[MOD][WIP] FTL Infinite Space
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- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
how super elite cruiser that ONLY use the most powerful of the +weapons?
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- Joined: Sat Jan 19, 2013 1:21 am
Re: [MOD][WIP] FTL Infinite Space
My biggest problem with this mod is that I can't seem to use custom ships with it.
I'm not sure if it's possible to fix this on either end, but I'd really love to be able to use custom ships in this.
Edit: I have tried loading the custom ship .FTL file before the Infinite Space .FTL file in GMM.
I'm not sure if it's possible to fix this on either end, but I'd really love to be able to use custom ships in this.
Edit: I have tried loading the custom ship .FTL file before the Infinite Space .FTL file in GMM.
- Kieve
- Posts: 944
- Joined: Tue Sep 18, 2012 2:21 pm
Re: [MOD][WIP] FTL Infinite Space
After. They need to load after.SaintAckbar wrote:My biggest problem with this mod is that I can't seem to use custom ships with it.
I'm not sure if it's possible to fix this on either end, but I'd really love to be able to use custom ships in this.
Edit: I have tried loading the custom ship .FTL file before the Infinite Space .FTL file in GMM.
From mods\modorder.txt...
- KRS Obsidian Cruiser v.1.2.2.ftl
- Infinite Space_0.3.3.ftl
- KRS Incursor Cruiser v0.9c.ftl
Hope that clears things up for you

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- Posts: 27
- Joined: Wed Jan 16, 2013 1:28 pm
Re: [MOD][WIP] FTL Infinite Space
OMG!!!!! I had just unlocked the slug cruiser, then i putted the rebel flagship mod (replaces slug ship) and then i putted the infinite space mod (before in the list, i know). i got pretty far, til i fought an advanced zoltan cruiser that gave me +burst lazer and zoltan shield. that plus 2 defense drones mark II, a hull laser mark II, the boss's missile launcher (doesnt use ammunition! awesome), 2 auto-reloaders and about ten different total crew (almost all my crew died while i was getting more lol (like i lost about 3 boarding mantises and 2 crystal crewmen)). I LOVE THIS AND I LOVE THAT MOD AND THE DEVELOPPER AND... [goes on forever til i end up dying which hasnt happenned yet as i am writing this.]
the only change that you'd need to do is absolutely anything to help boarding. it's boring to wait for my lockdown ability to recharge to the killl a single enemy crewmember.
EDIT: i just remembered something important: I saw a "pirate battleship" at a beacon given to me by the super cruiser in the beginning of every sector. the important thing is this: it had no texture/sprite/skin wutevar! i just wanted you to know, thanks. Also, could allow the player NOT to jump when arriving at the exit point? i happened to see a quest beacon (from a super-cruiser (or whatever name it is)) only accessible THROUGH the exit beacon. sucks.
the only change that you'd need to do is absolutely anything to help boarding. it's boring to wait for my lockdown ability to recharge to the killl a single enemy crewmember.
EDIT: i just remembered something important: I saw a "pirate battleship" at a beacon given to me by the super cruiser in the beginning of every sector. the important thing is this: it had no texture/sprite/skin wutevar! i just wanted you to know, thanks. Also, could allow the player NOT to jump when arriving at the exit point? i happened to see a quest beacon (from a super-cruiser (or whatever name it is)) only accessible THROUGH the exit beacon. sucks.
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- Posts: 27
- Joined: Wed Jan 16, 2013 1:28 pm
Re: [MOD][WIP] FTL Infinite Space
jeez, i dont even know for how long i've been playing...
When a mod makes a player stay up and play for... what? 10 hours, is it good?
I need to get some sleep... [head falls onto keyboard]
ho yeah, I still haven't died with the rebel flagship that pwns all.
When a mod makes a player stay up and play for... what? 10 hours, is it good?
I need to get some sleep... [head falls onto keyboard]
ho yeah, I still haven't died with the rebel flagship that pwns all.
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- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
i now have:
3x +Burst3, +Glaive
Pre-igniter
6 Zoltans (decided not to have 7. instead have a Mantis as roving security. engi is helmsman)
Make something that'll beat me like a redheaded stepchild.. Bring it ON!
3x +Burst3, +Glaive
Pre-igniter
6 Zoltans (decided not to have 7. instead have a Mantis as roving security. engi is helmsman)
Make something that'll beat me like a redheaded stepchild.. Bring it ON!

