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 infoDrkTemplar wrote: Per the instructions, you should include the "data" folder if you are including files in data.dat. I will look into this.
[MOD][WIP] FTL Infinite Space
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Re: [MOD][WIP] FTL Infinite Space
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Re: [MOD][WIP] FTL Infinite Space
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 youfilip15100 wrote: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 infoDrkTemplar wrote: Per the instructions, you should include the "data" folder if you are including files in data.dat. I will look into this.
*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?
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Re: [MOD][WIP] FTL Infinite Space
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.
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.
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Re: [MOD][WIP] FTL Infinite Space
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.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.
After the fight with the Battleship, did your ship have low health? Do you feel it's still too easy? Thanks!
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Re: [MOD][WIP] FTL Infinite Space
A ton others, I'll give you a full list hereDrkTemplar 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?
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?
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Re: [MOD][WIP] FTL Infinite Space
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?filip15100 wrote:The error came with only this mod activated, sure it works?
I'll do dome testing with the GMM Version tonight. The setup looked simple enough, but I must have missed something.
*EDIT
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!filip15100 wrote:The Vortex-2012-10-20_09-22-41.ftl <-- My own ship, don't worry about that
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Re: [MOD][WIP] FTL Infinite Space
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 crapDrkTemplar wrote: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.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.
After the fight with the Battleship, did your ship have low health? Do you feel it's still too easy? Thanks!

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!!!
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Re: [MOD][WIP] FTL Infinite Space
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.Pyrrha wrote: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 crapDrkTemplar wrote: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.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.
After the fight with the Battleship, did your ship have low health? Do you feel it's still too easy? Thanks!![]()
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 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!
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Re: [MOD][WIP] FTL Infinite Space
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.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

*EDIT: Which one is ES_nostart.ftl, can't seem to find it. Thanks!
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Re: [MOD][WIP] FTL Infinite Space
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.DrkTemplar wrote: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?filip15100 wrote:The error came with only this mod activated, sure it works?
I'll do dome testing with the GMM Version tonight. The setup looked simple enough, but I must have missed something.
*EDITYou 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!filip15100 wrote:The Vortex-2012-10-20_09-22-41.ftl <-- My own ship, don't worry about that
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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.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.
*EDIT: Which one is ES_nostart.ftl, can't seem to find it. Thanks!