[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

http://www.youtube.com/watch?v=-ByiiGUJ ... e=youtu.be

For my 100th Subscriber special I'm using Infinite Space, please enjoy ^_^
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
3.14
Posts: 29
Joined: Fri Dec 28, 2012 10:54 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3.14 »

BrenTenkage wrote:http://www.youtube.com/watch?v=-ByiiGUJTmQ&feature=youtu.be

For my 100th Subscriber special I'm using Infinite Space, please enjoy ^_^
wtf is the Lost Hunter ship and how did u get it loaded?
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

3.14 wrote:
BrenTenkage wrote:http://www.youtube.com/watch?v=-ByiiGUJTmQ&feature=youtu.be

For my 100th Subscriber special I'm using Infinite Space, please enjoy ^_^
wtf is the Lost Hunter ship and how did u get it loaded?
Lost Hunter ship is a modded ship, and I used the mod Loader
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@The Hawk, First off, the limitations of modding prevent me from tweaking the teleporter to do what you suggest. Secondly, if there is no risk of losing your crew or your ship being destroyed than why play the mod? Being random, it won't always happen, and the fact that it can happen, again adds some element of risk. Certainly you can replace the crew member, and Certainly with infinite possible beacons you can level him up again, right? I understand that he was one of your starting crew, and it would have upset me as well, but what you describe is limited to the Crystal crew. Any crystal crew, even in the base game would have the ability to lockdown your crew members. For me to prevent that I would have to remove crystal crew members from any ship with a teleporter, and remove all teleporters from crystal ships.

The weak ships do not all have maxed subsystems as you suggest. The Rock Scout for instance only has 1 in doors. You can target the enemy door system and once destroyed walk freely around the ship. I don't understand what you mean about the hull weapons, if you hit a systemless room, why does it matter what level of subsystems the ship has?

I understand your frustration, and I'll look at what can be done to help ships that primarily use teleporting. I will point out that teleporting int he game is generally looked at as being "stronger" than destroying with weapons.

#BrenTenkage, Again Thank You for using my mod in your Lets Play, I hope you enjoyed it! Congrats on hitting 100 subscribers!


Apparently I left out the image files for the pirate battleship in the last version. I will correct this, and should have a new version out in a few days. I'm moving the system reduction chance from the Cruisers to the Elite Cruisers. The new version will also include new events written by Whoopty.
sourcecoder
Posts: 2
Joined: Wed Jan 16, 2013 8:19 pm

Re: [MOD][WIP] FTL Infinite Space

Post by sourcecoder »

If anyone has trouble beating the first cruiser, you can start a game in vanilla, and switch to Infinite Space.
GreenZanbato
Posts: 53
Joined: Tue Sep 18, 2012 9:31 pm

Re: [MOD][WIP] FTL Infinite Space

Post by GreenZanbato »

sourcecoder wrote:If anyone has trouble beating the first cruiser, you can start a game in vanilla, and switch to Infinite Space.
Not really, it won't actually be infinite if you can't get to a secret sector, so if you start vanilla you would need to get lucky enough to go there with the crystal quest. I think. It might just be the ending event that takes you there, but anyway, just don't upgrade engines to 4 or higher or shields to 3 levels (maybe 4 or 2, I don't like to limit my shields so I go with engines) and you will never fight a cruiser.
The Hawk
Posts: 27
Joined: Wed Jan 16, 2013 1:28 pm

Re: [MOD][WIP] FTL Infinite Space

Post by The Hawk »

Drktemplar, I'm sorry if I have said something wrong. I have never modded at all before but I understand that there are difficulties in modding this game. I know I can replace a lost crewmember and yes it's true that the game has to end eventually. Its just because I had renamed my starting crew with some of my friends' name, that's why I was pissed.

Still, thank you for looking into boarding. When I first heard about mods for this game,I immediately searched for a mod that allowed the player to play indefinitively. The only mod I could find was yours, so I used a boarding ship without knowing much about your mod (I did read the mod description though). If there could be even a slight tweak, I'd be most grateful.

Until the next update, I'll use overpowered ships.
Talking about op ships, there can still be feedback given since the ship itself doesn't make a crewmember better so boarding isn't too affected (unless it has a more than 4 room teleporter then no)
Queezi
Posts: 14
Joined: Tue Jan 08, 2013 8:09 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Queezi »

DrkTemplar wrote:The new version will also include new events written by Whoopty.
DrkTemplar,

Hopefully, the new events will include more quest markers! Even though space is infinite, I like a bit of direction now and again.

Keep up the great work,
Queezi
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@GreenZanbato, The hook is actually in the end beacon event. So I believe sourcecoder is correct, although I haven't tried it myself. As long as you don’t get to the final sector, you should be able to switch to Infinite Space. I had figured someone would stop upgrading to prevent Cruiser fights. Would it make more sense to weaken the Cruiser fights, and remove the engine requirement? I would much rather them be part of the experience, but if they are too hard to fight for most players, that’s a problem.

@The Hawk, you didn't say anything wrong. I would say it depends on what is OP on the ship. If you start with 4 in shields, than you have the luxary of time to meticulously teleport crew over and eliminate them one at a time if necessary. In the end, as long as you’re having fun it doesn't matter what ship you use. I personally like the idea of using custom ships myself, and I encourage everyone to play around and have fun. I do test the mod with the vanilla ships, but that’s because I don’t want someone to HAVE to use a custom ship.

@Queezi, I had intended to only use the quest markers for hard fights. That’s why you only see them as rewards for defeating a Cruiser. Should I scrap this idea and just bring back the base quest events?
3.14
Posts: 29
Joined: Fri Dec 28, 2012 10:54 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3.14 »

no. dont weaken anything else.

a new strategy was invented to deal w/cruiser fights in the early sectors when u first get your ship.
it's called RETREAT. its only been around for centuries.

make your mod harder!
force people to use the retreat tactic more.

it's more fun when you are challenged.

if u dont like your hull being blown up or losing your crew, or the stealth ship getting away then play a different game.
How about Tetris?
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