[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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alextfish
Posts: 184
Joined: Sun Sep 30, 2012 2:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by alextfish »

DrkTemplar wrote:@3.14,
I don't want to reduce the starting scrap because others are still saying the initial build up is tough. You will run into ships with shields of 2 in the first sector, so the starting scrap is to represent having gone through a sector already. If anything I might even increase this to compensate for the steep building curve in the beginning. I can however, reduce the scrap payout in other areas.
Yikes. Don't do that. It already takes /ages/ to accumulate the scrap to level up, because you're getting Sector 1-2 payouts from defeating Sector 3-6 enemies. Or at least, I guess I can see that some people might prefer to be able to spend 10+ hours levelling up their ship, but I'd rather not take that long.
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.
newguy142
Posts: 4
Joined: Fri Jan 04, 2013 2:16 am

Re: [MOD][WIP] FTL Infinite Space

Post by newguy142 »

DrkTemplar wrote:@newguy142,
My mod actually uses the START_BEACON event, so depending on the order the mods are installed you will not see my event, or you will not get the starting scrap advantage mod. In any case, I don't recommend using it with Infinite Space. As for the plasma environment, I haven't done anything different than the base game in that regards. In other words, the base game itself doesn't reduce the enemy ships power (at least not to my knowledge) when in a plasma storm. I do however change the ships to be static, and so they may seem more powerful than the base game. The only way for me to simulate the plasma storm weakening an enemy ship would be to create ship specific to those events, and load only them. I'm not against this idea, however reducing both ships reactor in my opinion almost negates the negative effect of a plasma storm to begin with. I'll look into this, I may be wrong in how the game handles the plasma storm and enemy ships. If anyone has any more information about how this works in the base game, that would be helpful. Thank you for your feedback!
I actually think it was because of 2 events interacting that the ship didn't get affected by the plasma storm.

Other times I've run into a ship in a plasma storm they got affected by the storm as well but if I remember correctly the ship I was talking about showed up after I did a "aid a federation ship" random mission and when I failed the random event this ship showed up and wasn't affected by the storm.
3.14
Posts: 29
Joined: Fri Dec 28, 2012 10:54 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3.14 »

ran into the elite engi cruiser for the first time.
ALL my +small bombs missed!?!

i had 2 Burst2's and 2 +small bombs.
i must have fired 4 rounds of small bombs. ALL missed!

what do they have that causes small bombs to miss at that rate?

and yeah, got destroyed. if i cant nail their helm, at least 1/2 of my 6 laser shots miss.
groznij
Posts: 5
Joined: Sun Sep 16, 2012 9:20 pm

Re: [MOD][WIP] FTL Infinite Space

Post by groznij »

3.14 wrote:ran into the elite engi cruiser for the first time.
ALL my +small bombs missed!?!
[...]
if i cant nail their helm, at least 1/2 of my 6 laser shots miss.
The downside to any random elements is that sometimes... You get boned. If his dodge was 50%, 50%^8 = 4% chance.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

3.14 wrote:ran into the elite engi cruiser for the first time.
ALL my +small bombs missed!?!

i had 2 Burst2's and 2 +small bombs.
i must have fired 4 rounds of small bombs. ALL missed!

what do they have that causes small bombs to miss at that rate?

and yeah, got destroyed. if i cant nail their helm, at least 1/2 of my 6 laser shots miss.
The Elite Cruiser has the same engines as the regular Cruiser, being 5. The only difference is the amount of weapons, and drones, increased reactor and health.

I think groznij is right, you may have just had some bad luck.
risca
Posts: 1
Joined: Tue Jan 08, 2013 1:05 am

Re: [MOD][WIP] FTL Infinite Space

Post by risca »

Hey,
was just playing and rand into the situation where you meet a station, you tell them you are running from the rebel fleet and they give you a weapon.

Exact phrase is "You inform a nearby station of your flight from the Rebels. They offer to outfit your ship with a weapon and wish you well. Scrap: 28 Weapon: Halberd Beam"

As we are not actually running from Rebels, I thought you may want to know so you could update this encounter eventually.

Love the mod btw. Thanks!
3.14
Posts: 29
Joined: Fri Dec 28, 2012 10:54 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3.14 »

ok, the +glaive beam is OVERPOWERED!

my hull is no longer in jeporady from any of the elite cruisers with this loadout:
+glaive, +burst3, +ion bomb, small bomb, +defense drone
2x weapon re-loaders, engi medibots
(imagine if i had the pre-igniter! :o )

+burst3 and bombs target the shields. +glaive slices for at least 4 rooms, sometimes 5 @ 3bars dmg per room :shock:

The only defense the enemy ship has is to nail my weapons room.
+defense drone does a pretty good job at stopping those pesky missles.

also, i have like $2500 cash but only had the opportunity to get 1 zoltan the entire game. there have never been any zoltans in my endless trips to stores. WTF? but i guess i'm grateful for that. (read below)

crew: 3 mantis, 3 rockmen, 1 slug, 1 zoltan.
with the engi medibots, my crew isnt in danger either.

in another game where i had 7 zoltans, a few always get killed when boarded by crystal people even w/the medibots.

now it's time to make super elite ships!
Queezi
Posts: 14
Joined: Tue Jan 08, 2013 8:09 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Queezi »

Hey DrkTempler,

Great mod for those of us tired of banging our heads against the boss battle, but not tired of a great game!

Just like to point out that in one of the text panels, there's a line that reads "Mine your own business..." where it should read "Mind".

Keep up the great work,
Queezi
3.14
Posts: 29
Joined: Fri Dec 28, 2012 10:54 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3.14 »

also, just wanted to say the engi elite cruiser with 2 +antiship drones and 2 +defense drones gave me the most trouble to my hull.

those +antiship drones fire FAST! dropped my 4 shields to 0 in no time. and their +defense drones stopped 2 lasers each so only 1 laser from my +burst3 got through to hit the shields.

luckily i'm only using 6power in weapons w/my loadout so i can take 2 hits in the weapons room w/o shutting down any weapons.
and luckily the +antiship targeting is random. PHEW!

have you thought of an elite ship with 4 +antiship drones, 4 +pegasus missles, 8 zoltan, pre-igniter and max cloak?
mhzero21xx
Posts: 2
Joined: Wed Jan 09, 2013 9:56 pm

Re: [MOD][WIP] FTL Infinite Space

Post by mhzero21xx »

Love this game, and I love this mod. After finally beating the game, I installed this mod and have been having a blast. Died plenty, but my current playthrough I managed to get the perfect ship (IMO). Zolt shield (to prevent annoying preventable boarding), pre-igniter, and medibots. Then, adv tec burstx2 and adv tech beam x2. Tears through anything in 1 round of weapon fire. I am loath to, but I might just start a new game, for the elite cruisers you put in are no challenge anymore.
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