I haven't messed with that functionality because it sounded like it wouldn't be very clean. Meaning, either the higher level system works, but the text doesn't match, or the system levels up, but doesn't provide a benefit. I could totally be wrong here, and if there are some that work, I see no reason why I couldn't enable them.Pyrrha wrote: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.
[MOD][WIP] FTL Infinite Space
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Re: [MOD][WIP] FTL Infinite Space
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Re: [MOD][WIP] FTL Infinite Space
I'm going to change this event so it's not so deadly, as well as come up with more creative events that are negative (running out of fuel is bad), but don't destroy your ship and end your game.draconon97 wrote: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?
I believe this is hard coded to only appear when you're out of fuel. If not, I do not know how to trigger it.draconon97 wrote: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?
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Re: [MOD][WIP] FTL Infinite Space
Just curious what people would prefer in regards to the color scheme of the Cruiser ships. Would you prefer the original colors or different ones. Different ones don't have to be the ones in version 0.3.
The main reason I changed them was for the scenario when you're playing the same Cruiser and run across the enemy one. I thought if they were at least a different color, it would help to separate them as a different ship.
Thoughts on this?
The main reason I changed them was for the scenario when you're playing the same Cruiser and run across the enemy one. I thought if they were at least a different color, it would help to separate them as a different ship.
Thoughts on this?
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Re: [MOD][WIP] FTL Infinite Space
You could modify all your existing events where "nothing" happens to give a blue option that lets you set up an ambush that triggers that event or similar though could you not? Cloaking in an empty asteroid field to ambush people makes alot of sense.DrkTemplar wrote:I believe this is hard coded to only appear when you're out of fuel. If not, I do not know how to trigger it.
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Re: [MOD][WIP] FTL Infinite Space
Who exactly are you ambushing, the Cruiser? My quote was in reference to having the Wait option be available without running out of fuel.VoidInsanity wrote:You could modify all your existing events where "nothing" happens to give a blue option that lets you set up an ambush that triggers that event or similar though could you not? Cloaking in an empty asteroid field to ambush people makes alot of sense.DrkTemplar wrote:I believe this is hard coded to only appear when you're out of fuel. If not, I do not know how to trigger it.
*EDIT: you can certainly create such an event.
- Kieve
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Re: [MOD][WIP] FTL Infinite Space
I think the idea behind it is solid, but the colors themselves are... off-putting. Some moreso than others - the Rock Cruiser in particular. The Crystal would look nice in white if it weren't so washed-out. Also, I notice some of the ships required shrinking in order to fit in the smaller Enemy Ship box (wish they'd just make that part larger, really). Might be better to recolor (or photohack/expand on*) an existing enemy of the same class, in cases where the Player Cruiser is simply too large to fit - that way you don't get weird resolution differences from shrunken pixels.DrkTemplar wrote:Just curious what people would prefer in regards to the color scheme of the Cruiser ships. Would you prefer the original colors or different ones. Different ones don't have to be the ones in version 0.3.
The main reason I changed them was for the scenario when you're playing the same Cruiser and run across the enemy one. I thought if they were at least a different color, it would help to separate them as a different ship.
Thoughts on this?
Tried my hand at an alternate color, though I have no particular issue with the light-blue color you picked for the Engi vessel. Mostly just testing the water. *Copy-pasting parts from similar ships in the same class to create a new ship, like I did with the Rebel Destroyer prototype
EDIT:
So I started a fresh run with the new version, and have decided I really hate enemy beams.
Either my game is bugged, or even without shield-piercing, beams are able to penetrate shielding if their damage is high enough.
-I ran into a Zoltan Cruiser as my second miniboss encounter. Part of the event disables two layers of shielding right away, but even with the remaining two layers fully charged when it fired, the beam knocked a chunk out of my cloaking and shield systems. So I looked up the encounter and supposedly, it was sporting an INF_BEAM weapon which does not have shield-piercing capability.
I eventually won the fight, by virtue of a pair of mantis boarders and a well-placed Singularity to the medbay, but it's really starting to irritate me how beams can carve up my ship even with shields up.
