[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Solarion wrote:Awesome, this worked. Thanks!
Glad it worked out. Please let me know what you like and don't like about the mod. :D
Traditional
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Joined: Fri Dec 07, 2012 4:31 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Traditional »

The mercenary event that allows you to buy 10 missiles/drones/fuel always says "You hand over the scrap and they give you the missiles." even when you bought drones/fuel.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Traditional wrote:The mercenary event that allows you to buy 10 missiles/drones/fuel always says "You hand over the scrap and they give you the missiles." even when you bought drones/fuel.
Thank you for reporting this. Fixed for next version. :D
Solarion
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Joined: Sat Nov 24, 2012 6:07 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Solarion »

DrkTemplar wrote:
Solarion wrote:Awesome, this worked. Thanks!
Glad it worked out. Please let me know what you like and don't like about the mod. :D
Well, here's some feedback then. I feel stores are too abundant. It regularly happens that I start a sector and I can only jump to three stores. 7 or 8 in a sector is not uncommon. With the amount of scrap you make at normal difficulty, this is so overdone as to be taunting :P.

EDIT: oh, and another thing. Is it intended that events, which in vanilla planted a quest marker, now resolve immediately after receiving the quest, at the same beacon where you got it?
Solarion
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Re: [MOD][WIP] FTL Infinite Space

Post by Solarion »

Some more feedback.

I came across the rock cruiser as a boss, and I feel like it's a bit too much of a brick wall. It has no offence (2 heavy pierce lasers is pitiful) while being nearly invulnerable: 4 shields, stealth, two defence drones 2, large dodge, 8 rock crew, 2 personnel drones AND nano-bot dispersal. This is impenetrable to even something with more than 6 shots (which is sorta rare), boarding is simply not feasible even with a 4-space teleporter UNLESS you have a crystal man, in which case it is still a gamble, and things like fire mean nothing to the rockmen.

The engi cruiser is similarly strong but clearly vulnerable to boarding, so I have less of a problem with that one. The red tail I came across was simply powerful, but not too powerful. I could take that one fairly well. The rock cruiser, on the other hand, seems pointlessly defensive to me. I think only a few very specific builds could take it. Is this intended?

EDIT: Oh, and looking at the crystal cruiser now (which is proving equally impenetrable), is it intended that enemy cruisers can have more than 25 energy available? I feel the enemies at times already have enough of an advantage in e.g. having lv2 drones that only cost 2 energy instead of 4. Giving them also more energy to spend seems overkill.
3clipse
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Joined: Mon Nov 26, 2012 8:55 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3clipse »

Agreed on the rock. It can't kill me, but I haven't figure out a way to actually reliably deal with it yet without getting streaks of RNG luck. It wouldn't be so bad if it didn't ion my weapons every time, but. That makes it hard to deal with.
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BrenTenkage
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Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

3clipse wrote:Agreed on the rock. It can't kill me, but I haven't figure out a way to actually reliably deal with it yet without getting streaks of RNG luck. It wouldn't be so bad if it didn't ion my weapons every time, but. That makes it hard to deal with.
Artillery beam seems like a good bet against it, but then again it only works if you use the Federation cruiser, or a mod like Shark's Artillery mod
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
Solarion
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Joined: Sat Nov 24, 2012 6:07 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Solarion »

3clipse wrote:Agreed on the rock. It can't kill me, but I haven't figure out a way to actually reliably deal with it yet without getting streaks of RNG luck. It wouldn't be so bad if it didn't ion my weapons every time, but. That makes it hard to deal with.
I found a way. It requires two crystalmen, 2 additional fighters and a 4-size teleporter. That way you can snipe the rockmen one by one, or sometimes two at once, each time using both the crystalmen's lockdown. teleport back, recharge lockdown, repeat. the reason it needs a 4-teleporter is that only 4 crew can do enough damage to overcome the healing bots and kill a rockman in one lockdown duration.
Joefesok
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Joined: Sat Nov 03, 2012 10:44 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Joefesok »

The fact that all ships now spawn with medbays is a real pain in the ass, and I love it. It makes the boarder gameplay style not nearly as ridiculously OP.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Solarion wrote:Well, here's some feedback then. I feel stores are too abundant. It regularly happens that I start a sector and I can only jump to three stores. 7 or 8 in a sector is not uncommon. With the amount of scrap you make at normal difficulty, this is so overdone as to be taunting :P.

EDIT: oh, and another thing. Is it intended that events, which in vanilla planted a quest marker, now resolve immediately after receiving the quest, at the same beacon where you got it?
Thanks for reporting this. I had made some changes for testing, that apparently didn't get reverted back before I posted the latest build. I had changed the number of stores in the starting sector to up to 5, where previously this was only 3. I had also change the unique attribute for all events that had them to be false so that I can spawn multiple at a time without a problem, again for testing. Some of those events end up being stores, and don't count against the max store of 3-5 (in this case). Regardless, it shouldn't have been that many, and I will fix this.

Yes, it was intended that previous "quest" events would trigger in the same beacon. This was done so that I could use quest events for "harder than normal events", and you should only now get those when defeating a Cruiser.

Enemy ships have higher than 25 power because the AI will dump it into level 3 oxygen, med, etc and not use it for weapons, or shields (as an example). So basically to overcome that, I gave them more.
Last edited by DrkTemplar on Sun Dec 09, 2012 11:49 pm, edited 1 time in total.
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