What you downloaded from Sourceforge IS the ftl file (it ends in .ftl). Since it's just a renamed .zip, you can open it and see the /data & /img folders inside of it. If your computer is set to hide common file extensions, you might not see the .ftl extension at all.
Regardless, put the exact file you downloaded in /Sonata/Mods and GMM should pick it up.
[MOD][WIP] FTL Infinite Space
-
- Posts: 194
- Joined: Fri Nov 16, 2012 11:45 pm
Re: [MOD][WIP] FTL Infinite Space
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
-
- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
my computer isnt set to hide common extensions.thashepherd wrote:What you downloaded from Sourceforge IS the ftl file (it ends in .ftl). Since it's just a renamed .zip, you can open it and see the /data & /img folders inside of it. If your computer is set to hide common file extensions, you might not see the .ftl extension at all.
Regardless, put the exact file you downloaded in /Sonata/Mods and GMM should pick it up.
i moved the .zip file i d/l from sourceforge to the to mod directory. gmm doesnt see it.
what do you mean the file i downloaded is the .ftl file? why does it have a .zip extension?
confused
edit:
ahh. i have to rename the ,zip to .ftl.
why not just upload the file as .ftl to begin with?!
-
- Posts: 194
- Joined: Fri Nov 16, 2012 11:45 pm
Re: [MOD][WIP] FTL Infinite Space
Some hosts only allow you to upload certain file formats. For example, I have to upload Sonata as a .zip on ModDB. I thought infinite space was a .ftl when you downloaded it?
You are the weak, and I am the tyranny of evil men - but I'm trying, I'm trying real hard to be the shepherd.
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
"Wow, that Kieve guy is one angsty nerd eh."
Sonata - "Best use of Common Lisp in an indie space roguelike!"
-
- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
no, it's a .zip when i d/l it, thus the confusion!
so i started playing this mod. wow.. lots of fun!
lots of enemy teleporting in... max door upgrades asap!
thought i finally had it beat.. 3 burst2 guns= 9 volleys of lasers, max shields, and 51% evade.
i'm bad ass, or so i thought.
went to the next sector. encountered a white ship that i've never seen before.
it had 2 defense2 drones that shot some of my lasers, 4 shields plus high evade.
one hell of a fight. i started with 100% hull. i died with the other ship at 2 hull bars left.
LOVE this mod!
so i started playing this mod. wow.. lots of fun!
lots of enemy teleporting in... max door upgrades asap!
thought i finally had it beat.. 3 burst2 guns= 9 volleys of lasers, max shields, and 51% evade.
i'm bad ass, or so i thought.
went to the next sector. encountered a white ship that i've never seen before.
it had 2 defense2 drones that shot some of my lasers, 4 shields plus high evade.
one hell of a fight. i started with 100% hull. i died with the other ship at 2 hull bars left.
LOVE this mod!
-
- Posts: 245
- Joined: Mon Oct 08, 2012 4:24 pm
Re: [MOD][WIP] FTL Infinite Space
Currently you cannot unlock ships with the mod. I had planned to include those events, but was going to change them so I didn't need to use "Quest" markers. I had thought that jumping to the secret sector could interfere with quest beacons appearing in the next sector. This happens when you get a quest but you've gone through most or all of the beacons on the map. The quest beacon than appears in the next sector. Anyways, turns out it isn't a problem after all. However I had already removed the quest beacons, and started using the quest beacon only as rewards for beating the Cruiser ships. I also converted existing quest events to regular events that occur all in one beacon. At the time of doing this, I didn't realize you could only have one ship fight per beacon (at least I couldn't get a second one to trigger). This meant I couldn't convert a quest event that had you fight multiple ships into one that occurs in one beacon. If any of this is making sense, great! If not, basically I can put them back in, and will try and do so for the next release.KooriJoufu wrote:Hello just wondering if ships are unlockable with this yet? I noticed somewhere in the topic it was stated that wasn't currently possible. I looked over the first post and didn't see any mention towards unlockables.
-
- Posts: 245
- Joined: Mon Oct 08, 2012 4:24 pm
Re: [MOD][WIP] FTL Infinite Space
Sorry for the confusion, I did in fact upload them as a .ftl file. I have no idea why when you downloaded it the extension changed to .zip. Regardless, I'm glad you got it working, and I'm happy you're enjoying the mod. I need to get off my ass and work on this some more, and its positive feedback that helps keep me going.3.14 wrote:no, it's a .zip when i d/l it, thus the confusion!
so i started playing this mod. wow.. lots of fun!
lots of enemy teleporting in... max door upgrades asap!
thought i finally had it beat.. 3 burst2 guns= 9 volleys of lasers, max shields, and 51% evade.
i'm bad ass, or so i thought.
went to the next sector. encountered a white ship that i've never seen before.
it had 2 defense2 drones that shot some of my lasers, 4 shields plus high evade.
one hell of a fight. i started with 100% hull. i died with the other ship at 2 hull bars left.
LOVE this mod!

