[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
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DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

BrenTenkage wrote:No, I think thats a good requirement, though perhaps 4 shields could also do that. You also saw that weird graphical and trippy glitch, so whats the deal with that?
I'm not sure about that one. I suppose it could be related to the event that was loaded for that beacon, but if I remember correctly, no window opened to gives us a clue on what event that was. I'm curious if that bug is also there when only using one mod at a time. Without knowing what other events were added or modified with the shark mod, I can only guess its related to mine.

I'm thinking this weekend I'll "start fresh" and only implemented the new and changed events, test and see how that goes. Assuming that all goes well, than start going back through the events to remove the references to the Rebel fleet. This would also allow me to put together a proper append ftl file which would help mod compatibility.
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

DrkTemplar wrote:
BrenTenkage wrote:No, I think thats a good requirement, though perhaps 4 shields could also do that. You also saw that weird graphical and trippy glitch, so whats the deal with that?
I'm not sure about that one. I suppose it could be related to the event that was loaded for that beacon, but if I remember correctly, no window opened to gives us a clue on what event that was. I'm curious if that bug is also there when only using one mod at a time. Without knowing what other events were added or modified with the shark mod, I can only guess its related to mine.

I'm thinking this weekend I'll "start fresh" and only implemented the new and changed events, test and see how that goes. Assuming that all goes well, than start going back through the events to remove the references to the Rebel fleet. This would also allow me to put together a proper append ftl file which would help mod compatibility.

Sweet, can't wait to use an over powered ship to show off the new events and features, this really is a well done mod, that I hope the creators see this and get you to help make an expansion pack. I think of this as the unoffical one, the story of what happens after the Rebel/Federation war
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
rb0014
Posts: 2
Joined: Sat Dec 01, 2012 1:24 am

Re: [MOD][WIP] FTL Infinite Space

Post by rb0014 »

Bug Report:

Ran into a Crystal ship with human cargo. It offered a 'meat bag' for surrender, which I accepted. But then the firefight continued, and it exploded. Unlike base game "after surrender deaths" (due to fire, etc) I also then got the rewards and message for killing the crystal cruiser
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

rb0014 wrote:Bug Report:

Ran into a Crystal ship with human cargo. It offered a 'meat bag' for surrender, which I accepted. But then the firefight continued, and it exploded. Unlike base game "after surrender deaths" (due to fire, etc) I also then got the rewards and message for killing the crystal cruiser
Thank you for reporting this. Mentioning the exact text you saw in the event is perfect. I can hunt this event down and find out what is going on.
rb0014
Posts: 2
Joined: Sat Dec 01, 2012 1:24 am

Re: [MOD][WIP] FTL Infinite Space

Post by rb0014 »

Bug report:

http://imgur.com/gNAsB

This happened after jumping from a solar flare system. I jumped into an unvisited system without a ship alert marker.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

rb0014 wrote:Bug report:

http://imgur.com/gNAsB

This happened after jumping from a solar flare system. I jumped into an unvisited system without a ship alert marker.
Thanks again. Looks like I'll be putting in a good amount of time on the mod this weekend. :D

FYI to anyone waiting on a new build, I'll likely not have one out till end of the weekend. This should give me time to find problems like the one above.

Thank you everyone for the feedback and testing you've all done on this mod!
3clipse
Posts: 13
Joined: Mon Nov 26, 2012 8:55 pm

Re: [MOD][WIP] FTL Infinite Space

Post by 3clipse »

It's hardly work, this is great fun :D :D :D

edit: Found a bug: In a random sector, in the very top right corner is an "Unvisited Beacon" that has no paths to it. It's really far from everything else.
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [MOD][WIP] FTL Infinite Space

Post by BrenTenkage »

3clipse wrote:It's hardly work, this is great fun :D :D :D

edit: Found a bug: In a random sector, in the very top right corner is an "Unvisited Beacon" that has no paths to it. It's really far from everything else.
Agreed, Next time I do an Infinite Space lets play, I'll post it here, think of it as free bug testing and advertisement. (For both you and me LOL)
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub http://subsetgames.com/forum/viewtopic.php?f=11&t=32269
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Post by DrkTemplar »

Posted 0.3.2.

Still no luck creating a .ftl file using .append. I was able to do it for the Enemy Cruiser mod, but only needed to include 1 file with append. Whenever I create the events.xml.append file the game crashes. I'll keep trying with additional releases.

However, I found the graphical error, and fixed that, as well as most of what's been mentioned in this thread. I'm going to start working towards moving this mod to the working mods forum, and work on polish instead of new features.
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Kieve
Posts: 952
Joined: Tue Sep 18, 2012 2:21 pm

Re: [MOD][WIP] FTL Infinite Space

Post by Kieve »

DrkTemplar wrote:Posted 0.3.2.

Still no luck creating a .ftl file using .append. I was able to do it for the Enemy Cruiser mod, but only needed to include 1 file with append. Whenever I create the events.xml.append file the game crashes. I'll keep trying with additional releases.

However, I found the graphical error, and fixed that, as well as most of what's been mentioned in this thread. I'm going to start working towards moving this mod to the working mods forum, and work on polish instead of new features.
Given that your mod substantially changes the core gameplay via the events, I don't think it's a deal-breaker that it has to replace the file wholesale ;) Just means anyone wanting infinite gameplay should load yours first, then apply other mods as desired.

Glad to hear about the bugfixes too!
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