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Re: [MOD][WIP] FTL Infinite Space

Posted: Sun Feb 03, 2013 9:59 pm
by Kenshkrix
A small bug to report:
I encountered a Crystal Scout with human slaves on it, I had a full crew, but accepted their surrender for a different crewmember. After receiving the new crewmember, the crystal scout remains hostile, blowing up my O2 room before I notice that they didn't actually surrender.

Re: [MOD][WIP] FTL Infinite Space

Posted: Sun Feb 03, 2013 11:13 pm
by DrkTemplar
@mrSmite, Unfortunately with the limitations of modding this game I don't know of a way for me to alter the "Next Sector" button. Believe me, I would if I could.

The Mantis Bomber has a 5 in engines, which should compare to the evade end game Bombers had in vanilla. I don't think lowering their evade is the right choice. Consider running from any fight that isn't worth it.

Yes the rewards are lower than what would logically makes sense. There are two reasons for this. First is that "autoReward" gives a random rewards and factors in your current sector. In this mod, your sector never goes above 1. To change this I would have to write new static rewards for each event/ship. Secondly, it helps draw out your game play. If you rewards were larger, you would be able to "max" your ship sooner. I could compensate for this by raising the prices of everything in the game, but than I would have to worry about balance.

So I decided to leave the base game content with autoReward, and write static rewards (that are higher) for new events and ships. I have recently introduced my own loot tables, but they are only being used in one new event right now. If there are specific events that absolutely should be getting a better reward, let me know.

I posted a new version 0.4.1 with a fix for the "Ampersand" issue I introduce. Please try the editor again.

@Kenshkrix, I'll look for that event, and see what's going on.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Feb 04, 2013 2:59 am
by MrSmite
@GreenZznbato

Indeed, it does appear to be bad luck. In one game the three beacons adjacent to my starting beacon were all bombers.

@vhati

Thanks for the link to v12, don't know why I didn't see that. I will try DrkTemplar's new version with v13 first and roll back if necessary.

@DrkTemplar

Thanks for the details, I hope you don't think I'm being overly critical. I am a C++ programmer and if modders had access to some of the core features (like overriding the loot roll), I'd be posting suggested fixes too :)

As for loot, I'm not overly concerned because it would be a shame to max out the ship in one sector. I do wish however that ships would drop more than just scrap. A drone or weapon would be nice on occasion, even if it was in place of fuel and scrap for that particular encounter.

What would be really cool is if you could board a ship, wipe out the crew and then get the option to take that ship and scrap your own (yes, I know this is not possible with the current modding system).

PS:

I will try v0.4.1 with the editor and report back only if it doesn't work.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Feb 04, 2013 7:28 pm
by akiwoodoh
Are you looking for event ideas?

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Feb 04, 2013 9:25 pm
by Queezi
DrkTemplar/Whoopty,

Well, I've run into four new encounters. In order to avoid spoilers, I'll refer to them as "Fast & Furious", "Dogma", "Lockout" and "Elephant Man". All were well written and didn't seem to contain any grammatical errors. In general, I'd say they resulted in neutral or positive outcomes -- might want to have a few with more negative consequences for balance. Or did I not follow the tree deep enough?

A question regarding quest markers: Can you create multi-sector quests, or are you limited to multi-page text quests?

All in all a good upgrade that will keep me coming back,
Queezi

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Feb 05, 2013 5:34 am
by guy.pery10
How do I use the mod installer if I have Steam?

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Feb 05, 2013 2:26 pm
by Whoopty
akiwoodoh: If you have a good idea, PM it over to me I'd be happy to have a read. If I think it'd work and you're happy for it to be written, I may put something together for it.

Queezi: I think I know the ones you mean. You may have just been lucky, as most of them have a potential negative outcome hidden among the positive and neutral ones - some of them quite nasty.

However I did want to add some more neutral events to the game, as I felt often the player was simply rolling a dice on events with not much choice to it. I wanted to make them/you think a bit more about what was being done and said. Often times FTL punishes good intentions and I wanted players that would rather roleplay a little to have more of a chance of doing well.

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Feb 05, 2013 11:21 pm
by nightstriker123
ok so i have this mod installed and i also want weaponanza installed but for some reason they are conflicting.
i installed infinite space along with weaponanza and weaponanza wasn't working for some reason.
so i uninstalled infinite space and weaponanza was working.
if you could help me that would be much appreciated
here is a complete list of mods i'm using
weaponanza
athena missles
beginning scrap advantage
better planets and backgrounds
drones plus
ftladditional events and text
ion beam
rapid missles
split bombs
unlicked augmentations
gruesome
krs obsidian cruiser
and finnally
infinite space

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Feb 06, 2013 1:04 pm
by Queezi
Whoopty wrote:I think I know the ones you mean. You may have just been lucky, as most of them have a potential negative outcome hidden among the positive and neutral ones - some of them quite nasty.
After playing the events some more, I see what you mean. Fast & Furious: Got lucky the first time, but never since. Dogma: I'd say this is mostly neutral to positive -- worst case, you get some bad karma. Lockout: can get nasty, but you really have to want it -- I think the flavor text might telegraph the situation a bit too much. Elephant Man: see Lockout, although following the rabbit down the hole leads to a pleasant outcome -- did for me at least.

Totally agree on adding some RPG elements to the game. It makes a nice change of pace from: run, run, run, shoot, shoot, shoot. Neutral events also provide a chance to flesh out the FTL/IS universe...

Thanks again for the great work,
Queezi

Re: [MOD][WIP] FTL Infinite Space

Posted: Wed Feb 06, 2013 1:38 pm
by guy.pery10
Anyone might maybe wanna answer my question? No?
Well, that's fine, I didn't even want to know how to use this mod with Steam anyway...