[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Mirus_Mikki
Posts: 1
Joined: Sun Feb 24, 2013 10:41 pm

Too many Sector info beacons

Post by Mirus_Mikki »

I'm not sure if this is a bug or if it is intended, but in almost every sector I find at least 3 separate beacons that offer info on the sector. In a single sector i get the engi on a lone planetoid, a zoltan cruiser giving me a tour of their ship with a starmap, and a pirate scout containing info on the sector. Could you please lower the chance of these events or at least limit one per sector? Other than that, love the mod. Keep up the good work
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Thanks for the feedback guys.

The starting resources (scrap, fuel, missiles, drones, and choice of weapon or crew) is to represent having gone through that lowest of sectors in vanilla. Due to the design, I was forced to use only 2 total sectors. This is why the first sector has enemies with shield 2 already. I suppose I could make an option in the beginning to skip the starting resources. I don't think its a good idea to simply remove them entirely, as there are still people that have trouble in the first sector.

As for the "bug/exploit" with the repair arm, that's not something I have control over, so I would assume that is a bug in the main game as well. Nor is it something I can fix.

I can fix the wording on the event that offers drones to drone parts.

@DauntlessK, are you running into the Cruiser fights as well?

UPDATE: Sorry for the delay on the next release. I wanted to get it out this weekend, but it didn't' happen. I will be removing the event specific background, and scrapping the idea. I think it has potential, but requires someone that can create new backgrounds with the existing art, or create artwork that fits into the look and feel of the game. Since I don't have this, its not worth "forcing" someone to use non-vanilla backgrounds. I personally enjoy the High-res backgrounds, and since I got permission to include them... I'll be providing two links in the future, one with the backgrounds included, and one without. Future releases will be updated to use the .append feature (its what i've been testing this whole time) which should help with mod compatibility. I will also update the main post to include the list of files that are NOT using the .append feature. This should help in figuring out if a mod will work with IS or not.
DauntlessK
Posts: 58
Joined: Tue Feb 19, 2013 2:09 am

Re: [MOD][WIP] FTL Infinite Space

Post by DauntlessK »

speedoflight wrote:If u feel nobody cant stop u, try to play the game with other ship, for example one of the other playable ships that for example, doesnt have any weapon, just 1 drone and clock, for example. Ot the stealth ship, that has no shields (really hard to advance, trust me). I tried 2 games using one of those ships, i think it was the rock ship that cames with 0 weapons, only a boarding party drone, and trust me, the difficulty raises 300 %. Some new ships that need to be unlocked (i presume u have all the playable ships unlocked) are designed to be a more challenge that the usual ones, sometimes, too much i guess lol.

Anyways, i will propose to raise a bit the difficulty of the enemies, specially the patrol scouts (they are just useless, no matter wat ship u are playing with), and populate even more the chances of find a enemy in a beacon. Sometimes, i can get trhough an entire sector without fighting more than 3 or 4 ships...
Yeah this was a review just from my first run through, and since I didn't know what to expect, I played with my most-comfortable ship. I can see that it would be more fun in a ship I consider annoying/ more difficult to use and will have to try it.
DrkTemplar wrote:@DauntlessK, are you running into the Cruiser fights as well?
I am, not as often as I think should happen. But I'm not sure how it is set up. And I don't know exactly how the mini-boss works, (I like the concept of it being risky to run away from a mini-boss because all you have are unexplored beacons) but I didn't even fight a mini-boss once. I guess every time I was deemed "unworthy" even though I felt I was more than capable of taking it, and I felt he was scurred. :P

I still feel like mini-bosses or something of the sort should also be a random (super rare though) encounter. Just my opinion. Also, I understand about the starting resources, and I think it would be an even better idea if you could elect to take them or not. I'm not sure if its possible to edit scoring directly, I know nothing of how your final score is kept, but maybe they get a bonus to their score for not taking the starting resources.
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Queezi
Posts: 14
Joined: Tue Jan 08, 2013 8:09 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Queezi »

DauntlessK wrote:I am, not as often as I think should happen. But I'm not sure how it is set up. And I don't know exactly how the mini-boss works, (I like the concept of it being risky to run away from a mini-boss because all you have are unexplored beacons) but I didn't even fight a mini-boss once. I guess every time I was deemed "unworthy" even though I felt I was more than capable of taking it, and I felt he was scurred. :P
Daunt,

Mini-bosses become hostile when your shields are at three or above and your engines are at four or above.

