[MOD][WIP] FTL Infinite Space

Discuss and distribute tools and methods for modding. Moderator - Grognak
Queezi
Posts: 14
Joined: Tue Jan 08, 2013 8:09 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Queezi » Tue Mar 05, 2013 2:37 pm

DrkTemplar,

DrkTemplar wrote:As long as people keep giving me feedback, ill keep working on the mod. Although at some point I'll need to move this over to completed. It just doesn't feel like its there yet.


NOOO! You must not ever stop working on the mod! The best part of the week is seeing a new update -- especially with new events! Sorry for all the exclamation points, I'll calm down now.

DrkTemplar wrote:Thanks for the feedback, maybe in the meantime try a different ship, and possibly try without pre-igniter. I would love feedback from someone that doesn't use it. Just so I can tell how much of a difference it's making, because it seems like its OP (imho). Maybe the Adv. Tech items are just too strong, I'm considering nerfing those.


The pre-igniter (combined with a couple of advanced burst lasers) pretty much makes you King of the World. My favorite is to obliterate a Mantis Fighter before the boarding party has a chance to mount the teleporter. :D

Although it certainly is over powered, it is also over poweringly fun. [shrug] Don't know what the answer is: make it hard to find and I pine for it, once I find it, I consider the game mostly "won". Maybe check for possession and then increase difficulty?

On a side note, I'm not sure if this is modable, but would it be possible to (randomly) add experience to crew that join your party through an event? It might add a new wrinkle to those events if you have to decide if that new Slug's repair ability is worth more than your existing Mantis' fighting skills.

Getting a lot of mileage out of this,
Queezi
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Tue Mar 05, 2013 6:51 pm

@MrSmite, Disabling "weapons" is really just limiting the max reactor you can put into weapons at that time. It can go down to zero (no weapons), or simply reduced. I don't think its possible to disable augmentations, and sadly its not possible to remove them via an event either. The Damage Stasis Pod is a special case, and must have some hard coded function to remove it.

@MJPadge, Are you running Windows? Do you have file extensions hidden? Again, if the mod manager picks it up, it must be a .ftl (as far as I know). You say it doesn't patch it, how do you know? Does it throw an error? If you can provide the information the mod manager is giving you, we might be able to help further.

@Bedebao, It's this mod. The gameplay is "harder" than vanilla, at least at the start. Once you get going, it seems to tapper off (sadly). A 2 in shields is normal for the first sector in Infinite Space. Make sure you hit all the beacons before going into the second sector. Invest in shields or Engines early for defense. I don't have the time to work on a wiki for this, but if anyone else wants to, go for it!

@Queezi, as always, I appreciate your enthusiasm for the mod. I can't really increase difficulty based on the equipment you have on your ship, except with some trickery like the mini-boss events. You can't add experience to a crew member via an event, wish we could. If that Overdrive mod is finished it will open up a lot of opportunities for FTL modding. If that happens, IS will likely fade away for better mods to take its place.
RauliMr
Posts: 2
Joined: Sat Mar 02, 2013 5:50 pm

Re: [MOD][WIP] FTL Infinite Space

Postby RauliMr » Wed Mar 06, 2013 1:13 am

The mod wont work it does not show up on GMM I don't know y pls help
Hishnegreb
Posts: 5
Joined: Thu Oct 11, 2012 11:45 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Hishnegreb » Wed Mar 06, 2013 11:39 am

Spell check :D Fair warning: Spoilers

[spoiler]
Mission: 1st beacon in a system miniboss. Pirate Cruiser.

Mind your own business or we'll leave your entire crew stranded on a desolate planet...

You're about to start charging your FTL Drive when you receive another transmission. "On second thought, we'll just kill you and take *your* ship."

Mission: Artifact on Planet with a ship in orbit.

When you arrive you see a Cruiser *in orbit* around the planet...

Drone: Advanced Tech Anti-Ship missile Drone

The Name of this Drone in the description hangs out of the box.
Consider: Adv. Anti-Ship Missile drone or perhaps move the entire Advanced Tech part out of the name and into the description.
Also,the writing for this drone in the Hud is offset to the right and hangs out of the box.
Consider losing the "drone" part.

Weapon: Crystal Shard

The description reads:
Should Never See This Description.
Not sure if that's a typo. It also had no picture in the inventory.

[/spoiler]

Gl chat soon

Hish
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Wed Mar 06, 2013 5:21 pm

RauliMr wrote:The mod wont work it does not show up on GMM I don't know y pls help


Mods only show in the manager if they have a .ftl extension. I have uploaded the file as a .ftl, However some have reported when downloading it the file is changed to a .zip. If you cannot see this file extension you need to unhide extensions in your os, and than you can rename it to a .ftl.
DrkTemplar
Posts: 245
Joined: Mon Oct 08, 2012 4:24 pm

Re: [MOD][WIP] FTL Infinite Space

Postby DrkTemplar » