[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
Post Reply
Ghostwish
Posts: 3
Joined: Sun Jan 13, 2013 10:58 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Ghostwish »

Man, I love this mod!
Gonna start noting problems I run into, however.

For example, when choosing a ship? The name of it is like, half-way scrolled out of the box. I'll screenshot it if ya like.
Edit: The systemrepair bot is just a black square.
And rooms with no oxygen become giant, transparent, black squares.
The new pirate cruiser is completely devoid of a body. Outside of the rooms, it was all black. I couldn't even see the weapons.
legoracer171
Posts: 3
Joined: Thu Jan 03, 2013 12:14 am

Re: [MOD][WIP] FTL Infinite Space

Post by legoracer171 »

I am not sure if someone has said anything about the asteroid fields, but whenever I am in one I get a barrage of asteroids, that takes out my "moded" shield which has 5 extra layers, in less then a second. Then my FTL cant charge fast enough to escape. I am not sure this is a bug or intentional, but it ruins the value of the game if you cant escape or protect yourself from the asteroids.
3.14
Posts: 29
Joined: Fri Dec 28, 2012 10:54 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3.14 »

are there no longer +glaives and +burst3s in .33 version?

played a few hrs and havent gotten any yet.

current loadout:
2 bursts2s, +small bomb (for helm), +ion bomb (for shields)
Pre-igniter!
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@Ashaira,
I thought I fixed the Pirate Cruiser in version 0.3.4. Are you using that version?

@Ghostwish,
Are you running the latest version of the game? One of the things I know they changed was the graphic used for no oxygen in a room. It's possible I have some old files mixed up with new ones. I'll look into it.

Try the Stealth fight again in version 0.3.4, and let me know if it's become too weak.

@legoracer171,
The asteroid environment is as it would have been in the base game. Try raising your engines, put a crew member in both engines and pilot seat... keep your evade up. The enemy ship will have to deal with the same barrage. This is how the game was designed, and not something the mod added or changed.

@3.14,
I have not removed any +weapons.

*Make sure you're using the latest version of FTL, and I'll look and see if I somehow mixed in old files with version 0.3.4 of the mod.
User avatar
Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Kieve »

DrkTemplar wrote:@legoracer171,
The asteroid environment is as it would have been in the base game. Try raising your engines, put a crew member in both engines and pilot seat... keep your evade up. The enemy ship will have to deal with the same barrage. This is how the game was designed, and not something the mod added or changed.
Actually there's a known, but rare glitch where asteroids can just absolutely pummel you in seconds. I've never had it happen personally, so I don't know what causes it (not sure if anyone does, really), but I've read other reports in both the Support and modding forums here of a sudden and ridiculously overwhelming asteroid barrage.
Nothing to do with this mod in particular either way.
Ghostwish
Posts: 3
Joined: Sun Jan 13, 2013 10:58 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Ghostwish »

@DrkTemplar: Positive! I play FTL over steam. I'll see if I can't find that stealth cruiser again.

Edit: Oh, a slight annoyance. When you reach the exit, you're not given the option to NOT jump. Possible fix in the future?
Scootabuser
Posts: 6
Joined: Mon Jan 14, 2013 11:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Scootabuser »

Hey DrkTemplar, I am extremely interested in the successful balancing of this mod and would love to offer my help in any way I can. My email is dontyoudare61@yahoo.com. Let me know if you'd be interested.

Also, being able to pick a slug as a starting crew member is a little game breakingly strong compared to all the other starting bonuses. Slugs enable the highest number of blue choices. I'd suggest limiting it to Human, Mantis, or Engi. Also the % chances for the Hire Crew in shops need to be balanced making high value crew members (slugs and zoltans) spawn less.

And also, escort quests are instantly completed as if the target system was in the same system you picked it up in.

A quest where you save a ship under attack ends with a 'Upon closer inspection, you realize the ship under attack was a Rebel scout! "Use leverage to delay pursuing fleet" needs to be fixed.

One last thing!
Have you thought about getting rid of the random deep space, and adding in systems such as "mantis controled system" ect... With a lower spawnrate for things like homeworlds. This would give the game universe a much better feel and prompt you to leave certain systems sooner then others (Rather then the current hit every system before moving on). This would also give the opportunity to throw in roaming bosses instead of the end of the level minibosses. Much like the Rebel command ship moves in The Last Stand. Homeworld systems could be home to your minibosses that roam around! Just an idea though :>
alextfish
Posts: 184
Joined: Sun Sep 30, 2012 2:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by alextfish »

@Ghostwish and Scootabuser: Most of what you're asking for isn't possible. This mod is a very clever use of some rather restricted capabilities. It's not possible for DrkTemplar to get this to have any variety of sectors: if you read through the thread you'll see several mentions of this. The "Deep Space" sectors are a rebranded secret Crystal Sector, and the Exit beacon needs to have special scripting to jump to another Crystal sector. In particular, if he didn't automatically warp you to another Crystal sector, you'd be able to "break out of the mod" by clicking the "Next Sector" button, which would move you out of the space he has control over and back into the 8 sectors on the way to the flagship.

Similarly, he's mentioned in the thread the problem with escort quests.

And as for moving minibosses, there's absolutely no way for us to create anything like that with the modding capabilities that we have at the moment. Sorry.
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.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

alextfish is correct, I'm limited by 2 total sectors to define. The starting Civilian one, and Deep Space (secret sector). The jump to new sector needs to be automatic, and that DOES create a scenario where you sometimes can't reach the last beacon, and even worse, at times that is a quest beacon. The old quest were purposely triggered at the same beacon so that I could keep those events in the game, but use the quest beacon specifically for "harder" fights. This allows a player to avoid those fights, or head straight towards them, depending on their situation.

@Ghostwish, I will look at the files tonight, and see what happened. Sorry about that, I did throw together version 0.3.4 rather quickly with little testing.

@Scootabuser , I'm always open to some balancing ideas for the mod. The trick is to get something the majority agrees with. For instance, you feel the Slug is "game breakingly strong" in the beginning. I could remove them as a starting choice, but you could also just start with a ship that has slug crew members. Does anyone else have a thought on this one?

I'll fix that quest that references the rebels. Thanks for pointing it out.

*EDIT: I only included graphics for the enemy cruisers. So the Pirate Cruiser being a black box, that is the mod for sure. However, the rooms without oxygen, that shouldn't have been affected at all. Since you have steam, and the game is small, I would recommend going through the file check feature they have, or even download the game again. Than apply the mod on a fresh install. Is anyone else having issues with graphics NOT related to a ship in the game?
Ghostwish
Posts: 3
Joined: Sun Jan 13, 2013 10:58 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Ghostwish »

Codsdurnit. I guess the request to choose what type of sector you head into next is out of the question then huh. |D

Edit: Close inspection has found it's not just the boarding drone that's missing a sprite, it's his laser weapon too.
Post Reply