[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Kieve
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Re: [MOD][WIP] FTL Infinite Space

Postby Kieve » Fri Aug 30, 2013 12:27 am

Well I certainly don't want to see it die. :( I can say that much.
Keeping IS stand-alone would seem to be the best bet anyhow, in my opinion. CE Infinite Space-style is likely best served as its own entity, since the amount of content involved is significantly higher overall.
UltraMantis
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Re: [MOD][WIP] FTL Infinite Space

Postby UltraMantis » Fri Aug 30, 2013 2:30 pm

Estel wrote:Now, forum coudl really use a "Thank" button, to avoid such psot as this one I'm writing, but... I don't only agree with every single sentence, word and punctuation ( ;) ) in your last post - consensus - but I'm also thankful for detailed reply about FTL patch, so couldn't just pass it by without writing a few words.

That said, we (OK, mainly me) derailed IS thread enough, so lets leave it in anticipation for - hopefully - posts from IS developer, when he will make some progress (or require help from modding gurus here).

/Estel

No, Thank you. :)

Regarding IS. I wonder if it would be possible to create a new custom secret sector? This custom sector could pull ships from autoBlueprints.xml, and only pull ships that are made to appear in this sector. This sounds like it would eliminate compatibility issues with other mods. For other enemy ships to appear in IS, they would have to be duplicated in autoBlueprints and limited to IS' secret sector. This means that ships of a certain power level would work in IS, but would not appear in other sectors.

No thoughts on how to solve the problem of the starting event though.
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DrkTemplar
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Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Fri Aug 30, 2013 11:23 pm

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.
UltraMantis
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Re: [MOD][WIP] FTL Infinite Space

Postby UltraMantis » Sat Aug 31, 2013 1:13 am

You mean it's not possible to jump directy into a custom secret sector?
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DrkTemplar
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Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Sat Aug 31, 2013 1:59 am

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.
Macil2018
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Joined: Wed Oct 17, 2012 3:20 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Macil2018 » Fri Sep 06, 2013 9:05 pm

My game keeps crashing when right after I try to start the game from the hanger view. Did I get a bugged version or something?
dalolorn
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Re: [MOD][WIP] FTL Infinite Space

Postby dalolorn » Fri Sep 06, 2013 9:18 pm

Macil2018 wrote:My game keeps crashing when right after I try to start the game from the hanger view. Did I get a bugged version or something?


IS doesn't work with the latest version of FTL. Sorry.

You could try downgrading your version, but that may or may not be impossible.
DrkTemplar
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Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Sat Sep 07, 2013 3:16 am

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 (1.03.3).

Please let me know how it goes.

Thanks
DrkTemplar
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Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Sat Sep 21, 2013 11:03 pm

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!
Finarous
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Joined: Fri Jul 05, 2013 3:10 am

Re: [MOD][WIP] FTL Infinite Space

Postby Finarous » Sun Sep 22, 2013 12:37 am

Hi, I've brought this issue up before to no avail, so I'll try again.Whenever I attempt to validate the mod in the mod manager it says theres a problem and presents me this piece of techno jargon:

ERROR: [Errno 22] Invalid argument
Traceback (most recent call last):
File "main.py", line 909, in validate_mod
mod_zip = zf.ZipFile(mod_path, "r")
File "C:\Python27\lib\zipfile.py", line 714, in __init__
self._GetContents()
File "C:\Python27\lib\zipfile.py", line 748, in _GetContents
self._RealGetContents()
File "C:\Python27\lib\zipfile.py", line 781, in _RealGetContents
fp.seek(self.start_dir, 0)
IOError: [Errno 22] Invalid argument

I have no idea what this means, if there is a fix, or if the Engi are just angry at me. If anyone can help me please do so, this mod is a great concept.

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