I apologize if I'm putting this in the wrong place, but I have not determined a better one yet.
I've been playing FTL for a while now, over 80 hours total, and quite frankly, it's already getting old. My first idea to solve this problem was to put some mods on my game and have a go with some of those, however, i'd like to know some things first:
If i installed a custom ship replacing the Kestrel A, then would all of my records of the Kestrel A stay the same after i have uninstalled the custom ship? In other words, would everything stay the same as before i installed the ship mod?
Would the installation of mods be simple and easy? Because I have little to no knowledge of computers, it would ruin the whole point if I had to go through a complicated process that I could hardly understand, just to get 1-2 more hours of entertainment.
Feedback would be highly appreciated. If I've done any horrible new-guy mistake with this topic, excuse me, because in all fairness I am new.
Help!
- Kieve
- Posts: 944
- Joined: Tue Sep 18, 2012 2:21 pm
Re: Help!
Replacing the ship won't replace your records, no. That information is saved in "prof.sav" and is not affected by which mods you use. Though replacing the ship will change the mini-ship image that is displayed in your scoreboard. Usually. (Some mod-makers forget to include the mini-ship image)Nexter wrote:If i installed a custom ship replacing the Kestrel A, then would all of my records of the Kestrel A stay the same after i have uninstalled the custom ship? In other words, would everything stay the same as before i installed the ship mod?
This is exactly the reason that "Mod Managers" like Grognak's and Slipstream exist - to simplify installation of mods down to a few clicks. For actual use, reference the thread here.Would the installation of mods be simple and easy? Because I have little to no knowledge of computers, it would ruin the whole point if I had to go through a complicated process that I could hardly understand, just to get 1-2 more hours of entertainment.
Also, swapping out ships may only net you "an extra 1-2 hours of entertainment," but more comprehensive expansions like Captains Edition practically qualify as an expansion in their own right, adding tons of new content. You may find this mod alone will extend FTL's playability for you immensely.
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- Joined: Mon Dec 02, 2013 3:19 am
Re: Help!
To further clarify, your data would record all plays of WHATEVER ship is in that slot. FTL won't make any distinction between plays you made with the vanilla Kestrel or the USS Enterprise. So if you're bugged by that and you want your data to be "pure", you'll need to copy the prof.sav file around by hand. You could set up a separate account on your computer and play vanilla FTL with one and modded FTL with another. But then your achievements/unlocks will stay separate which could be annoying.
And I just realized I'm only familiar with the non-Steam FTL. Not sure how much Steam would thwart that separation.
And I just realized I'm only familiar with the non-Steam FTL. Not sure how much Steam would thwart that separation.
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- Joined: Thu Mar 28, 2013 1:44 am
Re: Help!
Steam will compare versions of what they have stored and what is on your computer, then ask if you want to update.jep wrote:And I just realized I'm only familiar with the non-Steam FTL. Not sure how much Steam would thwart that separation.
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- Joined: Tue Dec 10, 2013 8:19 pm
Re: Help!
This has nothing to do with the original topic, but since it's kinda under the same heading, I've decided to just ask in a reply rather than another new topic/thread.
Where would i start if i wanted to become a Modder? No coding knowledge, no experience, nothing but the will to do it. Would i start private, making some ship mods/practice mods such as the Beginning Scrap Advantage in SMM? Or should i start public, going by any and all feedback? Or should i do any of the options unmentioned?
Thanks ahead of time if you reply/answer.
Where would i start if i wanted to become a Modder? No coding knowledge, no experience, nothing but the will to do it. Would i start private, making some ship mods/practice mods such as the Beginning Scrap Advantage in SMM? Or should i start public, going by any and all feedback? Or should i do any of the options unmentioned?
Thanks ahead of time if you reply/answer.
- Kieve
- Posts: 944
- Joined: Tue Sep 18, 2012 2:21 pm
Re: Help!
Mod for yourself first, others second. Create something you'd like to see / use, and test it until it works without crashing the game. Ask for help with specifics if something isn't functioning the way you want it to, or think it should. And be prepared for disappointment, since a healthy chunk of the game is hardcoded and can't be altered with mods alone.Nexter wrote:This has nothing to do with the original topic, but since it's kinda under the same heading, I've decided to just ask in a reply rather than another new topic/thread.
Where would i start if i wanted to become a Modder? No coding knowledge, no experience, nothing but the will to do it. Would i start private, making some ship mods/practice mods such as the Beginning Scrap Advantage in SMM? Or should i start public, going by any and all feedback? Or should i do any of the options unmentioned?
Thanks ahead of time if you reply/answer.
- Twinge
- Posts: 281
- Joined: Thu Sep 20, 2012 4:04 am
Re: Help!
Another option if things are getting old and too easy - try some challenge runs. You can beat the game without pausing, without ever visiting a store, without ever upgrading your ship systems, etc. You could also speedrun the game - lots of options!
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Improve game balance, fix bugs, and have more decisions: Twinge's Balance & Bugfix Mod
Catch my stream on Twitch
Improve game balance, fix bugs, and have more decisions: Twinge's Balance & Bugfix Mod