[MOD][WIP] FTL Infinite Space
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Re: [MOD][WIP] FTL Infinite Space
Here are three of the player ships converted.
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Re: [MOD][WIP] FTL Infinite Space
Here are three more converted player ships.
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Re: [MOD][WIP] FTL Infinite Space
I think the player should have run ins with the ships they currently do not have unlocked (Variant ships can also spawn). If the player has unlocked every ship and variant, all ship types and variants become able to spawn (Including the Kestral)
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Re: [MOD][WIP] FTL Infinite Space
Also, found a glitch.
No matter which event a battleship chooses (Event being system downed), it always displays as hacking your teleporter.
No matter which event a battleship chooses (Event being system downed), it always displays as hacking your teleporter.
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Re: [MOD][WIP] FTL Infinite Space
That is an interesting idea, however I don't know of a way to check if the ship is already unlocked. Plus, atm, this mod doesn't actually let you unlock any new ships. The variants can still be unlocked, depending on what achievements are required. When I get to the point of putting Quest events back in, i'm going to reincorporate the events that unlock ships.Joefesok wrote:I think the player should have run ins with the ships they currently do not have unlocked (Variant ships can also spawn). If the player has unlocked every ship and variant, all ship types and variants become able to spawn (Including the Kestral)
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Re: [MOD][WIP] FTL Infinite Space
Thanks for reporting this. Indeed some of the text was reused, and I had thought I updated it. The next version should have a completely re-worked event to trigger these stronger ships. I'm working on writing that now. I will make sure to double check the text this time. Thank you!Joefesok wrote:Also, found a glitch.
No matter which event a battleship chooses (Event being system downed), it always displays as hacking your teleporter.
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Re: [MOD][WIP] FTL Infinite Space
Great work here!
Outrunning the mantis bomber is paramount your first few jumps. I got it twice in my first deep space sector. Would like to see the salvage 'leave' choice have a lower chance of spawning a ship on the battleship events, but it was exciting jumping away with 6 mantis and two boarding drones on board on my first few beacons.
After the early game and even with a fully upgraded ship I am still running for my life away from some of the battleships, good challenge, but a little frustrating.
Again, great work love the mod.
Outrunning the mantis bomber is paramount your first few jumps. I got it twice in my first deep space sector. Would like to see the salvage 'leave' choice have a lower chance of spawning a ship on the battleship events, but it was exciting jumping away with 6 mantis and two boarding drones on board on my first few beacons.
After the early game and even with a fully upgraded ship I am still running for my life away from some of the battleships, good challenge, but a little frustrating.
Again, great work love the mod.
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- Joined: Wed Oct 03, 2012 5:47 am
Re: [MOD][WIP] FTL Infinite Space
Bro, The most recent release of this is absolutely brutal. It really sells the feel of being on your own in a galaxy where The Federation has completely lost control. My question is, did you have anything like that in mind (I.E. id you have a set story in mind for this mod), or did you just make a cool mod for the fun of it with no set story? Either way, nice work.
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Re: [MOD][WIP] FTL Infinite Space
Since the game goes on forever with this I was wondering, how about increasing the cap of systems so you can upgrade them further, or having the enemy ships scale this way. That way you can end up making some overpowered ships to force people to die eventually.
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Re: [MOD][WIP] FTL Infinite Space
Any way to get this working without GrognaK's Mod Manager? I'm having a hell of a time getting that to work on Linux and not getting much satisfaction from the thread about it.