[MOD][WIP] FTL Infinite Space

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filip15100
Posts: 16
Joined: Sun Sep 16, 2012 6:25 pm

Re: [MOD][WIP] FTL Infinite Space

Post by filip15100 »

DrkTemplar wrote: Per the instructions, you should include the "data" folder if you are including files in data.dat. I will look into this.
Thanks, can't wait to try this mod in combination with my other mods. If anything, I did mean no offence in my post, just for your info
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

filip15100 wrote:
DrkTemplar wrote: Per the instructions, you should include the "data" folder if you are including files in data.dat. I will look into this.
Thanks, can't wait to try this mod in combination with my other mods. If anything, I did mean no offence in my post, just for your info
I was using Winrar and creating a rar archive, not a zip one. If you had issues with the GMM version, feel free to give it another try. Thank you

*Edit, no offence taken, its a WIP, all information will help me! FYI, I have not tested this with any other mods. I'm curious, which ones are you trying it with?
Pyrrha
Posts: 10
Joined: Tue Oct 23, 2012 1:35 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Pyrrha »

noticed some strange graphics in the text for the planet scan trying to screenie but prnt screen will only paste my desk top. some huge B letters with 2 blanks following carring on from last game so i can check new features.

met the battle ship was a good battle and i lost one of my crew but its and interesting fight. noticed the diff in ships strength now might have to play from start to see how it affects the early game.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Pyrrha wrote:noticed some strange graphics in the text for the planet scan trying to screenie but prnt screen will only paste my desk top. some huge B letters with 2 blanks following carring on from last game so i can check new features.

met the battle ship was a good battle and i lost one of my crew but its and interesting fight. noticed the diff in ships strength now might have to play from start to see how it affects the early game.
I' look at the text for the scan results again. Sometimes if you include too much text odd things seem to happen. I might need to just reduce it a bit.

After the fight with the Battleship, did your ship have low health? Do you feel it's still too easy? Thanks!
filip15100
Posts: 16
Joined: Sun Sep 16, 2012 6:25 pm

Re: [MOD][WIP] FTL Infinite Space

Post by filip15100 »

DrkTemplar wrote: I was using Winrar and creating a rar archive, not a zip one. If you had issues with the GMM version, feel free to give it another try. Thank you

*Edit, no offence taken, its a WIP, all information will help me! FYI, I have not tested this with any other mods. I'm curious, which ones are you trying it with?
A ton others, I'll give you a full list here

Beginning Scrap Advantage.ftl
SFTL 1.1.ftl
FTL-Additional-Events-and-Texts.ftl
Weaponanza v1.1.ftl
ES_nostart.ftl
Highres Backgrounds V1.0.ftl
KRS Turning the Tide.ftl
The Vortex-2012-10-20_09-22-41.ftl <-- My own ship, don't worry about that
FTL Infinite Space.ftl

Unfortunately, it got an error, I'll try to find which mods it's incompatible with

Edit: The error came with only this mod activated, sure it works?
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

filip15100 wrote:The error came with only this mod activated, sure it works?
It's very possible there is an error in how I setup the GMM Version. No one has posted that it's worked for them yet. I did recently post a new version for the GMM (about 50 minutes ago), because It wasn't archived as a ZIP file. Did you get that updated version? What was the error?

I'll do dome testing with the GMM Version tonight. The setup looked simple enough, but I must have missed something.

*EDIT
filip15100 wrote:The Vortex-2012-10-20_09-22-41.ftl <-- My own ship, don't worry about that
You have your own mod in there so obviously you got a .ftl file to work right. If you feel like it, open up my .ftl file and see if you can find the problem. Thanks!
Pyrrha
Posts: 10
Joined: Tue Oct 23, 2012 1:35 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Pyrrha »

DrkTemplar wrote:
Pyrrha wrote:noticed some strange graphics in the text for the planet scan trying to screenie but prnt screen will only paste my desk top. some huge B letters with 2 blanks following carring on from last game so i can check new features.

met the battle ship was a good battle and i lost one of my crew but its and interesting fight. noticed the diff in ships strength now might have to play from start to see how it affects the early game.
I' look at the text for the scan results again. Sometimes if you include too much text odd things seem to happen. I might need to just reduce it a bit.

