are difficult is what I tried to do with the Cruiser, and the Elite Cruisers.
@sourcecoder,
I'm not against weakening the Cruiser ships, but at some point the player needs to run across a ship that can potentially beat them, or else the mod will get really boring really fast. Did you feel your ship was maxed out? Did you feel you ran into the Cruiser too early? Also easy mod just means more resources from events. The enemy ships will be the same difficulty. That was how the base game was written.
@Ciotog,
What you experienced I believe is just part of the base game. I didn't write anything to cause that.
OMG thank you for the best quote about my mod!
First I would like to say this mod is harder than the base game, and I personally don't recommend it to anyone that hasn't beaten the game, or at least gotten to the final boss. Secondly, you start with 150 scrap on normal. Depending which ship you use, I would recommend using that scrap to boost your shields to level two, and your power to run everything. Which ship do you use? You mention getting hit with missiles, which of course go through shields anyways. What is your evade? Do you put a crew member in both the pilot and the engine room? Raising, and powering engines will increase your evade. You "should" be able to clear all beacons in the first sector, and I recommend doing so. If you are having issues in the first sector, you will absolutely hate Deep Space. When you do get to Deep Space, consider running from ships until you have built up your ship.
The 8 scout ships mod will likely conflict as well if they are enemy ships. All Enemy ships are changed to be static. If the 8 scouts mod work, you may find they are just super weak compared to other enemy ships. If they are player ships, they should work, but as Kieve has stated, Custom Ships must be last in the mod order to work with Infinite Space.
@Scootabuser,
If you unpack data.dat, check out events.xml, events_nebula, events_pirate, and all of the racial events files, like events_engi.xml, events_slug.xml. Honestly though, the likelihood that you create the same event is low. I would say just write them, and if I see one that is the same, ill let you know.
You are right, the game wasn't designed to go forever, and your suggestion about ships that are difficult is what I tried to do with the Cruiser, and the Elite Cruisers.
@sourcecoder,
I'm not against weakening the Cruiser ships, but at some point the player needs to run across a ship that can potentially beat them, or else the mod will get really boring really fast. Did you feel your ship was maxed out? Did you feel you ran into the Cruiser too early? Also easy mod just means more resources from events. The enemy ships will be the same difficulty. That was how the base game was written.
@Ciotog,
What you experienced I believe is just part of the base game. I didn't write anything to cause that.
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- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
make it harder!
so far the only challenge is the stealth ship because it gets away ( havent played .34 version yet), and the pirate battleship w/crystal people that kills some/all of my crew of zoltans by locking them in the room.
all other ships dont threaten my hull much.
and i only have 2 +weapons (+small bomb, +ion bomb).
make it harder.
give them +defense drone, +ion drone, +missle drone, +antiship drone, +burst3, +burst3, +glaive, +small bomb. or 4x +pegasus missiles
and of course max shields + evade.
are enemy ships capped in power like player ships? if so, add zoltans.
Make it harder...
so far the only challenge is the stealth ship because it gets away ( havent played .34 version yet), and the pirate battleship w/crystal people that kills some/all of my crew of zoltans by locking them in the room.
all other ships dont threaten my hull much.
and i only have 2 +weapons (+small bomb, +ion bomb).
make it harder.
give them +defense drone, +ion drone, +missle drone, +antiship drone, +burst3, +burst3, +glaive, +small bomb. or 4x +pegasus missiles
and of course max shields + evade.
are enemy ships capped in power like player ships? if so, add zoltans.
Make it harder...
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- Joined: Wed Jan 09, 2013 9:56 pm
Re: [MOD][WIP] FTL Infinite Space
Hey, I have had a problem since I switched from .33 to .34. It seems like a few art files have been messed up.
Here, the ship just completely blacks out. This only happens on unmanned ships it seems.
The targeting cursor and drones also seem to have some problem. Drones are blacked out totally, while the targeting cursor blacks out when over something it cannot fire on
And this one, I cannot explain!
