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Re: [MOD][WIP] FTL Infinite Space
Posted: Fri Nov 16, 2012 11:33 pm
by draconon97
DrkTemplar wrote:Joefesok wrote:Also, I came up with a theory for new ships;
How about shops that spawn very, very rarely sell ships? Like, say, a mantis cruiser gets defeated and it's "escort" is willing to sell you the coordinates to a copy of the ship for 500 scrap or something?
I don't think I can add something "new" into the shop, but you could create an event that acts like it. However, do you mean you purchase the unlock of a player ship?
fairly sure that's what he ment
Re: [MOD][WIP] FTL Infinite Space
Posted: Fri Nov 16, 2012 11:47 pm
by DrkTemplar
Kieve wrote:EDIT: I should note, the Retribution did not survive its first several attempts to take this thing down. I did an unhealthy bit of savescumming to reach the encounter / defeat it if possible, such that the results above are the end of a very painful learning process and the last strategy I tried. Proving it can be done was the purpose, but not even my Obsidian could stand up to it at first.
So I decided to download your ship and look at it. I wanted to get an idea of how much more powerful your ship might be compared to a base Cruiser. The only real thing I saw that I think might be a "large" factor in the success of defeating the ship was the ADV_HULL_ARMOR augment. The only reason I say that is because the last screen shot showed your hull with 5 health (I think), and I wonder how many times you were hit where this augment prevented hull damage. In other words, if you didn't have this augment, would you still have beat him? I'm just curious about the details, as that will help me reduce the strength to a challenging, but still deadly level.
Anyways, I assume the augment works, or you wouldn't be using it, and I'm thinking of using it in Infinite Space. How do you feel this augment has impacted game play? Do you feel it's on equal level with other augments, or possibly "stronger" than others?
*EDIT: Never mind, just read a post on your thread saying it doesn't do anything.
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Nov 17, 2012 12:34 am
by draconon97
Hey just wanted to say thanks for the awesome mod and taking feed back and not being "screw you this is my mod and im going to make it how i want it bla bla bla"
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Nov 17, 2012 12:40 am
by DrkTemplar
draconon97 wrote:Hey just wanted to say thanks for the awesome mod and taking feed back and not being "screw you this is my mod and im going to make it how i want it bla bla bla"
You're welcome

Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Nov 17, 2012 12:45 am
by Kieve
DrkTemplar wrote:Kieve wrote:EDIT: I should note, the Retribution did not survive its first several attempts to take this thing down. I did an unhealthy bit of savescumming to reach the encounter / defeat it if possible, such that the results above are the end of a very painful learning process and the last strategy I tried. Proving it can be done was the purpose, but not even my Obsidian could stand up to it at first.
So I decided to download your ship and look at it. I wanted to get an idea of how much more powerful your ship might be compared to a base Cruiser. The only real thing I saw that I think might be a "large" factor in the success of defeating the ship was the ADV_HULL_ARMOR augment. The only reason I say that is because the last screen shot showed your hull with 5 health (I think), and I wonder how many times you were hit where this augment prevented hull damage. In other words, if you didn't have this augment, would you still have beat him? I'm just curious about the details, as that will help me reduce the strength to a challenging, but still deadly level.
Anyways, I assume the augment works, or you wouldn't be using it, and I'm thinking of using it in Infinite Space. How do you feel this augment has impacted game play? Do you feel it's on equal level with other augments, or possibly "stronger" than others?
Null factor. The ADV_HULL augment doesn't work (at all!) so I sold it. Was equiped with Scrap Recovery, Repair, and Drone Recovery augments in that fight. I might have fared slightly better with Rock Armor or System Casing (planning to replace ADV_HULL with Rock Armor in next update), but I'll warn you now, do not bother with this augment. It was <!--commented--> out in the Blueprints and apparently does nothing.
I survived with 3 Hull and came out with 5 because of the Repair arm augment.
*Justin or Matt, if you're reading this, please enable that sucker
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Nov 17, 2012 12:46 am
by DrkTemplar
Kieve wrote:Null factor. The ADV_HULL augment doesn't work (at all!) so I sold it. Was equiped with Scrap Recovery, Repair, and Drone Recovery augments in that fight. I might have fared slightly better with Rock Armor or System Casing (planning to replace ADV_HULL with Rock Armor in next update), but I'll warn you now, do not bother with this augment. It was <!--commented--> out in the Blueprints and apparently does nothing.
*Justin or Matt, if you're reading this, please enable that sucker
HAHA, just read the post on your thread, and edited mine. Thanks for getting back to me on it.
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Nov 17, 2012 12:49 am
by Kieve
DrkTemplar wrote:Kieve wrote:Null factor. The ADV_HULL augment doesn't work (at all!) so I sold it. Was equiped with Scrap Recovery, Repair, and Drone Recovery augments in that fight. I might have fared slightly better with Rock Armor or System Casing (planning to replace ADV_HULL with Rock Armor in next update), but I'll warn you now, do not bother with this augment. It was <!--commented--> out in the Blueprints and apparently does nothing.
*Justin or Matt, if you're reading this, please enable that sucker
HAHA, just read the post on your thread, and edited mine. Thanks for getting back to me on it.
No problem.

Would've answered sooner but I'm resurrecting the Rebel Destroyer designs. Between your Mantis Battlecruiser and the Assimilator, and some other prodding, it's clear to me that Turn the Tide is sorely lacking in its current iteration.

Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Nov 17, 2012 12:51 am
by Joefesok
Ugh, I can't wait for .3 IT sounds so amazing and fun
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Nov 17, 2012 1:19 am
by DrkTemplar
@Joefesok, I want to post the link tonight, but need to make some changes and test them first. For sure this weekend.
NEED HELP testing this Enemy Cruiser mod. I made this just to distributed the converted Player Cruisers into enemy ships. If I get feedback that it's working, ill go ahead and make a thread under working mods for it. I made these ships for Infinite Space, but thought the work done could be used by others.
It just adds the ships, and includes them in the Race specific Ship List. So any event that spawns a ship from that list could spawn one of these.
Download 1.2
Thanks to anyone that has the time to test this!
*Note: I didn't have time to test it, just packaged it, and loaded the mod, launched the game, and it didn't crash. So keep in mind it might crash your game once it tries to load one of those ships. If I don't get feedback, np, ill get around to testing it myself. Thanks!!
Re: [MOD][WIP] FTL Infinite Space
Posted: Sat Nov 17, 2012 1:43 am
by Joefesok
I ran into a cruiser and....
The thing was invisible. The rooms are still there, but it doesn't actually show. I have no idea what cruiser it was, but It had 8 humans.
Just go to this link.
http://steamcommunity.com/profiles/7656 ... reenshots/