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Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Oct 30, 2012 12:34 am
by epeli
0.1.4 feedback, using data.dat version
Found some bugs: errors in colonizable planet text and invisible engi ships.
The battleship encounters are easy, instead of trivial. A step in the right direction!
If RNG doesn't favor you (boarder placement mostly) and your ship isn't top notch, it can actually be a hard fight.
I'd suggest creating different racial battleships with different strengths, something along the lines of:
- human battleship - strong all around, not specialized in anything. The current one.
- aggressive mantis boarding ship - large crew, 4-grid teleporter and a scripted boarding event at the start of the fight. hope your crew can fight.
- rock missileboat - uses only missiles, has a scripted missile hit event that damages your piloting and/or engines! this is going to hurt.
- slug hackers, variant 1 - disables oxygen generation completely, uses breach weapons.
- slug hackers 2 - disables shields (partially?), uses fire/beam weapons
- turtling engineer ship - 2x defense drone mk2, mostly ion weaponry and engi medbot dispersal onboard. (this idea might be fun to combine with the aforementioned oxygen hacking, slowly suffocating your crew)
etc, specialized ships would make the game more varied and interesting. The player could go for a ship that easily counters some of them but is weak against others, or try to be a jack-of-all-trades.
Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Oct 30, 2012 12:57 am
by DrkTemplar
epeli wrote:0.1.4 feedback, using data.dat version
Found some bugs: errors in colonizable planet text and invisible engi ships.
The battleship encounters are easy, instead of trivial. A step in the right direction!
If RNG doesn't favor you (boarder placement mostly) and your ship isn't top notch, it can actually be a hard fight.
I'd suggest creating different racial battleships with different strengths, something along the lines of:
- human battleship - strong all around, not specialized in anything. The current one.
- aggressive mantis boarding ship - large crew, 4-grid teleporter and a scripted boarding event at the start of the fight. hope your crew can fight.
- rock missileboat - uses only missiles, has a scripted missile hit event that damages/disables your piloting or engines! this is going to hurt.
- slug hackers, variant 1 - disables oxygen generation completely, uses breach weapons.
- slug hackers 2 - disables shields (partially?), uses fire/beam weapons
- turtling engineer ship - 2x defense drone mk2, mostly ion weaponry and engi medbot dispersal onboard. (this idea might be fun to combine with the aforementioned oxygen hacking, slowly suffocating your crew)
etc, specialized ships would make the game more varied and interesting. The player could go for a ship that easily counters some of them but is weak against others, or try to be a jack-of-all-trades.
Great ideas! I will work them in for sure.
Are you sure you were using the latest version? I've changed the text for the Colonizable Planet, and what is in that screen shot is old. I will double check the version I put out, and make sure it has the correct files in it.
Also the latest version has the Battleship event disabling one of your systems. Did you experience that at all? I'm thinking I posted the old files or something. Thank you!
*EDIT: Ya, I forgot to update the data.dat file link! I've updated it now, but should also have another version out tomorrow.
Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Oct 30, 2012 2:23 pm
by filip15100
FYI, I've been playing the 0.1.3 for a while yesterday with all of those mods that I was talking of before, and so far, I haven't seen any compability issues yet, no crashes, no bugs, nothing. It works great, thanks for making such an awsome mod, really enjoying it so far.
EDIT: Actually, as I downloaded the latest version, something happened.. and that was that I could load up my custom ship for some reason, I'll look into it so I'll give more info later.
EDIT 2: I got my ship working again, but it seems like other mods don't work properly, I assume that the newest version is causing a number of incompability issues which is very unfortunate, hopefully this is just temporary or is just affecting me.
Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Oct 30, 2012 2:47 pm
by GreenZanbato
Perhaps you could make the battleship target weaknesses using requirements. For example an event that requires a lvl 3 teleporter that spawns a battleship with a lvl3 medbay, medibot dispersal, mantis crew, and an antipersonnel drone. You could have one for high shields that spawns a ship with lots of missiles. High evasion spawns a ship with mantis boarders. Cloak spawns a ship with ions and beams. Missiles spawn a ship with defense drones. That kind of thing. You could make it so it's one event with a whole bunch of "continue..."s so it's sort of like a choose your death thing where you don't know what your choice does.
Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Oct 30, 2012 5:27 pm
by DrkTemplar
filip15100 wrote:FYI, I've been playing the 0.1.3 for a while yesterday with all of those mods that I was talking of before, and so far, I haven't seen any compability issues yet, no crashes, no bugs, nothing. It works great, thanks for making such an awsome mod, really enjoying it so far.
EDIT: Actually, as I downloaded the latest version, something happened.. and that was that I could load up my custom ship for some reason, I'll look into it so I'll give more info later.
