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Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Mar 04, 2013 7:53 pm
by DrkTemplar
MJPadge wrote:When i was following the instructions to get this it downloads a zip folder, i tried extracting this and grognaks mod manager recognises it but does not patch it in?
do not extract it, just rename the extension from .zip to .ftl. The file is uploaded as a .ftl file, but sometimes when people download it they report it downloads as a .zip.
*EDIT: actually if it shows up in the mod manager, it must have a .ftl extension. Are you running any other mods? Does it error out? Does the game crash on load?
Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Mar 04, 2013 8:26 pm
by MrSmite
Request: More mini-boss encounters per sector
Reasoning:
After playing for a while now I find that I've pretty much acquired an invincible ship. Having more mini-boss encounters with no store for repairs would create additional challenge.
My current ship is a Kestrel B with the following:
- Weapons
- 2x Adv. Tech. Burst Laser (5 shots each)
- 1x Adv. Tech. Fire Bomb
- 1x Adv. Tech. Ion Bomb
- 2x Adv. Tech. Missile Drone
- Augmentations
- Weapon Pre-Igniter
- Engi Med-bot Dispersal
- Drone Recovery Arm
On non-boss fights I can destroy an enemy in a single salvo. For bosses I can usually lock down their weapon system long enough for my missile drones to disable them permanently. I usually leave with 0 to 3 hull damage.
Due to this build, I have the following:
- 6884 scrap
- 256 fuel
- 215 missiles
- 384 drone parts
I think having a sector with three or four mini-bosses (or maybe every beacon being a boss) with no stores to repair might add more challenge. I'm sure it's a limitation to modding but it would also be nice if you could hook into the "Jump" button to force a battle so the player can't just ignore the fight if low on hull.
Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Mar 04, 2013 9:28 pm
by DrkTemplar
@MrSmite, the sector mini-bosses were reduced in strength over the coarse of the mod development. This was done to add more "scalability". After that are the Elite Cruiser, which I know are also easy to defeat with load out you have. It's my opinion a lot of this is due to the weapon pre-igniter. If you can disable the ship before it can even hurt you, you walk away with little to no damage. Ideally the ships should be beatable, but do more damage causing you to spend your resources fixing up your ship for the next battle. This is clearly not the case with "max" out ships. Part of this was due to introducing the Adv. Tech weapons. They allow you to output more damage at the start of the fight (with pre-igniter), again disabling the enemy ship before it can really do any damage.
Yes it is time for another "layer" of difficulty to be added. I have a few ideas, and will work on adding them in.
It looks like people are still having installation issues, and I still have some new events to add in as well. As long as people keep giving me feedback, ill keep working on the mod. Although at some point I'll need to move this over to completed. It just doesn't feel like its there yet.
Thanks for the feedback, maybe in the meantime try a different ship, and possibly try without pre-igniter. I would love feedback from someone that doesn't use it. Just so I can tell how much of a difference it's making, because it seems like its OP (imho). Maybe the Adv. Tech items are just too strong, I'm considering nerfing those.
Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Mar 04, 2013 9:49 pm
by DrkTemplar
@VarVarna & Fatty Limes,
Well if other mods are working fine, my guess is that it is with the encoding. Pretty much all the mods are using the .append, which requires ANSI. Since extensive changes are done to all of the event.xml files I have not taken the time to convert them to .append versions. I should have done this from the start, but now I'm left with a ton of tedious work to get there. If this is preventing people from using the mod, I guess it's time to bump it up on the priority list.
Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Mar 04, 2013 10:25 pm
by VarVarna
I would love to see the mod running native in Linux. But on the other hand there just two people complaining....so maybe forget about it and take on with your great work.
Take care man and thxn for your commitment....
VarVarna
Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Mar 04, 2013 10:38 pm
by Vhati
DrkTemplar wrote:Since extensive changes are done to all of the event.xml files I have not taken the time to convert them to .append versions. I should have done this from the start, but now I'm left with a ton of tedious work to get there.
WinMerge can help identify which events you've changed.
Still have to copy/paste using a separate editor, since you're doing the opposite of merging.

Re: [MOD][WIP] FTL Infinite Space
Posted: Mon Mar 04, 2013 11:05 pm
by DrkTemplar
Vhati wrote:DrkTemplar wrote:Since extensive changes are done to all of the event.xml files I have not taken the time to convert them to .append versions. I should have done this from the start, but now I'm left with a ton of tedious work to get there.
WinMerge can help identify which events you've changed.
Still have to copy/paste using a separate editor, since you're doing the opposite of merging.

Ya, I have WinMerge, and really no excuse to put this off any longer. No worries VarVarna it's part of the process, and I had always planned on doing it at some point.
Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Mar 05, 2013 7:40 am
by MrSmite
@DrkTemplar
I will remove the pre-igniter and play a few rounds to see what difference it makes. As for the advanced weapons, is it possible to make them "unique" such that you can only have one of XYZ type installed (ie: only one adv. ion bomb)?
For some positive feedback, in the events where the enemy disables part of my weapon systems I do see more of a challenge. There's one event where you choose which system to lose (shields, oxygen or weapons) and I chose weapons once, this was fun because it disabled my ion bomb so I had to plan better. Perhaps on this event you could disable more than just one weapon?
PS:
I wonder, is it possible to have an event disable an augmentation? I know it doesn't help with the pre-igniter but if you could, for example, disable the engi med-bot dispersal before a boarding party landed...
Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Mar 05, 2013 10:59 am
by MJPadge
DrkTemplar wrote:MJPadge wrote:When i was following the instructions to get this it downloads a zip folder, i tried extracting this and grognaks mod manager recognises it but does not patch it in?
do not extract it, just rename the extension from .zip to .ftl. The file is uploaded as a .ftl file, but sometimes when people download it they report it downloads as a .zip.
*EDIT: actually if it shows up in the mod manager, it must have a .ftl extension. Are you running any other mods? Does it error out? Does the game crash on load?
Hi, I'm not running any other mods. It's when I downloaded it, it wasn't a .ftl or .zip, just a zipped folder? I tried renaming the folder to .zip and modmanager recognised it but would not patch it. Tried the same after extracting and same results.
Thanks
Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Mar 05, 2013 11:15 am
by Bedebao
I don't know if this is Advanced weapons and shields or this mod,but the game trolled me:
2nd sector,3 beacons,3 epic ships with 4 shields
Is this normal?
I find infinite space HARD,2 shield ennemies at sector 1...
A wiki could be useful