-
- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
spelling error in +Hull Beam:DrkTemplar wrote:Sorry for the confusion, I did in fact upload them as a .ftl file. I have no idea why when you downloaded it the extension changed to .zip. Regardless, I'm glad you got it working, and I'm happy you're enjoying the mod. I need to get off my ass and work on this some more, and its positive feedback that helps keep me going.3.14 wrote:no, it's a .zip when i d/l it, thus the confusion!
so i started playing this mod. wow.. lots of fun!
lots of enemy teleporting in... max door upgrades asap!
thought i finally had it beat.. 3 burst2 guns= 9 volleys of lasers, max shields, and 51% evade.
i'm bad ass, or so i thought.
went to the next sector. encountered a white ship that i've never seen before.
it had 2 defense2 drones that shot some of my lasers, 4 shields plus high evade.
one hell of a fight. i started with 100% hull. i died with the other ship at 2 hull bars left.
LOVE this mod!
'chance' not change of doing hull breach
also, why dont enemy ships have zoltan shields?
so far beating the game with 2 burst2 and a +small bomb. like the 3dmg and nailing 2levels of enemy shields. altho maybe overpowered?
-
- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
so now have 3 Burst2's and 1 +small bomb. thought i was invincible...
then ran into a boss that teleported crystal people. locked my crew in a room and killed them. teleported a 2nd group in and locked some more of my crew in another room and killed them.
lost 1/2 my crew in that one fight. jesus!
but got the +Breach bomb after i won. 4 system + personnel dmg, plus high chance of breach.
toss that into the weapons room, and if there's a breach, the enemy ship isnt firing anything anytime soon.
or toss that into the helm, and that ship aint dodging my 3 Burst2 shots (9 total
) anytime soon!
having a ton of fun with this mod!
then ran into a boss that teleported crystal people. locked my crew in a room and killed them. teleported a 2nd group in and locked some more of my crew in another room and killed them.
lost 1/2 my crew in that one fight. jesus!
but got the +Breach bomb after i won. 4 system + personnel dmg, plus high chance of breach.
toss that into the weapons room, and if there's a breach, the enemy ship isnt firing anything anytime soon.

or toss that into the helm, and that ship aint dodging my 3 Burst2 shots (9 total

having a ton of fun with this mod!
Last edited by 3.14 on Mon Dec 31, 2012 3:33 pm, edited 1 time in total.
-
- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
still playing the same game.. 10hrs+ so far
2 zoltans, max shields, max evade, 2 Bursts2, 2 +Small Bombs
2 weapons reloader + weapons skill = 50% reload time! 6 sec Burst2's
had 4 zoltans at one point. all 4 got kill when those crystal people locked them in a room (2 in each room).
my playing strategy:
first small bomb kills helm so cant evade. 2nd small bomb kills either shields or drone control (if they defense drone2). 6 shot volleys nail weapons.
with this loadout i can EASILY handle all but 1 boss, the one w/teleporting crystal people. I always lose some/all of my zoltans, even with a mantis in the room as bodyguard. arrrggg....
so basically no ship poses a threat to the hull, which will get kinda boring i suspect.
is there a list of +weapons used in this mod?

2 zoltans, max shields, max evade, 2 Bursts2, 2 +Small Bombs
2 weapons reloader + weapons skill = 50% reload time! 6 sec Burst2's

had 4 zoltans at one point. all 4 got kill when those crystal people locked them in a room (2 in each room).
my playing strategy:
first small bomb kills helm so cant evade. 2nd small bomb kills either shields or drone control (if they defense drone2). 6 shot volleys nail weapons.
with this loadout i can EASILY handle all but 1 boss, the one w/teleporting crystal people. I always lose some/all of my zoltans, even with a mantis in the room as bodyguard. arrrggg....
so basically no ship poses a threat to the hull, which will get kinda boring i suspect.
is there a list of +weapons used in this mod?
-
- Posts: 5
- Joined: Sun Sep 16, 2012 9:20 pm
Re: [MOD][WIP] FTL Infinite Space
Loving the mod, keep on keepin on!