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Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Jan 03, 2013 1:15 am
by DrkTemplar
Thank you everyone for your feedback!!!

I have posted a new version. This one includes Elite Cruisers (yes harder than Cruiser ships) that you can fight by defeating a Cruiser ship. There is a 25% chance of getting this event as the Quest beacon event. The Elite Cruiser will be of the same type you defeated. So a defeating a Zoltan Cruiser can get you the Elite Zoltan Cruiser event. For the time being the reward for beating the Elite Cruiser is a random Adv. Tech Item plus a Ship/Race specific Augment.

ALL feedback about these ships WELCOME! If you find them too hard or too easy, please post and let me know what you would change. It's been a long time since I posted a new version, and will likely need to make some changes to these ships.

Also Elite Cruiser don't have any system disabling at this time. If these ships turn out to be too weak, I can always add that in, or include fighting them in an Asteroid field or Supernova.

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Jan 03, 2013 3:44 am
by 3.14
still playing the game from 3 days ago..
have 10000 cash now ... lol

figured out how to fight those crystal boarders.. engi medibots!
or so i thought. had a room of 4 zoltans. even with the medibots, all 4 died when locked in the room :(
damn it.. had 7 on board too at that time!

so is there a list of all the +weapons available?

so far my weapons load: 2 +small bombs, 2 +burst3's
weapons reloader, medibots, and weapons pre-ignighter

bomb the helm, bomb the shields, then let loose 10 lasers!
waiting to get a 3rd burst3.. 15 lasers instantly!

so far my hull is never in danger. just my crew..

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Jan 03, 2013 4:42 am
by Pyroh
Been playing and have noticed 2 small issues so far:

-In the opening sequence the Leto Missile Launcher is spelled "Leto missle launcher", which should be corrected.
-When viewing the slugs characteristics in the crew menu the description is nearly clipping the bottom margin. Many ways to go about "fixing" this but i'd advise you not to resize the box enclosing it as they are all the same size across races.

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Jan 03, 2013 6:43 am
by 3clipse
So I'm having a glitch on both my laptop and my desktop PC (both are windows 7 64 bit) - selecting a weapon and hovering over the enemy ship causes the cursor to turn into a black box.

Also, areas of the ship that are deoxygenating spawn large boxes that vary from gray to black depending on how red the room should be and stretch from the deoxygenating tile to the edge of the screen.

This is happening on 0.3.2 and 0.3.3, with grognak's 1.4.1 and 1.5. No other mods installed.

edit: Nuked the entire FTL install on my desktop, and re added it, working fine now. Weird that both computers had the same bug and it's apparently FTL's fault! xD

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Jan 03, 2013 12:45 pm
by Mister Sammy
Really fun mod, but...
Image

...yeeeaaah. At this point, the only way I can lose is to vent the ship. XD "Um, boss, we've made a fortune, can we go home and spend it now?"

I suggest after 8 sectors of Infinite Space, that at each exit beacon you're given the option to retire to a life of luxury and the run ends in victory.

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Jan 03, 2013 8:08 pm
by 3.14
how did you do a screen capture?

anyway, i finally quit after $15000 cash. :shock: :o
had 7 zoltans and 1 engi. :shock:
weapons reloader, engi medibots, and weapons pre-igniter (instant +Burst3's!)

hull has been untouchable for some time, and for some reason the boss w/the crystal boarders stopped telelporting into the room w/4 zoltans at around $12000 cash. this happened when i switched +missle drone for a 2nd anti-personnal drone.

will try this version with the Elite bosses.

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Jan 03, 2013 9:35 pm
by DrkTemplar
@Pyroh
I'll fix the typo in missile, however I didn't change anything related to the slug description. I'll look at it and see if I'm having the same problem.

@3.14
There is a list of +weapons on the first page, bottom of the original post.

As for ships maxing out to the point of not taking any hull damage, and having more money than they need... I'm going to have to think about this for a bit, and see if I can come up with something. I can provide the option of ending the game "retiring", but off the top of my head the only way I can do that is to destroy your ship with an event.

Questions...

1. Why do you feel the enemy can't do hull damage to you? Defense Drones? Kill them too quickly?
2. Should I reduce the scrap payout on Cruiser fights to slow the scrap buildup?
3. Would adding in a type of "Story Arc" event that continues based off a dummy augment provide enough interest to continue to play after maxing your ship?
4. What would you like to see happen or be available when you've basically maxed your ship?

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Jan 03, 2013 10:54 pm
by 3clipse
Ideally, after a ship has maxed everything you should start to face progressively harder enemies.

Re: [MOD][WIP] FTL Infinite Space

Posted: Thu Jan 03, 2013 11:38 pm
by DrkTemplar
3clipse wrote:Ideally, after a ship has maxed everything you should start to face progressively harder enemies.
I agree completely. Due to the way I have to write this mod, I'm limited on how I can "scale" the enemies. The base game uses the sector your in to scale the enemies. The way this mod is designed you don't actually progress in sectors at all. HOWEVER, regardless the issue "I think" people are having is when they are maxed out. So even in the base game if you were to get to that same point, you would be able to defeat any ship, except maybe the end game boss.

I'm currently building the mod out in Tiers. Something like this...

Civilian Sector < Deep Space < Cruiser Fights < Elite Cruiser Fights

I can continue to build on that model, and provide another "quest" event after defeating the Elite Cruisers. Or I can simply scale up the difficulty on the Elite Cruiser fights, etc.

*EDIT: maybe mix in Asteroid field combat, and Supernova combat? Or is that just over the top? I could make it random so sometimes you have to fight in those scenarios while others you don't.

Re: [MOD][WIP] FTL Infinite Space

Posted: Fri Jan 04, 2013 2:05 am
by Kieve
Just a thought on the "infinite Space" progression, but maybe create your own "Sector 7" and tweak the other sectors so they only appear at Sector 6 and under. That way you can progress through nodes and the game will naturally assume the level-up mechanic - plus you can include more variety in encounters up to that point. Once you reach 7, you enter the Deep Space loop as per the norm, which you can elect to exit when you're tired of "infinite" space, and proceed to the Last Stand (again, altered to suit your mod).

More of a long-term overhaul than something you could scrap together right now, I know, but it seems like it'd extend gameplay length a lot more, give you more variety to work with, and provide a fitting end for the journey when your players at last decide they've become all they can be.