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- Posts: 26
- Joined: Tue Jan 15, 2013 12:00 pm
Re: [MOD][WIP] FTL Infinite Space
Mr DrkTemplar sir. Could you give me a PM with your contact details? Would love to take you up on your offer to write some events for this.
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- Joined: Sat Jan 19, 2013 1:21 am
Re: [MOD][WIP] FTL Infinite Space
Thanks man. I just had my logic reversed I suppose.Kieve wrote:After. They need to load after.SaintAckbar wrote:My biggest problem with this mod is that I can't seem to use custom ships with it.
I'm not sure if it's possible to fix this on either end, but I'd really love to be able to use custom ships in this.
Edit: I have tried loading the custom ship .FTL file before the Infinite Space .FTL file in GMM.
From mods\modorder.txt...In this case, the Incursor will be available, but the Obsidian will not. The files from the Obsidian will be loaded and added, but once Infinite Space is added in, its blueprints.xml will replace the changes the Obsidian makes, rendering it moot. The Incursor mod is then applied to the new blueprints.xml file from Infinite Space, and is made available for gameplay.
- KRS Obsidian Cruiser v.1.2.2.ftl
- Infinite Space_0.3.3.ftl
- KRS Incursor Cruiser v0.9c.ftl
Hope that clears things up for you
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- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
just found out that if i Glaive the enemy teleport, they will fix the teleport b4 teleporting over.
crew no longer in danger from Pirate Battleship w/Crystal boarders. Just glaive their teleporter.
thus went up to 7 zoltans. Anti-personnel drone is now the sole security on ship.
also, if you have 3 Rock Plating, then you have 45% chance of resisting damage to hull.
going to try a max offense ship: 4x +Burst3, 4x +AntiShip Drones, max evade, max cloak, 3x Rock Plating, NO SHIELDS
how about a super enemy defensive cruiser in addition to the cloaked cruiser?
4x +defense drones, 3x Rock Plating, max shields, max evade, max cloak
objective: kill it before it Jumps
crew no longer in danger from Pirate Battleship w/Crystal boarders. Just glaive their teleporter.
thus went up to 7 zoltans. Anti-personnel drone is now the sole security on ship.

also, if you have 3 Rock Plating, then you have 45% chance of resisting damage to hull.
going to try a max offense ship: 4x +Burst3, 4x +AntiShip Drones, max evade, max cloak, 3x Rock Plating, NO SHIELDS

how about a super enemy defensive cruiser in addition to the cloaked cruiser?
4x +defense drones, 3x Rock Plating, max shields, max evade, max cloak
objective: kill it before it Jumps
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- Posts: 27
- Joined: Wed Jan 16, 2013 1:28 pm
Re: [MOD][WIP] FTL Infinite Space
While playing the same game for three days (my ship was the flagship), I found some deeply annoying flaws with the mod infinite space: (I know I'm using an overpowered ship) The enemy crew shouldnt be random because their boarding parties are often mildly annoying. This morning I encountered the pirate battleship, for the second time, and I have had lots of trouble. Because of it's somewhat random crew, they beamed a crystal crewmember that lockdowned my weapon room and killed one of my 4 starting crewmember. It pissed me off. My point is: if all enemy ship are gonna have a random crew, they could just lockdown my crew one by one and kill them all. A solution to this problem could be to tweak the teleporter system to be able to beam crewmember inside your own ship to your own teleporter. With this, I could beam my human out of the lockdowned room to my teleporter and keep him alive. I wouldn't have been so bothered by this if it wouldn't have been one of my crewmember I started with that I named as my friend.
Another problem again: weak enemies. In the mod description, you mentionned that there would be weak enemies and tough enemies encountered at random. The problem here is that even weak enemies ALWAYS has as much system installed as possible; door, medbay, cloak, drone, you name it. That, once again, deals with crew and boarding. If someone (like me) loves and uses the crew teleporter, they won't be able to with this mod. If I beam my 2 mantis in the enemy's ship, they'll send someone to fight me but as soon as he's hurt, he goes get healed and I can't follow because they've got blast doors... Always. This can also leave another problem: if a player often uses hull weapons (2x systemless rooms), making the enemy have as much system as possible makes it almost useless to use a hull weapon.
Another problem again: weak enemies. In the mod description, you mentionned that there would be weak enemies and tough enemies encountered at random. The problem here is that even weak enemies ALWAYS has as much system installed as possible; door, medbay, cloak, drone, you name it. That, once again, deals with crew and boarding. If someone (like me) loves and uses the crew teleporter, they won't be able to with this mod. If I beam my 2 mantis in the enemy's ship, they'll send someone to fight me but as soon as he's hurt, he goes get healed and I can't follow because they've got blast doors... Always. This can also leave another problem: if a player often uses hull weapons (2x systemless rooms), making the enemy have as much system as possible makes it almost useless to use a hull weapon.