EDIT 2: I got my ship working again, but it seems like other mods don't work properly, I assume that the newest version is causing a number of incompability issues which is very unfortunate, hopefully this is just temporary or is just affecting me.
Until I can get a GMM Version with the .append extension working, this mod will overwrite changes for other mods (if I understand GMM correctly). That being said, it's no surprise at this point the other mods aren't working with it.
Briefly looking at the following mods...
Beginning Scrap Advantage.ftl
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This one will not work with mine, the Same event modified is already modified in Infinite Space. I already provide a bonus scrap from the base start, so I'm not sure this one is really needed.
FTL-Additional-Events-and-Texts.ftl
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This one adds events to evenLists that Infinite Space doesn't use, at least not at this time.
Weaponanza v1.1.ftl
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As of the latest build, I've added my own custom weapons, however right now they are only for the enemy Battleship. This is one that could work once I get the .append extension working.
SFTL 1.1.ftl
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Like Weaponanza the added weapons won't currently work, and any new graphics added might not be correctly assigned when using Infinite Space.
ES_nostart.ftl
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I never found this one to download and look at.
Highres Backgrounds V1.0.ftl
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This one should work fine, I don't change any graphics
KRS Turning the Tide.ftl
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This one alters the Rebel Fleet events, which should never appear in Infinite Space.
Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Oct 30, 2012 5:31 pm
by DrkTemplar
GreenZanbato wrote:Perhaps you could make the battleship target weaknesses using requirements. For example an event that requires a lvl 3 teleporter that spawns a battleship with a lvl3 medbay, medibot dispersal, mantis crew, and an antipersonnel drone. You could have one for high shields that spawns a ship with lots of missiles. High evasion spawns a ship with mantis boarders. Cloak spawns a ship with ions and beams. Missiles spawn a ship with defense drones. That kind of thing. You could make it so it's one event with a whole bunch of "continue..."s so it's sort of like a choose your death thing where you don't know what your choice does.
Excellent idea. I had thought about using multiple triggers, but thought it would look odd with more than one "Continue..." choice. However, I may need to go this route to increase the chance you will run into a "boss like" ship as you progress towards maxing your own. Thank you for your feedback.
Re: [MOD][WIP] FTL Infinite Space
Posted: Tue Oct 30, 2012 9:14 pm
by VintageCake
If i got it right, when using this mod and getting the crystal crewmember will open up a quest for the crystal ship. If i manage to get so far that i, if i got this right, i enter the crystal sectors. Right?
So will i be able to unlock the crystal ship if i use this mod, or will i still have to go the normal way around and still use the silly rock homeworld portal?
Re: [MOD][WIP] FTL Infinite Space
Posted: Wed Oct 31, 2012 12:06 am
by DrkTemplar
VintageCake wrote:If i got it right, when using this mod and getting the crystal crewmember will open up a quest for the crystal ship. If i manage to get so far that i, if i got this right, i enter the crystal sectors. Right?
So will i be able to unlock the crystal ship if i use this mod, or will i still have to go the normal way around and still use the silly rock homeworld portal?
If you use this mod, you will not be able to unlock the Crystal Ship at all. At this time, the quest is not in the mod. I will work on quests, and putting things like the ship unlocks back in, once I have an acceptable game play balance.
Re: [MOD][WIP] FTL Infinite Space
Posted: Wed Oct 31, 2012 9:00 am
by Dread
I downloaded updated version and met the batlleship again. And it was awesome batlle!! I lost half of my crew, multiple systems were offline and a lot of breaches!
And the best part: after repairs I jumped away and met the battlehip again. I barely escaped!
This mod is awesome!!
Re: [MOD][WIP] FTL Infinite Space
Posted: Wed Oct 31, 2012 6:58 pm
by DrkTemplar
Dread wrote:I downloaded updated version and met the batlleship again. And it was awesome batlle!! I lost half of my crew, multiple systems were offline and a lot of breaches!
And the best part: after repairs I jumped away and met the battlehip again. I barely escaped!
This mod is awesome!!
Thank you for continuing to test this mod, and I'm glad you're enjoying it. I will be updating the 'Battleship' event (hopefully this weekend) to include suggestions made in this thread. This will mean that not every 'Battleship' will have the same strengths and weakness (see epeli's post), like it is now. However, with those changes, some being easier and some harder, it will allow me to trigger the events with less restrictions (not needing max shields for instance).
What that should do is, provide the "opportunity" of running into these types of ships while you build up to "max", not just when you hit "max" ship. This will likely make it harder to build up, but will increase the number of these encounters once you are maxed out. Hopefully providing more challenging events if/when you hit "max"
Also, what triggers the event (again see epeli's post) will be considered when designing the ships. I believe it will make for more interesting combat situations, but testing will have to be done... of course.