Search found 245 matches

by DrkTemplar
Sat Sep 21, 2013 11:03 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1033621

Re: [MOD][WIP] FTL Infinite Space

I was hoping for some kind of feedback on this build. I wasn't sure if the mod was worth continuing. I received over 1300 downloads, so somebody is using it, lol.

Mainly looking for crashes. Thanks!
by DrkTemplar
Sat Sep 07, 2013 3:16 am
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1033621

Re: [MOD][WIP] FTL Infinite Space

New version posted. This one does not remove the concept of the rebel fleet, but does stop the pursuit. This version is also missing the new events added for this mod, with the exception of the sector mini-boss fights/reward events. The main purpose of this version is to test with the latest FTL (1....
by DrkTemplar
Sat Sep 07, 2013 3:07 am
Forum: Mod Development
Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Replies: 1169
Views: 982811

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Hey everyone,

I'm about to put out another version of IS, and I was wondering how to include information in the mod manager window for the selected mod. I apologize if this was already answered, this thread is pretty large, and I didn't go back through the posts to find it.

Thanks
by DrkTemplar
Sat Aug 31, 2013 1:59 am
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1033621

Re: [MOD][WIP] FTL Infinite Space

UltraMantis wrote:You mean it's not possible to jump directy into a custom secret sector?


You can customize the secret sector, but you can't create a second one.
by DrkTemplar
Fri Aug 30, 2013 11:23 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1033621

Re: [MOD][WIP] FTL Infinite Space

I don't think it's possible to create a new secret sector. I have to call a function that isn't exposed via xml editing to launch into the secret sector. At best I could create new events that are only called in the secret sector, and load only custom ships. However this would be a lot of work.
by DrkTemplar
Thu Aug 29, 2013 10:14 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1033621

Re: [MOD][WIP] FTL Infinite Space

I have a few options. 1. Let this mod die. Someone else can take it over, or create their FTL mod with the same concept in mind. 2. Continue trying to make IS work with the latest version as a stand alone mod. 3. Create an IS mod that requires CE. Just to explain the third option a bit more. If I wa...
by DrkTemplar
Thu Aug 29, 2013 10:09 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1033621

Re: [MOD][WIP] FTL Infinite Space

Wow... catching up with the last few pages. First off, as the author I'm going to say Yes this mod is easily recreated by anyone. Yes within 5 minutes even. To create the endless space experience the player is simply jumped to the secret sector at the end beacon. This means two things. 1. The player...
by DrkTemplar
Thu Aug 22, 2013 8:08 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1033621

Re: [MOD][WIP] FTL Infinite Space

ElectronicBacon wrote:Is there any chance that you could include the game's vanilla sectors as well? Endless deep space gets boring after a while...


Unfortunately not.
by DrkTemplar
Thu Aug 22, 2013 5:51 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1033621

Re: [MOD][WIP] FTL Infinite Space

Still wouldn't work, because the end beacon is changed to jump you to secret sector. This end beacon is shared with all sectors. If FTL was designed with a different end beacon per sector it could be done, but it wasn't. One of the concepts I explored early on was to have the player go through the n...
by DrkTemplar
Thu Aug 22, 2013 4:45 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL Infinite Space
Replies: 1049
Views: 1033621

Re: [MOD][WIP] FTL Infinite Space

IS doesn't use the start beacon, it uses the end beacon. If it used the start beacon, you would be stuck in a loop continually loading into the secret sector. Since it uses the end beacon the player would have to be prompted at the end of every sector to jump to secret sector, or continue through no...