This happens both on my home computer and my laptop. Granted, I upgraded both from .33 to .34, so would just wiping my install path, reinstalling, then putting in .34 do the trick?
EDIT: Also, forgot to mention that in all these shots, the paused script seems to have some overlapping going on.
Here, the ship just completely blacks out. This only happens on unmanned ships it seems.
The targeting cursor and drones also seem to have some problem. Drones are blacked out totally, while the targeting cursor blacks out when over something it cannot fire on
And this one, I cannot explain!
This happens both on my home computer and my laptop. Granted, I upgraded both from .33 to .34, so would just wiping my install path, reinstalling, then putting in .34 do the trick?
EDIT: Also, forgot to mention that in all these shots, the paused script seems to have some overlapping going on.
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- Posts: 14
- Joined: Tue Jan 08, 2013 8:09 pm
Re: [MOD][WIP] FTL Infinite Space
DrkTempler,
Someone famous once said: "The best compromise leaves both parties a bit dis-satisfied."
If you've got some screaming, "OMG, this mod is TOO HARD!" And others screaming, "WTF, make it HARDER!" Then you've probably struck a good balance.
I know I'M having fun and looking forward to new events -- even though the Pirate Battleship kicks my ass in under a minute.
Thanks again for a great mod,
Queezi
Someone famous once said: "The best compromise leaves both parties a bit dis-satisfied."
If you've got some screaming, "OMG, this mod is TOO HARD!" And others screaming, "WTF, make it HARDER!" Then you've probably struck a good balance.
I know I'M having fun and looking forward to new events -- even though the Pirate Battleship kicks my ass in under a minute.
Thanks again for a great mod,
Queezi
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- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
started a new game. have 5000 cash now and yet to see a +burst3 or +glaive.
lots and lots of various +missiles, drone speed, +crystal weapons, +heal, +heavy and +hull lasers. but no +burst or +glaive.
WHY?
still using v 0.33
lots and lots of various +missiles, drone speed, +crystal weapons, +heal, +heavy and +hull lasers. but no +burst or +glaive.
WHY?
still using v 0.33
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- Posts: 27
- Joined: Wed Jan 16, 2013 1:28 pm
Re: [MOD][WIP] FTL Infinite Space
DrkTemplar wrote:@The Hawk,
OMG thank you for the best quote about my mod!
First I would like to say this mod is harder than the base game, and I personally don't recommend it to anyone that hasn't beaten the game, or at least gotten to the final boss. Secondly, you start with 150 scrap on normal. Depending which ship you use, I would recommend using that scrap to boost your shields to level two, and your power to run everything. Which ship do you use? You mention getting hit with missiles, which of course go through shields anyways. What is your evade? Do you put a crew member in both the pilot and the engine room? Raising, and powering engines will increase your evade. You "should" be able to clear all beacons in the first sector, and I recommend doing so. If you are having issues in the first sector, you will absolutely hate Deep Space. When you do get to Deep Space, consider running from ships until you have built up your ship.
The 8 scout ships mod will likely conflict as well if they are enemy ships. All Enemy ships are changed to be static. If the 8 scouts mod work, you may find they are just super weak compared to other enemy ships. If they are player ships, they should work, but as Kieve has stated, Custom Ships must be last in the mod order to work with Infinite Space.
Wow, I actually expected my comment to be erased but, hey, you needed feedback.
I actually don't use the 8 scouts and I will use infinite space once I'll have the slug cruiser (so then I'll use the rebel flagship mod), but I was using the mantis cruiser type B, my favorite ship and because of that I had no evade since all my crew was in the boarding party. I a specially rage when I encounter unmanned ships, even more aspecially when I encounter them three times in a row! Also, I either happen to fight an enemy with more than 99 million laser shooting weapons OR a ship that has overpowered missiles. I didn't expect the mod to be so hard to play with. By the way, where is it mentioned that playing normal gives 150 scrap because I always play easy (I already enough difficulty fighting the flagship in easy when I don't use infinite space). I have a question though, does the game difficulty still scales as I explore more an more sectors? (of it does, I think I'm gonna cry, unless it's a small scaling).
