[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
dgaforgtfo
Posts: 5
Joined: Fri May 24, 2013 6:17 pm

Re: [MOD][WIP] FTL Infinite Space

Postby dgaforgtfo » Sat Jun 01, 2013 1:20 am

kartoFlane wrote:@dgaforgtfo
It's just the regular issue of mods being baked into GMM's backups...

Go to GMM/backups, delete both .bak files.
Steam -> Library -> right-click on FTL -> Properties -> Local Files -> Verify Integrity of Game Cache
Launch GMM to create new backups

Mind you that if you've updated FTL to version 1.03.3, some of the total conversion mods may be broken (IS among them).



So perfect! I'd kinda sorta seen this suggestion around here, but thank you for a succinct and clear explanation! And thank you as well speedoflight, I was indeed using 1.4 at first, but another very helpful community member got me a link I could use for 1.7 :)
Whoopty
Posts: 26
Joined: Tue Jan 15, 2013 12:00 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Whoopty » Mon Jun 03, 2013 12:21 pm

I am happy to report that third event in the Fitch's Hydro series has now been written. I've sent it over to Drk, so hopefully if I haven't made too many mistakes, it won't take him long to have it in the mod.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Mon Jun 03, 2013 5:17 pm

Whoopty wrote:I am happy to report that third event in the Fitch's Hydro series has now been written. I've sent it over to Drk, so hopefully if I haven't made too many mistakes, it won't take him long to have it in the mod.


I've been trying to get Infinite Space to work with the latest version of FTL. It's a tedious process of testing each new/modified event, but mostly I've just been really busy with work.
Bonnie Lass
Posts: 31
Joined: Sun Apr 21, 2013 6:16 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Bonnie Lass » Thu Jun 06, 2013 7:33 am

I'm glad you appreciated the code cleanup. The Descent into Darkness author actually chewed me out when I posted XML corrections in his thread.

I am aware of the fact a lot of the XML errors are in the core game, but nevertheless, them being there makes it harder to find more serious errors with XML parsers, so it's good to have clean code in my opinion.

Looking forward to the full release of 0.5!
mr_mushrom_x
Posts: 2
Joined: Thu Jun 06, 2013 5:25 pm

Re: [MOD][WIP] FTL Infinite Space

Postby mr_mushrom_x » Thu Jun 06, 2013 5:30 pm

can any1 help me, when I download it I get a rar file with some img and data folders not a .ftl file am I doin it wrong. im using a legit version of ftl and WinRAR so Im not sure how to install it without an .ftl file
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kartoFlane
Posts: 1479
Joined: Mon Jan 14, 2013 10:20 pm

Re: [MOD][WIP] FTL Infinite Space

Postby kartoFlane » Thu Jun 06, 2013 5:37 pm

All links point to .ftl files... It's likely that at one point in time you tried to open an .ftl file with WinRar and now it has this filetype associated with it. It doesn't change anything - it's still an .ftl file - don't unpack it, just put it in the /mods/ folder and it'll work fine.
Superluminal2 - a ship editor for FTL
mr_mushrom_x
Posts: 2
Joined: Thu Jun 06, 2013 5:25 pm

Re: [MOD][WIP] FTL Infinite Space

Postby mr_mushrom_x » Thu Jun 06, 2013 6:17 pm

kartoFlane wrote:All links point to .ftl files... It's likely that at one point in time you tried to open an .ftl file with WinRar and now it has this filetype associated with it. It doesn't change anything - it's still an .ftl file - don't unpack it, just put it in the /mods/ folder and it'll work fine.


it didn't for me
ELDT
Posts: 2
Joined: Fri Jun 07, 2013 8:36 am

Re: [MOD][WIP] FTL Infinite Space

Postby ELDT » Fri Jun 07, 2013 8:42 am

A little tip for everyone using this mod, if you can stomach dieing a couple of times at the start, you can use the potential (ship design) and the advanced systems mod with this mod here to have a LOT of fun. You are going to die a lot at the start though. However I've had a fun experience with it when I actually got the ball rolling, then proceeded to cry profusely when I died against the pirate flagship. That is evil. And has that stupid ultimate defense drone. :(
MasterDemolitionist
Posts: 1
Joined: Sun Jun 09, 2013 10:18 pm

Re: [MOD][WIP] FTL Infinite Space

Postby MasterDemolitionist » Mon Jun 10, 2013 5:53 pm

I had a glitch with the event that said you have to wait in line for inspection before jumping, my game just closed as if I had ended it's process. (I have the Potential and advanced systems, if that means anything)
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [MOD][WIP] FTL Infinite Space

Postby speedoflight » Tue Jun 11, 2013 2:09 pm

ELDT wrote:A little tip for everyone using this mod, if you can stomach dieing a couple of times at the start, you can use the potential (ship design) and the advanced systems mod with this mod here to have a LOT of fun. You are going to die a lot at the start though. However I've had a fun experience with it when I actually got the ball rolling, then proceeded to cry profusely when I died against the pirate flagship. That is evil. And has that stupid ultimate defense drone. :(


That depends on taste. I really dont like to have 80 power bars just from the beginning. That makes FTL strategy and tacticals really dumb (and tactical and strategy are the point of FTL) once u pass through the first sector and u have upgraded some systems (yup i tried the potential mod again and, even if i hard times in the first sector, i reached the second one and after that it was really really dumb easy).

This infinite space mod is good as it is. I tried time ago and it was great, the difficulty is not really high, just a little more than the normal vanilla game. I just stop using it cuz it was causing a lot of incompatibilities with other mods, and the most valuable thing i wanted is the fleet delay pursuit and the little scrap at the beginning. But once i learned how to do that.. i just stopped using this mod.
My currently mods / wips ->
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