[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Tue Apr 02, 2013 5:29 pm

FYI, I took a few weeks off from the mod. Whoopty has finished more work for the optional storyline he's written, so I'm planning on working on the mod this weekend. I'll go back through previous comments and try and address any bugs found. Anyone having setup issues, I'm in the process of converting all the files into .append. Hopefully this will eliminate any issues related to the encoding. Unfortunately I only have PC, so I can't test these setups on MAC, or Linux. I would suggest checking in the Mod Manager thread, but if you have no issues running other mods, than you may just have to wait for the conversion.

Besides additional events, currently the only planned new feature is some harder ships to fight. Other than that I just want to focus on fixing bugs.
NeoDraconis
Posts: 5
Joined: Thu Apr 04, 2013 1:48 am

Re: [MOD][WIP] FTL Infinite Space

Postby NeoDraconis » Sat Apr 06, 2013 12:27 pm

Is Advanced Battle Systems compatible with this?
Monation
Posts: 2
Joined: Sun Apr 07, 2013 9:08 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Monation » Sun Apr 07, 2013 9:13 pm

I patched Infinite Space in and everything seems fine.
I run the game and it loads up perfectly.
I ran the tutorial and everything was perfect too.

But then I went to the New Game screen to set up the name of my ship and crew, and when I hit Start, the program just closes. No error, nothing. Just crashes.

I run Mac OS X 10.7.5, GMM 1.7 and FTL 1.03.1, Infinite Space 0.4.4 High Res
I tried deleting and re-installing both FTL and then Grognak's, and this is the only mod I've ever installed.
Anyone know what could be wrong?

EDIT: I tried the non-high res version and it plays fine. But I still wonder why High Res gives me this problem.
Nate
Posts: 1
Joined: Wed Apr 10, 2013 10:43 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Nate » Wed Apr 10, 2013 10:55 pm

Bosses seem a bit too Op (a lot) i have to use cheat engine most of the time to get past the first one due to the first sector bearing really small rewards. The boss should maybe not have 4 shield and a lot of ion weaponry; every time i get to a boss I need to ftl jump away! maybe also not as many drones on his side. I think the current bosses should be reserved for about sector 10 or so. Still keep the bosses, but make them not an all - around badass; but maybe a specialist for only a certain thing like shields.

Great mod!
-Nate
steeve steele
Posts: 1
Joined: Thu Apr 11, 2013 1:57 am

Re: [MOD][WIP] FTL Infinite Space

Postby steeve steele » Thu Apr 11, 2013 2:15 am

I looked at this mod on the master mod list and thought it looked really cool, however ships are WAY too OP at the beginning of the game.in one instance getting destroyed at the first jump by encountering a ship with an ion weapon and two beams, and in many instances not being able to damage ships or being obliterated by ships with multiple weapons.I like this idea very much and I really want it to work! but for now Its much too hard get past the first sector due to overpowered enemies unless I use the mantis type-b. maybe all that's needed is a simple change of script.
Kameron635
Posts: 4
Joined: Sun Apr 14, 2013 12:33 am

Re: [MOD][WIP] FTL Infinite Space

Postby Kameron635 » Sun Apr 14, 2013 1:07 am

Ive been having problems getting the Infinite space patched into the modmanager.

I downloaded the Modmanager into my steam FTL files, and then saved the Infinite space .zip file in the mods section of the modmanager files, location:(C:\Program Files\Steam\steamapps\common\FTL Faster Than Light\Grognaks Mod Manager v1.7 Win32\mods). I changed the file extention of the .zip to .ftl and then ran the modmanager. It detected the Infinite space_0.4.4 and I patched it. It says "Patching failed. See log for details" the logs says that the file is not a zip file.
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [MOD][WIP] FTL Infinite Space

Postby speedoflight » Sun Apr 14, 2013 2:25 am

steeve steele wrote:I looked at this mod on the master mod list and thought it looked really cool, however ships are WAY too OP at the beginning of the game.in one instance getting destroyed at the first jump by encountering a ship with an ion weapon and two beams, and in many instances not being able to damage ships or being obliterated by ships with multiple weapons.I like this idea very much and I really want it to work! but for now Its much too hard get past the first sector due to overpowered enemies unless I use the mantis type-b. maybe all that's needed is a simple change of script.


Honestly, i played this mod time ago and yes, the difficulty is high, but its not impossible, and in fact thats the purpose of this mod. I learned to play using this mod as well lol (when i bought the game , the 2nd day i was using this mod already..). The only thing that is op are the bosses, and sometimes the boarding parties, but i really cant tell since i played this mod time ago. I remember getting to sector 4, but i died due to a mantis boarding ship that was using a lethal combination of boarding + 2 bombs + 2 ions. I remember that very well lol. If u want to survive the first stages, just improve engines and pilot as fast as u can, so u can avoid shots and jump faster. Its the only way.
My currently mods / wips ->
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boa13
Posts: 829
Joined: Mon Sep 17, 2012 11:42 pm

Re: [MOD][WIP] FTL Infinite Space

Postby boa13 » Sun Apr 14, 2013 6:02 am

Kameron635 wrote:It says "Patching failed. See log for details" the logs says that the file is not a zip file.

Maybe your computer "helpfully" unzipped the file when you downloaded it? Are you sure it's a file, and not a folder? Do you have 7-Zip, WinRAR or WinZip installed?
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Balancer
Posts: 2
Joined: Wed Apr 17, 2013 2:56 am

Re: [MOD][WIP] FTL Infinite Space

Postby Balancer » Wed Apr 17, 2013 10:26 am

Downloaded your mod today and love not being chased by the fleet (Finally i can make full use of Adv Ftl NAv) what i don't like is how every time i try to jump out of the sector the game freezes.

Is the mod supposed to auto jump me at the exit beacon and why is it freezing the game? Is your mod not compatible with some other mods?
Here's the mods i currently run:
Beginning Scrap Advantage
Better Planets and Backgrounds_v1.3
Crystal Quest (start boost)
diversityMod_0.3
DronesPlus_0.7.7
gruesome
Highres Backgrounds V1.0
Infinite Space_0.4.4 High-res
KRS Incursor Cruiser v0.9c
KRS Obsidian Cruiser v.1.2.2
KRS Turning the Tide
UnlockedAugmentations_1.1
Weaponanza v1.1
Kadu
Posts: 5
Joined: Wed Apr 17, 2013 12:40 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Kadu » Wed Apr 17, 2013 4:52 pm

Hi
Is it possible to install this mod without Grognak's Mod Manager, couse ive got some problem with it. :|