[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 »

Posted new version 0.4.4

This version has a new event that will be part of an optional story arc (written by Whoopty). This story arc will ultimately result in collecting dummy arguments that will be required for the final event. This event, and the dummy augment are a work in progress (like the mod :D ). So for now, the augment only has value for selling in the stores.

I started fixing weapon and drone descriptions that didn't fit into the UI. I'm sure I missed some, please let me know if you see an item's description that doesn't fit. Thanks!

@AgeOfStryfe, we will try and work on getting some new events as rewards for mini-boss fights. I have increased the chance of getting the Elite Cruiser fight, so hopefully for now that helps.

@Kieve, I added a quick section about mod compatibility next to the download links in op. I also updated blueprints.xml to a .append version. So hopefully you will no longer need to answer the "how do i get my custom ship to work with this mod" question! Thanks again for always jumping in and answering.

@DauntlessK, I'll look into adding an option to skip the starting resources. I personally feel that would make a lot of vanilla ships really tough to play in this mod. However I know a lot of people like using the custom ships, so it might work out perfect for that scenario.

@MisterChicken, I forgot to update the text on the event that mentions drones for X scrap to be more clear. Sorry about that, i'll get it in the next release.
Whoopty
Posts: 26
Joined: Tue Jan 15, 2013 12:00 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Whoopty »

I'm working on new events all the time, never fear. It's just taking me a little longer to write new ones at the moment as these meta-quest ones take a long time to put together.

Just a word of warning for anyone that thinks that might have found the first of the three. It is not for the faint of hearted.
novatiempo
Posts: 2
Joined: Sun Feb 24, 2013 9:13 pm

Re: [MOD][WIP] FTL Infinite Space

Post by novatiempo »

I've noticed that when I take out the bonus stelthship in a roid feild bit, theres a 1/3 chance of the following happening:

It dies, and my game crashes to desktop
It dies and nothing happens
it dies, gives me an augment with no name that seems to eat my other augments if I swap them aroung
MrSmite
Posts: 24
Joined: Sat Feb 02, 2013 5:03 am

Re: [MOD][WIP] FTL Infinite Space

Post by MrSmite »

Still enjoying this mod, just have one question: is it possible to make an event have a random outcome?

Example:

I repeatedly get an event about a prison riot [since the forums don't support SPOILER tags I'll stop there]... I get the same result. Always. As you can tell this gets monotonous after a while. Is it possible to have a player's choice pick a random result from a table:
  • Prisoners escape and board your ship
  • A Federation Cruiser attacks you for damaging Federation property (the guard was a rebel)
  • The prison explodes, you get scrap but draw the attention of an automated scout patrolling nearby
  • Your ship takes hull damage (and possibly explodes)
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

novatiempo wrote:I've noticed that when I take out the bonus stelthship in a roid feild bit, theres a 1/3 chance of the following happening:

It dies, and my game crashes to desktop
It dies and nothing happens
it dies, gives me an augment with no name that seems to eat my other augments if I swap them aroung
I'm trying to reproduce this, but haven't yet. You should never get an augment when defeating this ship. Are you using the latest version? (0.4.4) Are you playing with any other mods that might conflict?

I'll keep trying, but I've tested defeating the ship 10 times in a row now, and no issues.

*EDIT: another 10 defeats, and still no crash.
Last edited by DrkTemplar on Sat Mar 02, 2013 8:31 pm, edited 1 time in total.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

MrSmite wrote:Still enjoying this mod, just have one question: is it possible to make an event have a random outcome?

Example:

I repeatedly get an event about a prison riot [since the forums don't support SPOILER tags I'll stop there]... I get the same result. Always. As you can tell this gets monotonous after a while. Is it possible to have a player's choice pick a random result from a table:
  • Prisoners escape and board your ship
  • A Federation Cruiser attacks you for damaging Federation property (the guard was a rebel)
  • The prison explodes, you get scrap but draw the attention of an automated scout patrolling nearby
  • Your ship takes hull damage (and possibly explodes)
Yes its possible to have multiple outcomes, and many events do. Its also possible you haven't yet seen a blue option for that event. Whoopty and I can talk about adding some other possible outcomes to the non-blue option here. Thank you for your feedback!!
MrSmite
Posts: 24
Joined: Sat Feb 02, 2013 5:03 am

Re: [MOD][WIP] FTL Infinite Space

Post by MrSmite »

DrkTemplar wrote:
novatiempo wrote:I've noticed that when I take out the bonus stelthship in a roid feild bit, theres a 1/3 chance of the following happening:

It dies, and my game crashes to desktop
It dies and nothing happens
it dies, gives me an augment with no name that seems to eat my other augments if I swap them aroung
I'm trying to reproduce this, but haven't yet. You should never get an augment when defeating this ship. Are you using the latest version? (0.4.4) Are you playing with any other mods that might conflict?

I'll keep trying, but I've tested defeating the ship 10 times in a row now, and no issues.

*EDIT: another 10 defeats, and still no crash.
I wonder if it matters how it gets defeated, maybe it requires a specific circumstance. For instance, maybe it only happens if the last hit is from XYZ weapon or ABC drone.

It may be one of those things that "just is". I wouldn't sweat it unless lots of reports started pouring in.
MrSmite
Posts: 24
Joined: Sat Feb 02, 2013 5:03 am

Re: [MOD][WIP] FTL Infinite Space

Post by MrSmite »

DrkTemplar wrote:
MrSmite wrote:Still enjoying this mod, just have one question: is it possible to make an event have a random outcome?

Example:

I repeatedly get an event about a prison riot [since the forums don't support SPOILER tags I'll stop there]... I get the same result. Always. As you can tell this gets monotonous after a while. Is it possible to have a player's choice pick a random result from a table:
  • Prisoners escape and board your ship
  • A Federation Cruiser attacks you for damaging Federation property (the guard was a rebel)
  • The prison explodes, you get scrap but draw the attention of an automated scout patrolling nearby
  • Your ship takes hull damage (and possibly explodes)
Yes its possible to have multiple outcomes, and many events do. Its also possible you haven't yet seen a blue option for that event. Whoopty and I can talk about adding some other possible outcomes to the non-blue option here. Thank you for your feedback!!
Nope, I haven't actually encountered a blue option for that event yet. Although in the spirit of full disclosure, even blue choices are predictable :D

PS: Don't know if you modified the enhanced backgrounds but I don't find them as harsh as they were in my post a few pages back. If you did, thanks. If you didn't, they're still nice.
Fatty Limes
Posts: 4
Joined: Mon Sep 17, 2012 4:02 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Fatty Limes »

I'm on ubuntu, and as soon as I select my ship and go to get started, the game immediately crashes with no error. Happens in 4.3 and 4.4. Tutorial works fine. Any ideas?
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Fatty Limes wrote:I'm on ubuntu, and as soon as I select my ship and go to get started, the game immediately crashes with no error. Happens in 4.3 and 4.4. Tutorial works fine. Any ideas?
This sounds like the data.dat and/or resource.dat aren't packed correctly. Might be worth asking over on the mod manager thread. Since I'm using windows, I'm not sure what the difference would be for ubuntu. You could try re-installing the mod if you haven't already. Are you able to use other mods, is mine the only one that's not working?
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