[MOD][WIP] FTL Infinite Space

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MrSmite
Posts: 24
Joined: Sat Feb 02, 2013 5:03 am

Re: [MOD][WIP] FTL Infinite Space

Post by MrSmite »

@DrkTemplar

Request: Don't automatically jump the ship to the next sector at the exit beacon

Is it possible to add a "next sector" button on the exit beacon? In a few sectors there are a cluster of beacons that are only accessible if you pass through the exit node. Unfortunately the way the mod is right now, it automatically ports you to the next sector when you land on the exit beacon.

I remember in one sector I had a small cluster in the bottom right which consisted of 4 beacons, 2 of which were stores that I would've liked to check out.

By adding a "next sector" button it allows pilots to use the standard jump button to reach the isolated beacons or hit the "next sector" button to move on in exploration.
MuffinPie
Posts: 1
Joined: Sat Feb 02, 2013 11:12 pm

Re: [MOD][WIP] FTL Infinite Space

Post by MuffinPie »

I found a bug! When a ship wanted me to escort it to a destination, the destination was decided on the beacon I was on, and it immediately gave me a reward.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@MrSmite, The ships in Infinite Space are static, everytime you run into one, it will have the same ship system levels. The enemies engines system should determine it's evasion. Which ship (class name) is giving you a hard time? As for the crew being weak, nothing I can do about that.

Beacons placed beyond the exit are a Known Issue. Unfortunately there will be times when you cannot reach those beacons. The good news is, you have unlimited sectors to make up for those beacons. The bad news is it can happen with your sector Cruiser reward. = (

@MuffinPie, What you are describing is actually intentional in this mod. Quests were redesigned earlier to trigger the entire event in one beacon. This was done so I could use the "quest event" for something else. I'm trying different ideas for the quests, so this could change in the future.

Thank you both for your feedback!
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Posted a new version. New quests written by Whoopty, and marked as "(New)". Feel free to provide feedback for him. More in incoming releases.

I'm trying out some things with the icons. Since I wasn't using the Last Stand, I thought I could use the icon for something. Those become "quest" beacons, which can simply spawn in sectors (0-2 per sector). The old quest beacon is replaced with a ship icon, this indicates an Elite Ship of some kind. This way they stand out in case you also have quest beacons on the same map.
MrSmite
Posts: 24
Joined: Sat Feb 02, 2013 5:03 am

Re: [MOD][WIP] FTL Infinite Space

Post by MrSmite »

@DrkTemplar

The ship giving me the most trouble is the Mantis Bomber (anything with Bomber in the name). It seems to evade everything I throw at it except for a boarding party which just gets eaten alive anyway.

As for the exit beacons, couldn't you just leave it the same as normal FTL? In normal when you jump in it says "when your FTL is charged you can jump" but instead of insta-porting you like your mod, you have to click "Jump" and then you can either click the big "Next Sector" button or pick a beacon.
GreenZanbato
Posts: 53
Joined: Tue Sep 18, 2012 9:31 pm

Re: [MOD][WIP] FTL Infinite Space

Post by GreenZanbato »

MrSmite wrote:@DrkTemplar

The ship giving me the most trouble is the Mantis Bomber (anything with Bomber in the name). It seems to evade everything I throw at it except for a boarding party which just gets eaten alive anyway.

As for the exit beacons, couldn't you just leave it the same as normal FTL? In normal when you jump in it says "when your FTL is charged you can jump" but instead of insta-porting you like your mod, you have to click "Jump" and then you can either click the big "Next Sector" button or pick a beacon.
The problem is that would take you out of the secret sector, breaking the infinite loop. That's why he needs to use an event for it.
MrSmite
Posts: 24
Joined: Sat Feb 02, 2013 5:03 am

Re: [MOD][WIP] FTL Infinite Space

Post by MrSmite »

GreenZanbato wrote:
MrSmite wrote:@DrkTemplar

The ship giving me the most trouble is the Mantis Bomber (anything with Bomber in the name). It seems to evade everything I throw at it except for a boarding party which just gets eaten alive anyway.

As for the exit beacons, couldn't you just leave it the same as normal FTL? In normal when you jump in it says "when your FTL is charged you can jump" but instead of insta-porting you like your mod, you have to click "Jump" and then you can either click the big "Next Sector" button or pick a beacon.
The problem is that would take you out of the secret sector, breaking the infinite loop. That's why he needs to use an event for it.
So you can't use the click of the "next sector" button as an event trigger?