BTW: using my quote in your signature is mean! You should mention it's with the mod.
Last edited by The Hawk on Thu Jan 17, 2013 9:43 pm, edited 1 time in total.
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Re: [MOD][WIP] FTL Infinite Space
+missle drone misses even when enemy helm is out of commission???
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- Posts: 245
- Joined: Mon Oct 08, 2012 4:24 pm
Re: [MOD][WIP] FTL Infinite Space
@3.14,
All Cruiser, and Elite Cruiser use the +weapons already. I'll look at increasing the difficulty for the Elite Cruisers. If you aren't getting the +weapon you want, its just because the mod randomly picks from the list. They haven't been removed. If the missile drone is missing that is part of the base game. The +missile drone is the same as the regular missile drone, except has increased speed.
@mhzero21xx & anyone having graphic issues,
I only added new graphics, I haven't changed any existing ones. I'm not saying the problems aren't coming from the mod, but I'm not sure how they could be at this point. Either way, I'll be sure to test these things before the next version is released. In the meantime, if you want, try reinstalling the game, the mod manager, and using only the Infinite Space mod. If you still have issues, than its clearly the mod.
@Queezi,
I think you're right, it’s probably close to the balance its needs to be. I'm considering removing the chance to lower systems for the Cruiser fights, and move them to the Elite Cruiser fights. Other than that, I would likely only add harder content.
@The Hawk,
No evade will equal a pretty fast death in Infinite Space. Yes that does mean a ship that primarily teleports crew over to the enemy ship will be at a disadvantage earlier on in this mod. Infinite Space mod gives you extra starting scrap to help, specifically because the beginning is harder than the base game. If you play on normal you should have 150 scrap when you start. If you don't, remove the starting scrap mod, or any other mod that modifies your start. The mod doesn't scale based on how many sectors you have gone through like the base game. It works more in tiers, and they go like this... Civilian Space < Deep Space < Cruisers < Elite Cruisers. This means you will see a jump in difficulty when you leave the Civilian sector, and again when you start running into Cruiser ships, etc. However, in Deep space you will encounter ships of varying strength from 2 shields to 4 shields. Run from the strong ships until you have built up enough to fight them.
I thought it was obvious your quote in my signature was about my mod.
All Cruiser, and Elite Cruiser use the +weapons already. I'll look at increasing the difficulty for the Elite Cruisers. If you aren't getting the +weapon you want, its just because the mod randomly picks from the list. They haven't been removed. If the missile drone is missing that is part of the base game. The +missile drone is the same as the regular missile drone, except has increased speed.
@mhzero21xx & anyone having graphic issues,
I only added new graphics, I haven't changed any existing ones. I'm not saying the problems aren't coming from the mod, but I'm not sure how they could be at this point. Either way, I'll be sure to test these things before the next version is released. In the meantime, if you want, try reinstalling the game, the mod manager, and using only the Infinite Space mod. If you still have issues, than its clearly the mod.
@Queezi,
I think you're right, it’s probably close to the balance its needs to be. I'm considering removing the chance to lower systems for the Cruiser fights, and move them to the Elite Cruiser fights. Other than that, I would likely only add harder content.
@The Hawk,
No evade will equal a pretty fast death in Infinite Space. Yes that does mean a ship that primarily teleports crew over to the enemy ship will be at a disadvantage earlier on in this mod. Infinite Space mod gives you extra starting scrap to help, specifically because the beginning is harder than the base game. If you play on normal you should have 150 scrap when you start. If you don't, remove the starting scrap mod, or any other mod that modifies your start. The mod doesn't scale based on how many sectors you have gone through like the base game. It works more in tiers, and they go like this... Civilian Space < Deep Space < Cruisers < Elite Cruisers. This means you will see a jump in difficulty when you leave the Civilian sector, and again when you start running into Cruiser ships, etc. However, in Deep space you will encounter ships of varying strength from 2 shields to 4 shields. Run from the strong ships until you have built up enough to fight them.
I thought it was obvious your quote in my signature was about my mod.