[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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draconon97
Posts: 18
Joined: Thu Nov 15, 2012 9:01 am

Re: [MOD][WIP] FTL Infinite Space

Post by draconon97 »

DrkTemplar wrote:
draconon97 wrote:Ok i get that, also iv manged 2 sectors with out a single store other then "saved pirate" stores
The sector is defined with 1 to 2 stores, however it's the generic STORE event. I originally didn't include the racial sector stores because they made mention (in most cases) of the area, which I felt didn't really fit in this "everything is possible in one sector" style of gameplay. From the looks of the data they all just call <store/> but I could be wrong. I could simply increase the amount of random text that is displayed (currently only 5 different ones) but I don't think that would change what is actually available in the store. I believe it's simply a matter of item rarity. Maybe another modder can correct me on that.

I'm open to feedback on this issue, its not the first time it's been brought up. I had originally only included 1 store per Deep Space sector thinking that would increase difficultly. Meaning only one place to repair, and what not. However it was simply too easy to just go straight to the end beacon and hunt down the next store. This was later changed to between 1 and 2 stores. Hopefully the next version will encourage exploring the sector before moving on, and therefore may have a higher need for an increase in store beacons.

How many store beacons would you like to see in a Deep Space sector?
Having only a single store is fine, its more of the fact ill 100% explore a sector and there be no store. also the auto next sector jump, is that needed for the mod to work? cas (this is rare though) there may be 3/4 jumps that are "behind" the exit so to speak
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

draconon97 wrote:Having only a single store is fine, its more of the fact ill 100% explore a sector and there be no store. also the auto next sector jump, is that needed for the mod to work? cas (this is rare though) there may be 3/4 jumps that are "behind" the exit so to speak
You should always get at least 1 store, if that isn't happening, I'm not sure what the deal is there.

If I don't jump you right away, you will have the normal NEXT SECTOR button which takes you to the sector selection screen like in the normal game. In other words, it provides players a way to circumvent the event.
draconon97
Posts: 18
Joined: Thu Nov 15, 2012 9:01 am

Re: [MOD][WIP] FTL Infinite Space

Post by draconon97 »

DrkTemplar wrote:
You should always get at least 1 store, if that isn't happening, I'm not sure what the deal is there.

If I don't jump you right away, you will have the normal NEXT SECTOR button which takes you to the sector selection screen like in the normal game. In other words, it provides players a way to circumvent the event.
Ok i will say the no store sectors were in the same game and iv yet to see it happen again. Auto jump is acceptable if it needs to be there. also can Crystal men have their own new sector thing or what is the reasoning behind them simply repairing the ship?
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

draconon97 wrote:also can Crystal men have their own new sector thing or what is the reasoning behind them simply repairing the ship?
The reasoning behind this was that we only have so many resources to begin with. They can repair more than Rock man, so in that way they are better. This is what I have so far.

Human - Crew member
Zoltan - Fuel
Engi - Drone Parts
Mantis - Missiles
Rock - Repair
Slug - Sector Data

The only other "resources" in the game are Weapons, Drones, Augmentations, and Scrap. I suppose I could have them salvage scrap, or have the Rock crew do that, and leave repair for Crystal. I'm open to ideas here. Thoughts?
draconon97
Posts: 18
Joined: Thu Nov 15, 2012 9:01 am

Re: [MOD][WIP] FTL Infinite Space

Post by draconon97 »

DrkTemplar wrote:
draconon97 wrote:also can Crystal men have their own new sector thing or what is the reasoning behind them simply repairing the ship?
The reasoning behind this was that we only have so many resources to begin with. They can repair more than Rock man, so in that way they are better. This is what I have so far.

Human - Crew member
Zoltan - Fuel
Engi - Drone Parts
Mantis - Missiles
Rock - Repair
Slug - Sector Data

The only other "resources" in the game are Weapons, Drones, Augmentations, and Scrap. I suppose I could have them salvage scrap, or have the Rock crew do that, and leave repair for Crystal. I'm open to ideas here. Thoughts?
Yea maybe an jumps worth of scrap (15-30 is what i tend to get even if its from a ship) with a low chance for weapons/drones/augments mite be nice for crystalmen to do. (i also was unaware on the fact they repaired more than rockmen at the time of the 1st post)
Joefesok
Posts: 27
Joined: Sat Nov 03, 2012 10:44 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Joefesok »

How about the crystal man generates some crystals and sells them on FTL-Bay for a few scrap (30 or so)
draconon97
Posts: 18
Joined: Thu Nov 15, 2012 9:01 am

Re: [MOD][WIP] FTL Infinite Space

Post by draconon97 »

Joefesok wrote:How about the crystal man generates some crystals and sells them on FTL-Bay for a few scrap (30 or so)
I was thinking something along thoes lines since crystals are all ways growing, or use the fact they need less o2 for something like "A ships captain is looking for someone to repair his ships o2 since local repair crews wont. your crystal crew member accepts the offer and repairs the system with little fear of suffocating. the captain pays you the scrap a repair crew would charge (along with a spare weapon/ drone schematic/ augment)"
Joefesok
Posts: 27
Joined: Sat Nov 03, 2012 10:44 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Joefesok »

Also, I came up with a theory for new ships;

How about shops that spawn very, very rarely sell ships? Like, say, a mantis cruiser gets defeated and it's "escort" is willing to sell you the coordinates to a copy of the ship for 500 scrap or something?
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Joefesok wrote:Also, I came up with a theory for new ships;

How about shops that spawn very, very rarely sell ships? Like, say, a mantis cruiser gets defeated and it's "escort" is willing to sell you the coordinates to a copy of the ship for 500 scrap or something?
I don't think I can add something "new" into the shop, but you could create an event that acts like it. However, do you mean you purchase the unlock of a player ship?
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

@Joefesok & @draconon97

I like that idea, I'll go ahead and update this event today. So Crystal crew will provide scrap, and Rock will repair.
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