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Re: [MOD][WIP] FTL Infinite Space

Posted: Sat Jan 19, 2013 12:54 am
by 3.14
how super elite cruiser that ONLY use the most powerful of the +weapons?

Re: [MOD][WIP] FTL Infinite Space

Posted: Sat Jan 19, 2013 9:25 pm
by SaintAckbar
My biggest problem with this mod is that I can't seem to use custom ships with it.
I'm not sure if it's possible to fix this on either end, but I'd really love to be able to use custom ships in this.

Edit: I have tried loading the custom ship .FTL file before the Infinite Space .FTL file in GMM.

Re: [MOD][WIP] FTL Infinite Space

Posted: Sat Jan 19, 2013 9:39 pm
by Kieve
SaintAckbar wrote:My biggest problem with this mod is that I can't seem to use custom ships with it.
I'm not sure if it's possible to fix this on either end, but I'd really love to be able to use custom ships in this.

Edit: I have tried loading the custom ship .FTL file before the Infinite Space .FTL file in GMM.
After. They need to load after.
From mods\modorder.txt...
  • KRS Obsidian Cruiser v.1.2.2.ftl
  • Infinite Space_0.3.3.ftl
  • KRS Incursor Cruiser v0.9c.ftl
In this case, the Incursor will be available, but the Obsidian will not. The files from the Obsidian will be loaded and added, but once Infinite Space is added in, its blueprints.xml will replace the changes the Obsidian makes, rendering it moot. The Incursor mod is then applied to the new blueprints.xml file from Infinite Space, and is made available for gameplay.

Hope that clears things up for you ;)

Re: [MOD][WIP] FTL Infinite Space

Posted: Sun Jan 20, 2013 3:56 am
by The Hawk
OMG!!!!! I had just unlocked the slug cruiser, then i putted the rebel flagship mod (replaces slug ship) and then i putted the infinite space mod (before in the list, i know). i got pretty far, til i fought an advanced zoltan cruiser that gave me +burst lazer and zoltan shield. that plus 2 defense drones mark II, a hull laser mark II, the boss's missile launcher (doesnt use ammunition! awesome), 2 auto-reloaders and about ten different total crew (almost all my crew died while i was getting more lol (like i lost about 3 boarding mantises and 2 crystal crewmen)). I LOVE THIS AND I LOVE THAT MOD AND THE DEVELOPPER AND... [goes on forever til i end up dying which hasnt happenned yet as i am writing this.]

the only change that you'd need to do is absolutely anything to help boarding. it's boring to wait for my lockdown ability to recharge to the killl a single enemy crewmember.

EDIT: i just remembered something important: I saw a "pirate battleship" at a beacon given to me by the super cruiser in the beginning of every sector. the important thing is this: it had no texture/sprite/skin wutevar! i just wanted you to know, thanks. Also, could allow the player NOT to jump when arriving at the exit point? i happened to see a quest beacon (from a super-cruiser (or whatever name it is)) only accessible THROUGH the exit beacon. sucks.

Re: [MOD][WIP] FTL Infinite Space

Posted: Sun Jan 20, 2013 6:23 am
by The Hawk
jeez, i dont even know for how long i've been playing...

When a mod makes a player stay up and play for... what? 10 hours, is it good?

I need to get some sleep... [head falls onto keyboard]

ho yeah, I still haven't died with the rebel flagship that pwns all.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Jan 21, 2013 3:12 am
by 3.14
i now have:
3x +Burst3, +Glaive
Pre-igniter
6 Zoltans (decided not to have 7. instead have a Mantis as roving security. engi is helmsman)

Make something that'll beat me like a redheaded stepchild.. Bring it ON! :D

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Jan 21, 2013 6:06 pm
by Whoopty
Mr DrkTemplar sir. Could you give me a PM with your contact details? Would love to take you up on your offer to write some events for this.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Jan 21, 2013 10:20 pm
by SaintAckbar
Kieve wrote:
SaintAckbar wrote:My biggest problem with this mod is that I can't seem to use custom ships with it.
I'm not sure if it's possible to fix this on either end, but I'd really love to be able to use custom ships in this.

Edit: I have tried loading the custom ship .FTL file before the Infinite Space .FTL file in GMM.
After. They need to load after.
From mods\modorder.txt...
  • KRS Obsidian Cruiser v.1.2.2.ftl
  • Infinite Space_0.3.3.ftl
  • KRS Incursor Cruiser v0.9c.ftl
In this case, the Incursor will be available, but the Obsidian will not. The files from the Obsidian will be loaded and added, but once Infinite Space is added in, its blueprints.xml will replace the changes the Obsidian makes, rendering it moot. The Incursor mod is then applied to the new blueprints.xml file from Infinite Space, and is made available for gameplay.

Hope that clears things up for you ;)
Thanks man. I just had my logic reversed I suppose.

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Jan 22, 2013 1:27 pm
by 3.14
just found out that if i Glaive the enemy teleport, they will fix the teleport b4 teleporting over.

crew no longer in danger from Pirate Battleship w/Crystal boarders. Just glaive their teleporter.
thus went up to 7 zoltans. Anti-personnel drone is now the sole security on ship. :shock:

also, if you have 3 Rock Plating, then you have 45% chance of resisting damage to hull.
going to try a max offense ship: 4x +Burst3, 4x +AntiShip Drones, max evade, max cloak, 3x Rock Plating, NO SHIELDS :o

how about a super enemy defensive cruiser in addition to the cloaked cruiser?
4x +defense drones, 3x Rock Plating, max shields, max evade, max cloak
objective: kill it before it Jumps

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Jan 22, 2013 5:34 pm
by The Hawk
While playing the same game for three days (my ship was the flagship), I found some deeply annoying flaws with the mod infinite space: (I know I'm using an overpowered ship) The enemy crew shouldnt be random because their boarding parties are often mildly annoying. This morning I encountered the pirate battleship, for the second time, and I have had lots of trouble. Because of it's somewhat random crew, they beamed a crystal crewmember that lockdowned my weapon room and killed one of my 4 starting crewmember. It pissed me off. My point is: if all enemy ship are gonna have a random crew, they could just lockdown my crew one by one and kill them all. A solution to this problem could be to tweak the teleporter system to be able to beam crewmember inside your own ship to your own teleporter. With this, I could beam my human out of the lockdowned room to my teleporter and keep him alive. I wouldn't have been so bothered by this if it wouldn't have been one of my crewmember I started with that I named as my friend.

Another problem again: weak enemies. In the mod description, you mentionned that there would be weak enemies and tough enemies encountered at random. The problem here is that even weak enemies ALWAYS has as much system installed as possible; door, medbay, cloak, drone, you name it. That, once again, deals with crew and boarding. If someone (like me) loves and uses the crew teleporter, they won't be able to with this mod. If I beam my 2 mantis in the enemy's ship, they'll send someone to fight me but as soon as he's hurt, he goes get healed and I can't follow because they've got blast doors... Always. This can also leave another problem: if a player often uses hull weapons (2x systemless rooms), making the enemy have as much system as possible makes it almost useless to use a hull weapon.