Mod idea, is this possible?

General discussion about the game.
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Hiigara
Posts: 5
Joined: Thu Dec 13, 2012 8:30 am

Mod idea, is this possible?

Post by Hiigara »

I love the way the game runs, but I think the whole "run away from the enemy" routine gets old quick. I like earning my goodies, but unless I'm mistaken (not finished the game yet, but did get to the final boss ship), the game finishes as soon as you get a decent ship.

Might it be possible to create a mod that either slows down the enemy wave or maybe gives more "space" for the player to explore? I don't mind the RNG but want a bit more time to enjoy the game before having to confront the boss.

Also, if you finish the game, do you get to keep your goodies? Might be cool to make future play-throughs easier, but can probably make this optional for those who are glutton for punishment :mrgreen:

Thanks!
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Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: Mod idea, is this possible?

Post by Kieve »

There's a couple actually, and slowing / eliminating the fleet advancement is entirely possible. Also, you'll want Grognak's Mod Manager (GMM) to install the mod(s) of your choice. Naturally, the ones listed here are incompatible with each other because they alter the same events.
  • Disable Fleet - Does exactly as it says, eliminates fleet advancement entirely.
  • Hold The Line - Alters fleet encounters so that you can slow down / stop fleet advancement by beating rebel ships "in the red." Disclaimer: HtL has not been updated to GMM-compatibility since its release. As the devs have stated they do not want mods distributing full .DAT files, no link has been provided. It's still available via search, but officially non-GMM mods are discouraged.
  • Turning the Tide - Similar to Hold The Line, it allows you to slow or stop fleet advancement by defeating rebels, but also adjusts the encounters to offer a chance for rewards beyond "Here's 1 Fuel, now run!" Functional but incomplete - in its current form it can be somewhat game-breaking as it allows you to backtrack through entire sectors, killing rebel ships for scrap.
As for the "finishing the game" bit... sorry, once the flagship goes down and credits roll, that's it. If you'd prefer an Infinite Space mod instead, there's that too. ;) As well as a number of custom-ship mods if you get bored with your current hangar selection.
Hiigara
Posts: 5
Joined: Thu Dec 13, 2012 8:30 am

Re: Mod idea, is this possible?

Post by Hiigara »

Thanks for that! I've not "finished" the game yet, but will look into this as soon as I do!
Number43
Posts: 176
Joined: Thu Oct 25, 2012 11:40 pm

Re: Mod idea, is this possible?

Post by Number43 »

It's finished as soon as you get a decent ship? I've had games where I reach max power in sector 6.
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