-Gameplay note: I do miss being able to ask my Slug for a sector map at the beginning of each section. Might I request putting the miniboss encounter at the EXIT_BEACON event, and triggering the secret-sector jump from the destroyed/crewdead response?
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Re: [MOD][WIP] FTL Infinite Space
@Kieve
I'm not an artist so I'm thinking of just going back to the original look. If anyone wants to create some images, I would be more than happy to use them, and provide credit. I tried to keep the ships themselves larger than others, so that's part of why some still appear too large for the target hud. I'm sure they could all use a second look in regards to re-sizing, shield, weapon mounts, etc.
As for the beam weapons, per the TIP "Beams - Beam weapons do damage based on the number of rooms they hit. Each Shield bubble will block 1 damage of a beam; it's best to use beams when their shields are down." The Glaive Beam itself does 3 damage, so with the "event" shield reduction, you're down to two layers, and 1 damage would bleed through. The INF_BEAM is equal to the Glaive, with the exception of a reduce cost in power. I will certainly look at the Zoltan ship for tweaks for better gameplay.
I'll look into moving the mini-boss to the end_beacon. At the time I didn't think to use a ship destroy event to trigger the secret sector. I suppose if the ship remains there until a player defeats them, it could work. Been awhile since I played base, does the Jump to Next Sector button appear once you hit the exit? If that's the case than people get around the random sector, and progress further in the base game.
I'm not an artist so I'm thinking of just going back to the original look. If anyone wants to create some images, I would be more than happy to use them, and provide credit. I tried to keep the ships themselves larger than others, so that's part of why some still appear too large for the target hud. I'm sure they could all use a second look in regards to re-sizing, shield, weapon mounts, etc.
As for the beam weapons, per the TIP "Beams - Beam weapons do damage based on the number of rooms they hit. Each Shield bubble will block 1 damage of a beam; it's best to use beams when their shields are down." The Glaive Beam itself does 3 damage, so with the "event" shield reduction, you're down to two layers, and 1 damage would bleed through. The INF_BEAM is equal to the Glaive, with the exception of a reduce cost in power. I will certainly look at the Zoltan ship for tweaks for better gameplay.
I'll look into moving the mini-boss to the end_beacon. At the time I didn't think to use a ship destroy event to trigger the secret sector. I suppose if the ship remains there until a player defeats them, it could work. Been awhile since I played base, does the Jump to Next Sector button appear once you hit the exit? If that's the case than people get around the random sector, and progress further in the base game.
- Kieve
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Re: [MOD][WIP] FTL Infinite Space
I didn't think of that, but if they recharged the FTL and jumped out before destroying / defeating the cruiser, then yes they'd get the "Next Sector" option on the jump... Okay, so perhaps not the greatest idea then. I'd still like to see the various crew-oriented options return but the answer isn't as simple as I'd thought, it would seem.DrkTemplar wrote:...does the Jump to Next Sector button appear once you hit the exit? If that's the case than people get around the random sector, and progress further in the base game.
Re: the beams / Zoltan cruiser - I think my biggest frustration there is, beams do not miss. You can't cloak to avoid them, drones can't intercept them, and no amount of engine upgrades will let you evade. Now I did beat them so clearly it's not an impossible fight (and nowhere near as bad as the Assimilator, even), I just think that factoring in the other advantages that cruiser has, event-disabled shields might be a bit over the top.
*On a related note, I didn't mind the slug cruiser dropping engines to one bar - turns out Mantis warriors consider slugs a delicacy...
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Re: [MOD][WIP] FTL Infinite Space
Hey man. Played another solid 4 hours of this mod and I only have one thing. The Stealth Ship mini boss needs to be nerfed a little. I understand it's supposed to be hard but seriously. I destroyed its engines with a boarding party they repaired it back to about level 2 and I sent my boarding party back in and it jumped away. I can't figure out how to destroy it. Even with bombs and beams. I can take on any one of the cruisers with a challenge but I can't beat that one because it jumps away before I can do any real damage. Other than that there are very few issues if any that I have had. Keep up the good work! This is the best mod I have played with this game.
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Re: [MOD][WIP] FTL Infinite Space
How do you download this?