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Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Nov 19, 2012 8:00 am
by draconon97
quick question, what do you need for the mini-bosses? i jumped found a crystal cruiser and i got "we only deal with our own kind" kinda thing i had level 3 shields (or 6 if you wish to call it that) and 4/5 eingins

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Nov 19, 2012 8:11 pm
by VoidInsanity
Kieve wrote:
VoidInsanity wrote:
DrkTemplar wrote:If you're implying that I use the current sector you're in, that will not work for this mod. You ship will never get past sector 1. If you meant something else, please explain. :)
Custom Quest that you use to load your next off the grid sector. Tie it to that. So first time you warp out of sector 1, you add 1. Next time that quest is triggered, its already 1, so its now 2. Rinse and repeat. All you have todo is make a never ending quest chain and you can then trigger certain spawns to only happen after X loop.
"Add 1" to what? Is there a way to declare and specify variables in event-code that you know of? There are ways to check system requirements in <choice> tags, but beyond that I'm not aware of any way to keep a running tally on anything... If you know how this is possible, I'm sure it'd open up a lot of new doors for event work.
To be perfectly honest I made an assumption based on how this mod currently works works and past experiences with other games/mods. Now quests can span multiple sectors, so you have a quest that beings and ends at the start of the looped sector, it would never end and you could use that to scale difficulty. If the only way around it is to set system requirements on a ship, then if a dummy system (invisible, non functioning) could be created, then that could be used (and granted to each ship as part of the opening quest). It wouldn't have to actually work or function ingame, provided you could still reference it as a quest condition. I can say for certainty that a fake item would work since the game already uses that as part of the crystal ship quest.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Nov 19, 2012 10:32 pm
by Vhati
Kieve wrote:Is there a way to declare and specify variables in event-code that you know of? There are ways to check system requirements in <choice> tags, but beyond that I'm not aware of any way to keep a running tally on anything... If you know how this is possible, I'm sure it'd open up a lot of new doors for event work.
That's disappointing. Saved games create string+int pairs for these as needed, then increment them:
blue_alien, dead_crew, destroyed_rock, env_danger, fired_shot,
killed_crew, nebula, offensive_drone, reactor_upgrade,
store_purchase, store_repair, system_upgrade, teleported,
used_drone, used_missile, weapon_upgrade
I'd imagined that maybe events could create arbitrarily named counters and reference them with req= and lvl=.
Technically you could manipulate "blue_alien" with events, but that wouldn't be useful if you can't see the value later.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Nov 19, 2012 10:49 pm
by Vhati
From another thread.
rolfy wrote:You can check if there are at least a certain number of a species on the ship. eg. <choice hidden="true" req="human" lvl="2"> checks that there are at least 2 humans.
So that's something countable, if unstable... and capped at 8.

Heh, could dole out 'ghost' race crew at checkpoints in a rescue/escort mission... retrieving vaporous spies/diplomats/dissidents for debriefing, etc...

For ramping difficulty, that seems like it'd allow ship encounters to ignore noobs by default and require blue options to opt-into fighting at various levels/rewards.

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 20, 2012 12:58 am
by DrkTemplar
draconon97 wrote:quick question, what do you need for the mini-bosses? i jumped found a crystal cruiser and i got "we only deal with our own kind" kinda thing i had level 3 shields (or 6 if you wish to call it that) and 4/5 eingins
This is subject to change based on feedback, but as of version 0.3 you need at least 6 in shields, and than based on the ship you encounter you need between 4 and 7 engines. The weaker ships only require 4, and the harder ships require 7.

I'm open to ideas on these requirements, but the reason I went for shields and engines is that those are directly related to defense. I cannot predict if the player is going to do their damage via teleporting over, drones, or weapons on their ship. Nor can I assume they will level them all up. The same goes for sub systems. Some ships/players will level them, while others might ignore them.

As for the other ways people have mentioned tracking your progression, I just haven't seen a way that would work yet. I don't know of any way to add to an existing variable like "sector" or to even check that variable in an event. You can add a dummy augment, and check that, but you can't prevent a player from getting rid of it. The same goes for weapons, drones, or crew members.

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 20, 2012 1:19 am
by Vhati
DrkTemplar wrote:you can't prevent a player from getting rid of it. The same goes for weapons, drones, or crew members.
True. But that's not necessarily a bad thing. It can be framed as a setback toward meeting quotas.

The crew method amused me because it meant getting closer to the goal can mean dismissing veteran members to make room for half-health rookies that you have to keep alive. :twisted:

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 20, 2012 1:28 am
by Pyrrha
cant wait to get my thinking cap into the new version.

i wanted to test sharks super skills file with your lastist incarnation with gmm but it seems some funny person put a a simple virus file in as a joke. haha how i laughed at that one :(. but it seems he has changed the file to allow for 10 in shields 10 bars on weapons and faster cloak etc thought it would fit well with your mod to give players move room to upgrade might upset the balancing youve done so far but might be worth looking into.

please keep the updates comming.

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 20, 2012 5:56 am
by draconon97
2 glave beams... 2 burst lazors mk3... 4 shields... no fuel... yep i died to that thing cas i had no fuel... your mod can be very evil at the times you know?

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 20, 2012 6:51 am
by draconon97
Hey i got an idiea, is it possible to add the wait button even if you have fuel, so you can set up ambushes and stuff?

Re: [MOD][WIP] FTL Infinite Space

Posted: Tue Nov 20, 2012 6:20 pm
by DrkTemplar
Vhati wrote:
DrkTemplar wrote:you can't prevent a player from getting rid of it. The same goes for weapons, drones, or crew members.
True. But that's not necessarily a bad thing. It can be framed as a setback toward meeting quotas.

The crew method amused me because it meant getting closer to the goal can mean dismissing veteran members to make room for half-health rookies that you have to keep alive. :twisted:
I could easily create some dummy augments that are required to fight a super buff ship. That would make the fight harder, because you won't have help from other augments, while at the same time give someone something to do when they've maxed their ship. Hunt down dummy augments, and than hunt down the buff ship. I'm already in the process of re-sizing the flagship to be used for this type of event anyways. This does feel like a end game boss scenario, although you would have the option of continuing to play afterwards.