I will look at the rock and crystal cruiser ships. I had intended them to be defensively strong, and previously they had more offense as well. I had cut back on their offense because some of the ships seems to OP. Originally these ships were intended to be fought once you had maxed your ship out, but now spawn (in general) before that. That being said they should come off as stronger than the average 4 shield ship, but still beatable while building up the last of your systems. I have plans for even stronger ships that will be quest events (so you can avoid them) obtained from defeating one of these Cruisers.
Thanks again everyone for the feedback on the ships, I need this to help balance them out.
*EDIT: For the Rock Cruiser, I reduced the defense drones down to 1, and added another weapon. I also reduced the ion affect on weapons for this event, leaving the player at 6 instead of 4.
The Crystal Cruiser however only has 2 drones and 2 weapons. One combat drone and one Defense drone. It has 1 more health than the Rock Cruiser. So at least on paper I'm not seeing how this ships is really impenetrable. I'll do some play testing against it to see what I might be missing.
The max power for the Cruisers was set to 28 for all of them, so I don't think that is too over kill compared to a player at 25. Again the AI will throw it into Oxygen levels 2 and 3 when not needed compared to a player that will be more efficient with power distribution based on the current scenario.
[MOD][WIP] FTL Infinite Space
-
- Posts: 245
- Joined: Mon Oct 08, 2012 4:24 pm
-
- Posts: 4
- Joined: Thu Dec 13, 2012 11:45 pm
-
- Posts: 245
- Joined: Mon Oct 08, 2012 4:24 pm
Re: [MOD][WIP] FTL Infinite Space
This mod focuses on staying alive as long as you can. There is no sector selection map, you cannot go back to a sector you have already been to. The Rebel Fleet is "removed" so you can explore all sector beacons, but otherwise you still pretty much have to "move forward". It's more of a challenge for people who have already beat the game, and want to extend gameplay a bit. There is still work that needs to be done for the end game experience (been really busy lately). Of the 5 listed features you mentioned, this mod has none of those. Sorry.teeth_03 wrote:how much of this is in this mod?
http://www.ftlgame.com/forum/viewtopic.php?f=4&t=9421
-
- Posts: 2
- Joined: Fri Dec 21, 2012 1:52 am
Re: [MOD][WIP] FTL Infinite Space
Hi, the mod keeps crashing. I'm sorry if that sounds general. I can never seem to get past the federation cruiser boss without encountering a crash that shuts down ftl and also forces me to start over because it doesn't save. Other than that, the mod is fantastic. Is anyone else having this problem?
-
- Posts: 245
- Joined: Mon Oct 08, 2012 4:24 pm
Re: [MOD][WIP] FTL Infinite Space
First off sorry about losing your progress. This is still a WIP hence in the development forums. I thought I had fixed all the crash bugs, but apparently not. I should be able to spend some time on this Sunday. I have a new version with some bug fixes I need to get out. Before I post that, I'll hunt for this crash. You say its with the Fed Cruiser, huh? At what point is the crash? During Text? After destroying the ship? What's the last thing you see?GarbageTruck wrote:Hi, the mod keeps crashing. I'm sorry if that sounds general. I can never seem to get past the federation cruiser boss without encountering a crash that shuts down ftl and also forces me to start over because it doesn't save. Other than that, the mod is fantastic. Is anyone else having this problem?
Thanks for posting this!
-
- Posts: 4
- Joined: Tue Dec 25, 2012 2:58 am
Re: [MOD][WIP] FTL Infinite Space
So...I've been playing this mod quite a bit...and here are a few thoughts:
1) the game balance is interesting...I find the first few sectors a bit harder than in the normal game. I must admit I do like staring at my engines "c'mon..charge...charge...charge..." when in sector 2 I'm fighting something with 4 shields. However by about the 4th or 5th sector I'm one shotting quite a bit.
2) the 'boss battles'. Hmm..some I like...some feel way out of balance. The battle with the scaled down final boss is a LOT of fun. I can pretty much beat him consistently, but not without struggle (last time their boarding party wiped out 1/2 my crew. The battle with the rock ship is stupid...not hard but pointless. A heavy defense ship that takes out 1/2 of your offense? I was thinking it would be interesting if it took out 1/2 of your shields and engine.
3) I'd prefer if it didn't add to the stats. Previously, my best pilot had done over 300 evasions...I'm pretty sure this playthrough will blow that away.
Overall I like it..I haven't seen any crash bugs yet, I've visited lord knows how many stores and I still only get crap I don't need...
1) the game balance is interesting...I find the first few sectors a bit harder than in the normal game. I must admit I do like staring at my engines "c'mon..charge...charge...charge..." when in sector 2 I'm fighting something with 4 shields. However by about the 4th or 5th sector I'm one shotting quite a bit.
2) the 'boss battles'. Hmm..some I like...some feel way out of balance. The battle with the scaled down final boss is a LOT of fun. I can pretty much beat him consistently, but not without struggle (last time their boarding party wiped out 1/2 my crew. The battle with the rock ship is stupid...not hard but pointless. A heavy defense ship that takes out 1/2 of your offense? I was thinking it would be interesting if it took out 1/2 of your shields and engine.
3) I'd prefer if it didn't add to the stats. Previously, my best pilot had done over 300 evasions...I'm pretty sure this playthrough will blow that away.
Overall I like it..I haven't seen any crash bugs yet, I've visited lord knows how many stores and I still only get crap I don't need...

-
- Posts: 1
- Joined: Sat Dec 29, 2012 7:55 am
Re: [MOD][WIP] FTL Infinite Space
Hello just wondering if ships are unlockable with this yet? I noticed somewhere in the topic it was stated that wasn't currently possible. I looked over the first post and didn't see any mention towards unlockables.
-
- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
how do i run this?
i downloaded gmm.
i put infinistespace032 in gmm folder.
i click on modman.exe and it gives this error:
this executable must be in the same folder as ftlgame.exe
help!
i downloaded gmm.
i put infinistespace032 in gmm folder.
i click on modman.exe and it gives this error:
this executable must be in the same folder as ftlgame.exe
help!
-
- Posts: 184
- Joined: Sun Sep 30, 2012 2:24 pm
Re: [MOD][WIP] FTL Infinite Space
That question should really be in the GMM thread, not this one. But there shouldn't be a "GMM folder". You should move all of the contents of the "GMM folder" into the same place as your FTL install, where you find ftlgame.exe.
Pretty much as the error message said, in fact
The infinite space mod file (ending in .ftl) needs to be in the mods/ folder.
Pretty much as the error message said, in fact

The infinite space mod file (ending in .ftl) needs to be in the mods/ folder.
Many years ago I created the FTL Starcraft mod: 18 new challenging ships to fly through the FTL universe!, and wrote a tutorial on creating your own FTL ships. They haven't been updated for AE though.
-
- Posts: 29
- Joined: Fri Dec 28, 2012 10:54 pm
Re: [MOD][WIP] FTL Infinite Space
ah..okalextfish wrote:That question should really be in the GMM thread, not this one. But there shouldn't be a "GMM folder". You should move all of the contents of the "GMM folder" into the same place as your FTL install, where you find ftlgame.exe.
Pretty much as the error message said, in fact
The infinite space mod file (ending in .ftl) needs to be in the mods/ folder.
i download infinite space, but dont see the .ftl file?!
i see the data and img directories but dont see a .ftl file in either?