Hope this helps,
Queezi
DauntlessK
Posts: 58
Joined: Tue Feb 19, 2013 2:09 am

Re: [MOD][WIP] FTL Infinite Space

Post by DauntlessK »

Queezi wrote: Daunt,

Mini-bosses become hostile when your shields are at three or above and your engines are at four or above.

Hope this helps,
Queezi
I don't remember, but I feel like I did have those upgraded. I'm pretty sure, especially since you start at 2 shields and I went through at least 5 sectors. Thanks for the info though, I will go through a game again this time with a different ship and really try and provoke the mini-bosses.

I wonder though if there is a workaround for this? Is it calculated based on what its currently powered at or whether they are upgraded regardless of the power? Because if its the former, I could simply power down those systems below what you said when jumping to a beacon that will take you to a new sector. Something to consider.
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DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

The amount of power actually in the system doesn't matter, just the upgraded level. GL!
Hishnegreb
Posts: 5
Joined: Thu Oct 11, 2012 11:45 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Hishnegreb »

Hello Mr or Mrs DrkTemplar,

Have to say first off, I am absolutely loving the mod, only got it last night so I'm just starting to get my bearings, nice work human. Second, I noticed a couple o spelling mistakes along the way so far, and am totally willing to keep a log of them for you during my play time, if you want. I formally forego any credit for work on the mod, etc. etc. I'm only interested in helping somefink I like. Does that sound acceptabubble and is there anywhere I could post 'em to you when I've gathered a few together?
Again, savage mod, kutgw!


Rip Van
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Hishnegreb wrote:Hello Mr or Mrs DrkTemplar,

Have to say first off, I am absolutely loving the mod, only got it last night so I'm just starting to get my bearings, nice work human. Second, I noticed a couple o spelling mistakes along the way so far, and am totally willing to keep a log of them for you during my play time, if you want. I formally forego any credit for work on the mod, etc. etc. I'm only interested in helping somefink I like. Does that sound acceptabubble and is there anywhere I could post 'em to you when I've gathered a few together?
Again, savage mod, kutgw!


Rip Van
I'm happy you like the mod, and if you run into difficulties down the line, let us know. Feel free to point out any spelling, or grammar mistakes. I myself can barely read and write, so I won't be offended. You can post them here, of you can PM me, whatever works best for you.
Hishnegreb
Posts: 5
Joined: Thu Oct 11, 2012 11:45 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Hishnegreb »

DrkTemplar wrote:
Hishnegreb wrote:Hello Mr or Mrs DrkTemplar,

Have to say first off, I am absolutely loving the mod, only got it last night so I'm just starting to get my bearings, nice work human. Second, I noticed a couple o spelling mistakes along the way so far, and am totally willing to keep a log of them for you during my play time, if you want. I formally forego any credit for work on the mod, etc. etc. I'm only interested in helping somefink I like. Does that sound acceptabubble and is there anywhere I could post 'em to you when I've gathered a few together?
Again, savage mod, kutgw!


Rip Van
I'm happy you like the mod, and if you run into difficulties down the line, let us know. Feel free to point out any spelling, or grammar mistakes. I myself can barely read and write, so I won't be offended. You can post them here, of you can PM me, whatever works best for you.
Cool. Cool, cool, cool! Thanks for the speedy reply, nice to see some folks interested in their work and their community :D
Yeah, it's a pretty sweet bloody mod alright. Devilishly hard too, which I am rather looking forward to!
As for the rest, will post what I got, when I've got it and we'll talk soon.

Rip Van
AgeOfStryfe
Posts: 1
Joined: Fri Mar 01, 2013 7:43 pm

Re: [MOD][WIP] FTL Infinite Space

Post by AgeOfStryfe »

Wow. This mod is great had to play it about a dozen times before I could get an OP ship going. Great challenge after you get bored of vanilla game. Only suggestion would be to add more unique events after beating sector mini-boss, I feel like I got the "Go to this moon, mantis are enslaving people" event about 5 time sin a row.
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