@DrkTemplar

Another observation - rewards seem a bit lackluster for the toughness of the fight. Most everything gives me 21 to 25 scrap, rarely does anything actually drop a weapon. I would think tougher ships like Fighters / Bombers would drop better rewards than an automated scout ship.

Maybe this isn't anything you can control but I thought I'd post just in case.
MrSmite
Posts: 24
Joined: Sat Feb 02, 2013 5:03 am

Re: [MOD][WIP] FTL Infinite Space

Post by MrSmite »

@DrkTemplar

FYI: v0.4 breaks FTLProfileEditor-v13

When I tried to edit my 'continue.sav' to change the name of the Rock NPC I acquired, the editor wouldn't start saying it failed to parse the XML data. I did not get this error with v0.3.4.
07:47:56.500 [main] INFO net.blerf.ftl.parser.DataManager - Reading Events...
07:47:56.500 [main] DEBUG net.blerf.ftl.parser.DataManager - Reading 'data/events.xml'
07:47:56.593 [main] DEBUG net.blerf.ftl.parser.DataManager - Reading 'data/newEvents.xml'

07:47:56.640 [main] ERROR net.blerf.ftl.parser.MappedDatParser - Encounters parsing failed at line 310 (1-based) of xml: <text> mod version 0.4.0 Mod written by: DrkTemplar New events by: Jon "Whoopty" Martindale & DrkTemplar</text>
07:47:56.640 [main] ERROR net.blerf.ftl.FTLProfileEditor - Error parsing FTL data files javax.xml.bind.UnmarshalException
- with linked exception:
[org.xml.sax.SAXParseException; lineNumber: 310; columnNumber: 243; The entity name must immediately follow the '&' in the entity reference.]
Downgrading to ProfileEditor-v11 doesn't work because it doesn't let you rename crew.
GreenZanbato
Posts: 53
Joined: Tue Sep 18, 2012 9:31 pm

Re: [MOD][WIP] FTL Infinite Space

Post by GreenZanbato »

MrSmite wrote:@DrkTemplar

FYI: v0.4 breaks FTLProfileEditor-v13

When I tried to edit my 'continue.sav' to change the name of the Rock NPC I acquired, the editor wouldn't start saying it failed to parse the XML data. I did not get this error with v0.3.4.
07:47:56.500 [main] INFO net.blerf.ftl.parser.DataManager - Reading Events...
07:47:56.500 [main] DEBUG net.blerf.ftl.parser.DataManager - Reading 'data/events.xml'
07:47:56.593 [main] DEBUG net.blerf.ftl.parser.DataManager - Reading 'data/newEvents.xml'

07:47:56.640 [main] ERROR net.blerf.ftl.parser.MappedDatParser - Encounters parsing failed at line 310 (1-based) of xml: <text> mod version 0.4.0 Mod written by: DrkTemplar New events by: Jon "Whoopty" Martindale & DrkTemplar</text>
07:47:56.640 [main] ERROR net.blerf.ftl.FTLProfileEditor - Error parsing FTL data files javax.xml.bind.UnmarshalException
- with linked exception:
[org.xml.sax.SAXParseException; lineNumber: 310; columnNumber: 243; The entity name must immediately follow the '&' in the entity reference.]
Downgrading to ProfileEditor-v11 doesn't work because it doesn't let you rename crew.
That looks like a problem with using the & symbol in the text. Also most of these things you're complaining about are part of the main game and bad luck on your part MrSmite.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Vhati »

GreenZanbato wrote:
MrSmite wrote:@DrkTemplar

FYI: v0.4 breaks FTLProfileEditor-v13
07:47:56.593 [main] DEBUG net.blerf.ftl.parser.DataManager - Reading 'data/newEvents.xml'

07:47:56.640 [main] ERROR net.blerf.ftl.parser.MappedDatParser - Encounters parsing failed at line 310 (1-based) of xml: <text>mod version 0.4.0 Mod written by: DrkTemplar New events by: Jon "Whoopty" Martindale & DrkTemplar</text>

[org.xml.sax.SAXParseException; lineNumber: 310; columnNumber: 243; The entity name must immediately follow the '&' in the entity reference.]
That looks like a problem with using the & symbol in the text.
Yep. Ampersands in XML should be written as &

MrSmite wrote:Downgrading to ProfileEditor-v11 doesn't work because it doesn't let you rename crew.
SourceForge hosts previous releases too.
In this case, downgrading will work. You just went too far back.
v12 could edit crew and didn't know about events yet.
MrSmite wrote:I did not get this error with v0.3.4.
Glad to hear the editor's mod-friendly, or at least that it's not my fault when it isn't. ;)
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