[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@MrSmite, thanks for the feedback. Been thinking about this since the last release, and ill likely scrap the event specific backgrounds, or do them in a way where it doesn't matter if you're using original graphics or not.

@CzesiiekThe2nd, I can't add a "very easy" mode, but I will take a look at the the ships again. I'll see what I can do. Please keep in mind, if you aren't running from fights, you might want to considering doing that. If your ship is totally maxed out, and you still can't beat enemy ships, we can talk some more.

@TheHawk, its ok, I don't need to see the picture of your ship, you can always just explain whats on it. As said above, ill take another look at the ships.
Queezi
Posts: 14
Joined: Tue Jan 08, 2013 8:09 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Queezi »

DrkTemplar,

Couple of things:

1) In the Stealth Ship boss battle, I defeated the ship, but received no advanced weaponry/technology is this an option or a bug?

2) In the new Death Match event, there is a typo. It currently reads "'Fressh meat', cried..." and it should read "'Fressh meat', cries..." You've got conflicting tenses.

3) No offense to The Hawk, but I feel that you shouldn't modify FTL:IS because a single user is trying to create a specific challenge. Keep the ship attributes (eg. triple strength doors) as they are.

Thanks for the continued effort,
Queezi
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@Queezi, You should be getting a reward for the stealth ship... ill look at it again tonight. Sorry about that. I'm not going to change the strength of the ship for one person, but he isn't the only one to comment on a all boarding ship being hard to play in IS. If I do make changes, they will likely be in the ships that appear in the first sector, which I don't think would have too large of an impact on the experience. Those same ships can spawn in Deep Space sector as well, but will spawn a lot less often.

I'll mark down the typos mentioned in the last few posts, and fix them in the next release.

Thank you for your continued support!
Alvarin
Posts: 71
Joined: Wed Oct 10, 2012 5:54 am

Re: [MOD][WIP] FTL Infinite Space

Post by Alvarin »

So today, after almost 700 beacons explored, I lost interest in the run. Kestrel I, with 4xBurst2, 3xreloader 2xdefence+ 4zoltans in shield room to help with the power...
EVERY ship including all the bosses would manage 3 damage tops, mainly due to my lack of attention.
Question is, is there anything left to see, or I should start new run?

Loved the mini-bosses.
For some reason quest beacons did not send you somewhere, but played on the spot, that was weird.
Interesting prison and bio-lab events.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@Alvarin, The quest beacons "triggering" in the same location is intentional. They were changed when I started using the quest events for rewards. I'm still trying to figure out exactly what I want to do with those. Basically we have repair(seen in last stand), distress, and quest types that I can re-purpose as needed for something else.

The latest build changes repair to quest, and randomly places those when the sector is generated. Quests are still used as rewards, and distress hasn't changed. I considered combining distress and quest (distress type), keeping quest as rewards, and having repair for something else. I had also considered removing the start sector mini boss event, and instead spawning 1-2 "hard ships" per sector that the player can choose to go to or avoid. That would open up the quest event type to be used for quests again (like vanilla). If that was done, the quests events would go back to vanilla style, and provide a beacon.

Whoopty and I have plans for some chain events that would sort of add a new "main" storyline. The player could choose to do these or not. This is mainly dependent on him writing those events. The next build should have some new drones, but I have delayed that pending the decision on event specific backgrounds. You can always backup your current ship, and start a new run, but it sounds like you have experienced all the current build has to offer.
CrazyLikeAFox
Posts: 1
Joined: Sat Feb 16, 2013 6:31 am

Re: [MOD][WIP] FTL Infinite Space

Post by CrazyLikeAFox »

When I try to use the mod manager to install Infinite Space_0.4.3.ftl, i get the following error

C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light

Unpacking data.dat...
Unpacking resource.dat...
Traceback (most recent call last):
File "<string>", line 538, in <module>
File "D:\My Documents\projects\ftl mod man\build\pyi.win32\main\out00-PYZ.pyz\
zipfile", line 714, in __init__
File "D:\My Documents\projects\ftl mod man\build\pyi.win32\main\out00-PYZ.pyz\
zipfile", line 748, in _GetContents
File "D:\My Documents\projects\ftl mod man\build\pyi.win32\main\out00-PYZ.pyz\
zipfile", line 763, in _RealGetContents
zipfile.BadZipfile: File is not a zip file

Anybody have any ideas on how to resolve this issue?

The only other mod I have is the default scrap one, and I get this error whether or not I have that installed
boa13
Posts: 808
Joined: Mon Sep 17, 2012 11:42 pm

Re: [MOD][WIP] FTL Infinite Space

Post by boa13 »

Make sure that Space_0.4.3.ftl has been downloaded correctly. Try to open it with 7-Zip or WinZip (.ftl files are just .zip files with the extension renamed), and see if they complain. If they complain, then you have to download the file again (maybe with another browser).
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CzesiiekThe2nd
Posts: 2
Joined: Fri Feb 15, 2013 6:12 pm

Re: [MOD][WIP] FTL Infinite Space

Post by CzesiiekThe2nd »

@DrkTemplar
I Meant it's very hard to start off the game because of the increased difficulty, I was meaning to ask if you could add something optional to make the start of the game easier.
Maifa_Monkey
Posts: 10
Joined: Sat Jan 12, 2013 8:26 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Maifa_Monkey »

Does this mod work with other ship mods because I've tried and it doesn't wok for me. Any help?
User avatar
Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Kieve »

Maifa_Monkey wrote:Does this mod work with other ship mods because I've tried and it doesn't wok for me. Any help?
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 ;)
I'm seeing this question crop up entirely too much lately. DrkTemplar, could you throw something in the OP about loading custom ships after IS, perhaps? I imagine you've got more than enough to deal with just as far as modding and bug-hunting, without answering this same question every other day.
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