After the fight with the Battleship, did your ship have low health? Do you feel it's still too easy? Thanks!
the battleship is not an easy fight but manageable had it 5 times in 9 sectors may need to tone down the chance of it appearing just fought 2 in a row with the basil i cant get sheild pene on it so have to juggle boarding crystalman lockdown to finish crew off . once its out of stealth burst3 to lower shield and glaive beem for some hull damage and a few more points off shield. after it stealths again it comes back, shield at full again no cake walk i can tell you. killed it! phew next sector another battle ship holy crap :o

now if i can just get a fire bomd or med bomb should see it fall much easier. any hope of more shops on the way to getting 4 shields... :d

deffo fun thanks!!!
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Pyrrha wrote:
DrkTemplar wrote:
Pyrrha wrote:noticed some strange graphics in the text for the planet scan trying to screenie but prnt screen will only paste my desk top. some huge B letters with 2 blanks following carring on from last game so i can check new features.

met the battle ship was a good battle and i lost one of my crew but its and interesting fight. noticed the diff in ships strength now might have to play from start to see how it affects the early game.
I' look at the text for the scan results again. Sometimes if you include too much text odd things seem to happen. I might need to just reduce it a bit.

After the fight with the Battleship, did your ship have low health? Do you feel it's still too easy? Thanks!
the battleship is not an easy fight but manageable had it 5 times in 9 sectors may need to tone down the chance of it appearing just fought 2 in a row with the basil i cant get sheild pene on it so have to juggle boarding crystal lock down to kill crew. once its out of stealth burts 3 to lowershield and glaive beem for some hull damage and a few more points off shield. after it stealths again it comes back with shield to full no cake walk i can tell you. killed it phew next sector another battle ship holy crap :o

now if i can just get a fire bomd or med bomb should see it fall much easier. any hope of more shops on the way to getting 4 shields... :d

deffo fun thanks!!!
I'm glad you like it so far. This is only the first version, and I plan to have multiple types of ships like this. Hopefully each with a different combat feel. So if I understand you correctly, its current weakness, at least against your ship setup was being boarded.

I can increase the amount of stores in the Deep Space sector, no problem.

Right now you should have 3 chances per sector to run into the Battleship. I wanted it to be available for testing, and in the future it won't always be the same exact ship. Do you feel 3 chances per sector is high? I figured once you were maxed out all the rest of the beacons would be too easy. If that specific event spawned a few different "battleship like" ships of varying strength would it be too much with 3? I was thinking even more at some point. Of course based on feedback though.

*EDIT: Since it works for you, are you using the data.dat file, or the GMM Version? thanks!
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

filip15100 wrote:A ton others, I'll give you a full list here

Beginning Scrap Advantage.ftl
SFTL 1.1.ftl
FTL-Additional-Events-and-Texts.ftl
Weaponanza v1.1.ftl
ES_nostart.ftl
Highres Backgrounds V1.0.ftl
KRS Turning the Tide.ftl
The Vortex-2012-10-20_09-22-41.ftl <-- My own ship, don't worry about that
FTL Infinite Space.ftl
I'm going to download these mods, and do some compatibility testing this weekend. Getting the mod to work with other mods is not my highest priority (at least not right now), but I think I can start a list of "compatible ones" because I know people love to stack the mods!!! Just keep in mind any mod the makes the game easier will make it harder to test game balance for just FTL Infinite, but that's for me to worry about. :D

*EDIT: Which one is ES_nostart.ftl, can't seem to find it. Thanks!
filip15100
Posts: 16
Joined: Sun Sep 16, 2012 6:25 pm

Re: [MOD][WIP] FTL Infinite Space

Post by filip15100 »

DrkTemplar wrote:
filip15100 wrote:The error came with only this mod activated, sure it works?
It's very possible there is an error in how I setup the GMM Version. No one has posted that it's worked for them yet. I did recently post a new version for the GMM (about 50 minutes ago), because It wasn't archived as a ZIP file. Did you get that updated version? What was the error?

I'll do dome testing with the GMM Version tonight. The setup looked simple enough, but I must have missed something.

*EDIT
filip15100 wrote:The Vortex-2012-10-20_09-22-41.ftl <-- My own ship, don't worry about that
You have your own mod in there so obviously you got a .ftl file to work right. If you feel like it, open up my .ftl file and see if you can find the problem. Thanks!
Actually, it is made by the ship editor 3rd party program by darkfrost, it can port your ship to an ftl file, so I didn't really make the ftl file itself myself. and yes, it's the newest version.

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DrkTemplar wrote: I'm going to download these mods, and do some compatibility testing this weekend. Getting the mod to work with other mods is not my highest priority (at least not right now), but I think I can start a list of "compatible ones" because I know people love to stack the mods!!! Just keep in mind any mod the makes the game easier will make it harder to test game balance for just FTL Infinite, but that's for me to worry about. :D

*EDIT: Which one is ES_nostart.ftl, can't seem to find it. Thanks!
ES_Nostart and beginning scrap advantage comes with GMM I think, can't remember getting it. and also, if you want I can send you my custom ship to you, that I usually play with, it's frikkin' damn hard to start with, even with all of those mods, you could then do whatever you want with it, I wouln'd mind. Just a suggestion.
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