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Re: [MOD][WIP] FTL Infinite Space
Posted: Fri Nov 30, 2012 7:01 pm
by DrkTemplar
BrenTenkage wrote:No, I think thats a good requirement, though perhaps 4 shields could also do that. You also saw that weird graphical and trippy glitch, so whats the deal with that?
I'm not sure about that one. I suppose it could be related to the event that was loaded for that beacon, but if I remember correctly, no window opened to gives us a clue on what event that was. I'm curious if that bug is also there when only using one mod at a time. Without knowing what other events were added or modified with the shark mod, I can only guess its related to mine.
I'm thinking this weekend I'll "start fresh" and only implemented the new and changed events, test and see how that goes. Assuming that all goes well, than start going back through the events to remove the references to the Rebel fleet. This would also allow me to put together a proper append ftl file which would help mod compatibility.
Re: [MOD][WIP] FTL Infinite Space
Posted: Fri Nov 30, 2012 7:09 pm
by BrenTenkage
DrkTemplar wrote:BrenTenkage wrote:No, I think thats a good requirement, though perhaps 4 shields could also do that. You also saw that weird graphical and trippy glitch, so whats the deal with that?
I'm not sure about that one. I suppose it could be related to the event that was loaded for that beacon, but if I remember correctly, no window opened to gives us a clue on what event that was. I'm curious if that bug is also there when only using one mod at a time. Without knowing what other events were added or modified with the shark mod, I can only guess its related to mine.
I'm thinking this weekend I'll "start fresh" and only implemented the new and changed events, test and see how that goes. Assuming that all goes well, than start going back through the events to remove the references to the Rebel fleet. This would also allow me to put together a proper append ftl file which would help mod compatibility.
Sweet, can't wait to use an over powered ship to show off the new events and features, this really is a well done mod, that I hope the creators see this and get you to help make an expansion pack. I think of this as the unoffical one, the story of what happens after the Rebel/Federation war
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Dec 01, 2012 1:28 am
by rb0014
Bug Report:
Ran into a Crystal ship with human cargo. It offered a 'meat bag' for surrender, which I accepted. But then the firefight continued, and it exploded. Unlike base game "after surrender deaths" (due to fire, etc) I also then got the rewards and message for killing the crystal cruiser
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Dec 01, 2012 1:33 am
by DrkTemplar
rb0014 wrote:Bug Report:
Ran into a Crystal ship with human cargo. It offered a 'meat bag' for surrender, which I accepted. But then the firefight continued, and it exploded. Unlike base game "after surrender deaths" (due to fire, etc) I also then got the rewards and message for killing the crystal cruiser
Thank you for reporting this. Mentioning the exact text you saw in the event is perfect. I can hunt this event down and find out what is going on.
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Dec 01, 2012 1:37 am
by rb0014
Bug report:
http://imgur.com/gNAsB
This happened after jumping from a solar flare system. I jumped into an unvisited system without a ship alert marker.
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Dec 01, 2012 1:46 am
by DrkTemplar
rb0014 wrote:Bug report:
http://imgur.com/gNAsB
This happened after jumping from a solar flare system. I jumped into an unvisited system without a ship alert marker.
Thanks again. Looks like I'll be putting in a good amount of time on the mod this weekend.
FYI to anyone waiting on a new build, I'll likely not have one out till end of the weekend. This should give me time to find problems like the one above.
Thank you everyone for the feedback and testing you've all done on this mod!
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Dec 01, 2012 6:29 am
by 3clipse
It's hardly work, this is great fun
edit: Found a bug: In a random sector, in the very top right corner is an "Unvisited Beacon" that has no paths to it. It's really far from everything else.
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Dec 01, 2012 7:48 am
by BrenTenkage
3clipse wrote:It's hardly work, this is great fun
edit: Found a bug: In a random sector, in the very top right corner is an "Unvisited Beacon" that has no paths to it. It's really far from everything else.
Agreed, Next time I do an Infinite Space lets play, I'll post it here, think of it as free bug testing and advertisement. (For both you and me LOL)
Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Dec 03, 2012 3:49 am
by DrkTemplar
Posted 0.3.2.
Still no luck creating a .ftl file using .append. I was able to do it for the Enemy Cruiser mod, but only needed to include 1 file with append. Whenever I create the events.xml.append file the game crashes. I'll keep trying with additional releases.
However, I found the graphical error, and fixed that, as well as most of what's been mentioned in this thread. I'm going to start working towards moving this mod to the working mods forum, and work on polish instead of new features.
Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Dec 03, 2012 3:58 am
by Kieve
DrkTemplar wrote:Posted 0.3.2.
Still no luck creating a .ftl file using .append. I was able to do it for the Enemy Cruiser mod, but only needed to include 1 file with append. Whenever I create the events.xml.append file the game crashes. I'll keep trying with additional releases.
However, I found the graphical error, and fixed that, as well as most of what's been mentioned in this thread. I'm going to start working towards moving this mod to the working mods forum, and work on polish instead of new features.
Given that your mod substantially changes the core gameplay via the events, I don't think it's a deal-breaker that it has to replace the file wholesale

Just means anyone wanting infinite gameplay should load yours first, then apply other mods as desired.
Glad to hear about the bugfixes too!