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Re: [MOD][WIP]Infinite Space (Adopted)

Posted: Sun Feb 23, 2014 3:54 pm
by Metzelmax
I hope you let the rebel fleet pursuit in. I always found IE boring for the lack of them. I find it more fun to be hunted forever! Especially if now the crystalsector is on 7 so that the rebels hunting you from that point can be insanely strong.

Re: [MOD][WIP]Infinite Space (Adopted)

Posted: Sun Feb 23, 2014 10:01 pm
by English Narwhal
Metzelmax wrote:I hope you let the rebel fleet pursuit in. I always found IE boring for the lack of them. I find it more fun to be hunted forever! Especially if now the crystalsector is on 7 so that the rebels hunting you from that point can be insanely strong.
That will be an alternate version of the mod.

Re: [MOD][WIP]Infinite Space (Adopted)

Posted: Mon Feb 24, 2014 4:25 am
by English Narwhal
This mod is now a collaboration between myself and Ora_unit_SR388.

Re: [MOD][WIP]Infinite Space 2

Posted: Mon Feb 24, 2014 3:36 pm
by English Narwhal
Infinite Space 2.0 released.
It's very messy, sorry! :D

Re: [MOD][WIP]Infinite Space 2

Posted: Mon Feb 24, 2014 4:40 pm
by MightyKebab
English Narwhal wrote:Infinite Space 2.0
2.0 UPDATE!
In Infinite Space 2, you actually get to travel through sectors 1-7, and you have the option of going to the Last Stand if you really want to.

As I have not changed much, I will essentially quote what DrkTemplar said.

*No Rebel Fleet, No Rebel Boss, No hard stop end of game.




Suuuuure....... No rebel boss........



Though,I'd actually be an interestingconcept if you pulled it off. The flagship wouldnt exist in Last stand and would canonically be fighting on another frontier, So you'd have to battle it out yourself.Taking out a rebel ship at a rebel controlled beacon would allow room for your federation wingmen to come in and recapture it. There would be 3 mini bossess stationed in the sector and you'd have to defeat them.



Man.... And suddenly the hardcoding cockblocks us at some point :( It just has to.

Re: [MOD][WIP]Infinite Space 2

Posted: Mon Feb 24, 2014 4:45 pm
by English Narwhal
Infinite space 2 has been removed due to huge, gamebreaking bugs I somehow missed.

Re: [MOD][WIP]Infinite Space 2

Posted: Thu Mar 06, 2014 4:42 pm
by Ora_unit_SR388
Hi guys,

So recently I was brought onto this mod to do cool things with the UI (because why not). Just for fun, here is a small sample of lots of somethings that was made for this mod:

Image
(the image compression.....)

Needs work, but we ARE DOING SOMETHING!

Re: [MOD][WIP]Infinite Space 2

Posted: Thu Mar 06, 2014 5:49 pm
by English Narwhal
Ora_unit_SR388 wrote:Hi guys,

So recently I was brought onto this mod to do cool things with the UI (because why not). Just for fun, here is a small sample of lots of somethings that was made for this mod:

Image
(the image compression.....)

Needs work, but we ARE DOING SOMETHING!
Of course, I see this after I message you about progress, so ignore that message if/when you read it.

Re: [MOD][WIP]Infinite Space 2

Posted: Thu Mar 06, 2014 6:08 pm
by English Narwhal
UPDATE:
I am now requesting/accepting people's ideas for Infinite Space. I know for sure that we need the following:
Ship Sprites/Designs (Enemy ships)
Weapon Sprites/Designs (What would Infinite Space be without a bunch of cool new weaponry?)
Events

If any spriters out there are interested, I'm looking for a Collaborator to do Weapon & Ship Sprites or designs. By designs I mean the actual stats of the weapon or the layout/systems of a ship.

Re: [MOD][WIP]Infinite Space 2

Posted: Sun Mar 09, 2014 1:55 am
by SomeFederationPerson
I have two questions.

1. Does sleeper service's battle stations and new enemy classes work on this mod or does it conflict with anything

2. All the rebel ships deleted can you come up with a different name for the ships or make a different faction (etc, colonial empire ( I know it not lore friendly but you could make it with the federation vs colonial empire [they can be the successors to the rebels!]) thx for the awesome mod and thx for continuing it! :D :D :D