It's not that hard to write, though that scrap cost is steep.NonPlayableYoshi wrote:what about something like this (IF you can code it):Your idea would work if we had any way to remove augments or blueprints... However, you could work around that by portraying, say, missiles as food, and then having an event that would by default kill a crewmember, and a blue option requiring 1 missile that allows the player to save all crew, but lose 1 missile.
Not sure how conditionals involving ammo work, though... I think the vanilla events are hardcoded in that regard.
Your crew is getting hungry. you stop to get some food
1.don't buy any food
One crew member dies
2.(30 or more scrap) Buy food
-30 scrap
ftl infinite space makes no sense
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Re: ftl infinite space makes no sense

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- Joined: Fri May 31, 2013 1:59 am
Re: ftl infinite space makes no sense
Incorrect, you get such little scrap because sector progress is impossible for IS, so he CAN'T make you get more later.
Learn how the mod works.
Learn how the mod works.
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- Posts: 402
- Joined: Tue Dec 03, 2013 9:12 pm
Re: ftl infinite space makes no sense
Theoretically, I could run a fairly crazy loop involving 4 Crystal sectors.
And remember, I'm always around to answer questions on "Ask English Narwhal" (Link in my signature).
And remember, I'm always around to answer questions on "Ask English Narwhal" (Link in my signature).

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- Posts: 402
- Joined: Tue Dec 03, 2013 9:12 pm
Re: ftl infinite space makes no sense
Woah, woah!NonPlayableYoshi wrote:I don't mod games. got it?agigabyte wrote:Incorrect, you get such little scrap because sector progress is impossible for IS, so he CAN'T make you get more later.
Learn how the mod works.
everything i was told in this forum is all i know about it. (other then the ship editor but it just codes a ship for you) and tell me if you meant to be nice but it sounds like your just trying to be an jerk to me so how about you just shut up and just help. it looks like they did that because of that. i even asked other people who played it(and don't mod games) and they guessed the same thing
Chill out, man!
I get what you're saying, but if you want me to help stop stating that I'm a jerk.

- Kieve
- Posts: 944
- Joined: Tue Sep 18, 2012 2:21 pm
Re: ftl infinite space makes no sense
It's alright English, that was directed at agigabyte (if you check the quote).English Narwhal wrote:*multi-snip*
And Gig, stop being so condescending, not everyone's familiar with the intricacies of FTL modding.
Yoshi, likewise there's no call to get nasty. A little background on IS, so that you understand a little more of its function:
-Infinite Space works by looping you through the Secret Sector at the end of Sector 1. This means functionally, you are always stuck at Sector 1, with rewards scaled accordingly. The result (not becoming godlike by Sector 5) is more a byproduct of that approach than an intended effect.
-The main method for handing out scrap and other rewards is an <autoreward> tag for when ships are destroyed or have their crew murdered, with three settings: "Low", "Med", and "High". Most encounters reward Low, since nailing an auto-scout or slug interceptor is nothing special.
To an earlier point, there is one event that removes an augment: The Zoltan quest with the stasis pod. It is hardcoded to automatically remove the Stasis Pod augment.
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- Joined: Fri May 31, 2013 1:59 am
Re: ftl infinite space makes no sense
Sorry, I get really annoyed when people fail to read/research. Believe it or not, I have a cool temper IRL.
- stickthemantis
- Posts: 37
- Joined: Wed Jan 29, 2014 4:16 pm
Re: ftl infinite space makes no sense
Its worth it to save a crewmember.English Narwhal wrote:It's not that hard to write, though that scrap cost is steep.NonPlayableYoshi wrote:what about something like this (IF you can code it):Your idea would work if we had any way to remove augments or blueprints... However, you could work around that by portraying, say, missiles as food, and then having an event that would by default kill a crewmember, and a blue option requiring 1 missile that allows the player to save all crew, but lose 1 missile.
Not sure how conditionals involving ammo work, though... I think the vanilla events are hardcoded in that regard.
Your crew is getting hungry. you stop to get some food
1.don't buy any food
One crew member dies
2.(30 or more scrap) Buy food
-30 scrap
I'm Cyberboy2000, known as a modder and community leader of Invisible Inc.
I'm using this old account because I've been unable to get any verification email for a new account. Help with changing my name would be appreciated.
I'm using this old account because I've been unable to get any verification email for a new account. Help with changing my name would be appreciated.