[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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shark
Posts: 173
Joined: Thu Nov 08, 2012 10:11 am

Re: [MOD][WIP] FTL Infinite Space

Post by shark »

ken oh wrote:Any way to get this working without GrognaK's Mod Manager? I'm having a hell of a time getting that to work on Linux and not getting much satisfaction from the thread about it.
the .FTL is just a .ZIP file. diff it against your game, patch -p1 it against your unpacked resources, repack resources. Play.

not much different from ./configure; make; make install routine. Maybe you can even contribute such a script back to the linux community :)
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Joefesok
Posts: 27
Joined: Sat Nov 03, 2012 10:44 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Joefesok »

Salvage events (as in the really dangerous ones with a chance to spawn battleships) don't award scrap unless you fight a battleship and win (fat chance)
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Damion227 wrote:Bro, The most recent release of this is absolutely brutal. It really sells the feel of being on your own in a galaxy where The Federation has completely lost control. My question is, did you have anything like that in mind (I.E. id you have a set story in mind for this mod), or did you just make a cool mod for the fun of it with no set story? Either way, nice work.
This started as just a mod idea for myself and friends. At the time I didn't realize how much work would be required to try and get a ship balance working. No real story planned at this time. However, I will continue to add content as long as I still have interest. :D
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

VoidInsanity wrote:Since the game goes on forever with this I was wondering, how about increasing the cap of systems so you can upgrade them further, or having the enemy ships scale this way. That way you can end up making some overpowered ships to force people to die eventually.
I think there was another post about increasing the system caps beyond what the main game allows. From their research it looked like not all systems would work, or they would work, but the text in game was inaccurate. I haven't tried that myself yet. As for an overpowered ship, I think its possible to make them without increases ship systems beyond what is normally available. The hard part is getting that ship to spawn only when the player's ship is strong enough to fight it. Due to the way the mod work, none of the ships can be dynamic, so the "scaling" has to be done through events.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

ken oh wrote:Any way to get this working without GrognaK's Mod Manager? I'm having a hell of a time getting that to work on Linux and not getting much satisfaction from the thread about it.
I removed the data.dat download link because it's technically distributing the game files, which I believe is against the modding rules. Plus the next version to be released will have new images added, and than I would have to distribute the resource.dat file as well.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Joefesok wrote:Salvage events (as in the really dangerous ones with a chance to spawn battleships) don't award scrap unless you fight a battleship and win (fat chance)
Thanks for reporting this. The next version (soon to be released) will have a new event that triggers at the beginning of a new Deep Space sector. This event will spawn the old "Battleships" which will be renamed "Cruisers" and use the player Cruiser ship images. The salvage event as it is now will exist as just another event that can spawn in the game. It will spawn level 4 shield ships, but not the old Battleships. I will look at this event before releasing and fix any errors. Thank you!
ken oh
Posts: 8
Joined: Tue Nov 06, 2012 5:03 pm

Re: [MOD][WIP] FTL Infinite Space

Post by ken oh »

shark wrote:
ken oh wrote:Any way to get this working without GrognaK's Mod Manager? I'm having a hell of a time getting that to work on Linux and not getting much satisfaction from the thread about it.
the .FTL is just a .ZIP file. diff it against your game, patch -p1 it against your unpacked resources, repack resources. Play.

not much different from ./configure; make; make install routine. Maybe you can even contribute such a script back to the linux community :)
This was just the tip in the right direction that I needed. Thanks, shark!
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Kieve
Posts: 952
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Kieve »

Joefesok wrote:Salvage events (as in the really dangerous ones with a chance to spawn battleships) don't award scrap unless you fight a battleship and win (fat chance)
So of course you know I had to go hunt one down.
Image
That thing was a goddamn nightmare though. Poor Oni hid in the cockpit with Eliza the whole time, Novik had to bolt for Quartz's weapons room when the first four Mantis boarders finally got into the shield room, I had hull breaches and vented rooms through most of the ship, and the defensive robots just about murdered my boarding crew... My one saving grace I think was that I didn't need shields because they had no energy weapons to sling at me, so I had power to spare for everything else.
*The Retribution did take hull damage, but Repair Arm patched it up nicely after the fight.

Great mod! The fight was hectic as all hell but tons of fun. :D
VoidInsanity
Posts: 25
Joined: Sat Oct 27, 2012 2:24 am

Re: [MOD][WIP] FTL Infinite Space

Post by VoidInsanity »

DrkTemplar wrote:
VoidInsanity wrote:Since the game goes on forever with this I was wondering, how about increasing the cap of systems so you can upgrade them further, or having the enemy ships scale this way. That way you can end up making some overpowered ships to force people to die eventually.
I think there was another post about increasing the system caps beyond what the main game allows. From their research it looked like not all systems would work, or they would work, but the text in game was inaccurate. I haven't tried that myself yet. As for an overpowered ship, I think its possible to make them without increases ship systems beyond what is normally available. The hard part is getting that ship to spawn only when the player's ship is strong enough to fight it. Due to the way the mod work, none of the ships can be dynamic, so the "scaling" has to be done through events.
Thats easy enough

New Sector =X+1
When X=Y Spawn Z

That way you can balance it by the duration instead of by how strong someones ship is. This rewards players for playing smart, exploring more, etc. Having something spawn that is as strong as you isn't that challenging, making it so you have to be ready for it is.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

VoidInsanity wrote:
Thats easy enough

New Sector =X+1
When X=Y Spawn Z

That way you can balance it by the duration instead of by how strong someones ship is. This rewards players for playing smart, exploring more, etc. Having something spawn that is as strong as you isn't that challenging, making it so you have to be ready for it is.
If you're implying that I use the current sector you're in, that will not work for this mod. You ship will never get past sector 1. If you meant something else, please explain. :)

The latest version, that is done, but I'm still testing, will move these "stronger ships" to the start of a new sector. If you meet the requirements you will have to fight them. Players (hopefully) will be encouraged to clear our the sector to increase their strength so that they will be able to defeat these ships.

I'm working on "features" to encourage exploration of the sector before moving on. The first of which will be these mini bosses. Once they start spawning you will want to be strong enough to defeat them. Meaning, explore as much as possible before hitting the exit beacon, which will spawn a mini boss once you reach minimum shield and engines.

The second "feature" is to reward players for defeating these mini bosses with a quest beacon. The beacon will spawn events to obtain either ship specific augments (the Colonizable Planet event) or Advanced Technology. Advanced Technology will simply be ship equipment (custom weapons) that cannot be obtained any other way. The main purpose of this is for when your ship is maxed out (or close) you still have a goal to further increase the strength of your ship.

Another advantage for using this functionality is that I can write events designed for a maxed ships, and trigger those events from defeating a mini boss. If you're strong enough to do that, than try this... etc. Thanks to Whale Cancer for his idea of using Quest Beacons to help scalability!

I think this will meet the "having to be ready for it" suggestion, but you'll have to tell me. :D

As for spawning a ship that is a strong as you... My goal is to spawn a ship that is stronger than you. This way, defeating it is more satisfying. One way I do that is equipping all Cruiser class ships (formally Battleships) with the Advanced Tech weapons mentioned above. So until you max your ship, and hunt down a full ship of Advanced Tech, the Cruisers should be (at least on paper) stronger than you.

I'm really excited for this version, I think it adds a lot to the game play, plus the new ships will add more diversity to your game experience. I should have it out within the next couple of days. I felt that extensive testing would be worth it this time. ;)
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