[MOD][WIP] FTL Infinite Space

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DrkTemplar
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Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Thu Aug 29, 2013 10:09 pm

Wow... catching up with the last few pages.

First off, as the author I'm going to say Yes this mod is easily recreated by anyone. Yes within 5 minutes even. To create the endless space experience the player is simply jumped to the secret sector at the end beacon. This means two things.

1. The player will never advance in sectors and all enemy ships will be based on the player being in sector 1. Therefore they will all be weak.
2. The player will only ever experience the starting sector, and the crystal sector.

The above two issues is why there are excessive changes to the current version of IS. All ships had to be updated with static strengths. This means any mod that modifies autoBlueprints.xml will likely not be compatible. The only two sectors seen by the player in IS had to be completely reworked. Any new events added by another mod won't be included in these customized sectors. Of course the above is dependent on which mod you load first.

The reason why rebel events were altered was to remove the concept of the rebels, not just the pursuit of the fleet. In the end this probably caused more work than was needed, but it broke continuity when an event referenced a fleet/mission that didn't apply to IS.

So... basically yes, this is not a complicated mod to create. All of the additional changes were to support the concept and were attempts to create a new experience playing FTL, not to simply prevent a boss fight at the end.
Last edited by DrkTemplar on Thu Aug 29, 2013 10:15 pm, edited 1 time in total.
DrkTemplar
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Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Thu Aug 29, 2013 10:14 pm

I have a few options.

1. Let this mod die. Someone else can take it over, or create their FTL mod with the same concept in mind.
2. Continue trying to make IS work with the latest version as a stand alone mod.
3. Create an IS mod that requires CE.

Just to explain the third option a bit more. If I want to use the new content added by CE (events/ships) they must be altered to work with the IS design. This means their strengths must become static, no ranges. Again we don't have sectors in IS. New events have to be added to the customized sector 1, and secret sector or they will never show up. A stand along IS (#2) will not work (as intended) with CE no matter which order you install the mods.

EDIT: I'm working on this right now, I'm going to work on #2.

UPDATE: I now have a working "base" IS for version 1.03.3. Currently this only includes endless jumping via secret sector. Customization of sector one and secret sector to support IS gameplay. This includes custom event lists, currently only using vanilla events. Next I will update enemy ships to be static in strength instead of dynamic. Following that add back in the mini boss events.
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Kieve
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Re: [MOD][WIP] FTL Infinite Space

Postby Kieve » Fri Aug 30, 2013 12:27 am

Well I certainly don't want to see it die. :( I can say that much.
Keeping IS stand-alone would seem to be the best bet anyhow, in my opinion. CE Infinite Space-style is likely best served as its own entity, since the amount of content involved is significantly higher overall.
UltraMantis
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Re: [MOD][WIP] FTL Infinite Space

Postby UltraMantis » Fri Aug 30, 2013 2:30 pm

Estel wrote:Now, forum coudl really use a "Thank" button, to avoid such psot as this one I'm writing, but... I don't only agree with every single sentence, word and punctuation ( ;) ) in your last post - consensus - but I'm also thankful for detailed reply about FTL patch, so couldn't just pass it by without writing a few words.

That said, we (OK, mainly me) derailed IS thread enough, so lets leave it in anticipation for - hopefully - posts from IS developer, when he will make some progress (or require help from modding gurus here).

/Estel

No, Thank you. :)

Regarding IS. I wonder if it would be possible to create a new custom secret sector? This custom sector could pull ships from autoBlueprints.xml, and only pull ships that are made to appear in this sector. This sounds like it would eliminate compatibility issues with other mods. For other enemy ships to appear in IS, they would have to be duplicated in autoBlueprints and limited to IS' secret sector. This means that ships of a certain power level would work in IS, but would not appear in other sectors.

No thoughts on how to solve the problem of the starting event though.
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DrkTemplar
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Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Fri Aug 30, 2013 11:23 pm

I don't think it's possible to create a new secret sector. I have to call a function that isn't exposed via xml editing to launch into the secret sector. At best I could create new events that are only called in the secret sector, and load only custom ships. However this would be a lot of work.
UltraMantis
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Re: [MOD][WIP] FTL Infinite Space

Postby UltraMantis » Sat Aug 31, 2013 1:13 am

You mean it's not possible to jump directy into a custom secret sector?
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DrkTemplar
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Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Sat Aug 31, 2013 1:59 am

UltraMantis wrote:You mean it's not possible to jump directy into a custom secret sector?


You can customize the secret sector, but you can't create a second one.
Macil2018
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Re: [MOD][WIP] FTL Infinite Space

Postby Macil2018 » Fri Sep 06, 2013 9:05 pm

My game keeps crashing when right after I try to start the game from the hanger view. Did I get a bugged version or something?
dalolorn
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Re: [MOD][WIP] FTL Infinite Space

Postby dalolorn » Fri Sep 06, 2013 9:18 pm

Macil2018 wrote:My game keeps crashing when right after I try to start the game from the hanger view. Did I get a bugged version or something?


IS doesn't work with the latest version of FTL. Sorry.

You could try downgrading your version, but that may or may not be impossible.
DrkTemplar
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Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Sat Sep 07, 2013 3:16 am

New version posted.

This one does not remove the concept of the rebel fleet, but does stop the pursuit. This version is also missing the new events added for this mod, with the exception of the sector mini-boss fights/reward events. The main purpose of this version is to test with the latest FTL (1.03.3).

Please let me know how it goes.

Thanks