[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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The Hawk
Posts: 27
Joined: Wed Jan 16, 2013 1:28 pm

Re: [MOD][WIP] FTL Infinite Space

Post by The Hawk »

guy.pery10 wrote:How do I use the mod installer if I have Steam?
You have to find the directory of ftl in your program files. I'm currently busy so you may have to check grognak's mod manager, download it and follow the thread's instructions.
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD][WIP] FTL Infinite Space

Post by UltraMantis »

guy.pery10 wrote:Anyone might maybe wanna answer my question? No?
Well, that's fine, I didn't even want to google the answer anyway...
Fixed.
Report spam using the handy Report Button Mod.
Queezi
Posts: 14
Joined: Tue Jan 08, 2013 8:09 pm

Stuck in Neutral...

Post by Queezi »

All,

I understand the random nature of events, but I've played three games now where all of the sector mini-bosses I've encountered remain neutral after contact. My ship is maxed on shields and has four bars on engine -- shouldn't this be enough to trigger a fight?

Anybody else experience this?
Queezi
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@guy.pery10, I don't use the Steam version, please look in the mod manager thread for more details on how to use the mod manager.

@nightstriker123, This mod is still a work in progress, and so I have not spent time trying to get it to work with other mods. This is basically a full conversion mod, and will NOT work with all the mods you have listed. As an example, Beginning scarp advantage, and Additional events and text should not work with Infinite Space. When I complete the mod, and move it to the Working Mods forum, I’ll be more specific on the compatibility.

@Queezi, The ships that should trigger with engines 4 are Engi, Zoltan, and Slug. The rest require higher engines. HOWEVER, I'm considering removing this requirement entirely. I now think it’s easy enough to survive with a 4 or less in engines.

Queezi's comment brings me to a question I would like to ask everyone. I had considered removing the mini boss fights, and adding them as "marked" beacons on the sector map. This would give players the choice to fight these higher end ships, and the choice to avoid them. The idea here is that the best items drop from these fights, so at some point you would want to specifically seek them out. Of course if you install weaponanza (as an example), than all that goes out the window because their weapons are "stronger" and available in stores. Would you rather keep the mini boss at the start of a sector, or do something different?

*EDIT: nightstriker123, I started to look at the full list of mods you mentioned. For one, I don't think they are even all compatible among themselves. I haven't tried them, or downloaded them to see what changes are being made, but the mod developer wrote "Any mods that replace the artillery system won't work together, so when you're selecting the mods to use, select only ONE of the mods". Unless I read it wrong, Athena Missile, Ion Beam, and Split Bombs are all replacement for the artillery weapon.

Unlicked augmentations, I presume is unlocked augmentations. This one will not work in Infinite Space either, due to the fact that you will never reach a racial sector, only lonely deep space.

Gruesome will also likely not work because it updates text and events. Infinite Space is likely to not be compatible with any mod that updates text and events. This is because Infinite Space "radically" changes the sectors and events. Again sorry for this.

**EDIT: Guys I need your help, what should I do about the rewards for the Cruiser fights? I would like my mod (eventually) to work with others, but if people are adding stronger weapons from the get go, they will not be happy with the rewards for the Cruiser fights. Should I make those weapons stronger? Should I try and work with other modders and add in there mods to Infinite Space (giving credit of course)? Should I not worry about making it more compatible with other mods?
Last edited by DrkTemplar on Thu Feb 07, 2013 6:51 pm, edited 1 time in total.
guy.pery10
Posts: 5
Joined: Mon Feb 04, 2013 8:20 pm

Re: [MOD][WIP] FTL Infinite Space

Post by guy.pery10 »

UltraMantis wrote:
guy.pery10 wrote:Anyone might maybe wanna answer my question? No?
Well, that's fine, I didn't even want to google the answer anyway...
Fixed.
Done that. Did not work one bit.
Also tried what The Hawk said. I found the folder, installed the mods, but when I open the game file it opens it through Steam, and thus didn't use the mod.
Queezi
Posts: 14
Joined: Tue Jan 08, 2013 8:09 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Queezi »

DrkTemplar wrote:The ships that should trigger with engines 4 are Engi, Zoltan, and Slug.
That explains it, I was seeing mostly Federation, Mantis and Crystal. Personally, I think shields are way more important in these battles than engines, so I wouldn't shed a tear if the requirement got dropped to four across the board. I probably wouldn't remove it completely, as it makes for a less frustrating battle for newbs.

Along the same lines, I like the mini-bosses at the start of the sector. If I want to avoid, them, I simply hold off on shield/engine upgrades until I think I'm ready to face them.

Finally, I would ABSOLUTELY NOT modify FTL:IS to accommodate other mods. I think it defeats the purpose (and fun) of the mod to bring an OP ship to the first sector. A big part of the allure of FTL:IS is patiently building up your ship until it's ready to face the big guns. Once I've swagged up on advance technology, I consider the game "won" and restart at the basic level.

Cooperation in the mod community is a noble goal, but don't ruin the flavor of FTL:IS trying to achieve mod-vana.

Still a fan,
Queezi
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

guy.pery10 wrote:Done that. Did not work one bit.
Also tried what The Hawk said. I found the folder, installed the mods, but when I open the game file it opens it through Steam, and thus didn't use the mod.
There is likely more information about this on the mod manager thread, but let me try anyways. You have found the location of the game in your steam folder? You have installed the mod manager to that location? You downloaded an put the mods you want to use in the newly created (when you installed manager) mod folder? You have run the mod manager executable, and selected the mods from the list, and "patched" the game?

As for the exact folder location. I cannot tell you because I don't use the steam version.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Thank you Queezi, and I agree with you.
Queezi
Posts: 14
Joined: Tue Jan 08, 2013 8:09 pm

Event Typo...

Post by Queezi »

Whoopty/DrkTemplar,

In the event I've been calling Elephant Man (although Contagion might be a better name) there is a line that reads:

"Thank you," he says, as you crewman...

Should read "as your crewman..."

BTW, Whoopty, I owe you an apology. After several play throughs of the new events, I find them more balanced and nuanced then they first appeared.

Keep up the good work,
Queezi
Whoopty
Posts: 26
Joined: Tue Jan 15, 2013 12:00 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Whoopty »

Thanks for spotting the typo. Glad you're finding them a bit more balanced, sounds like you might have just had a good run the first few times.

Have been working on some more events, adding a little bit of universe lore as a taster. Gonna see where that goes with the next few, see if I can link them up a bit.
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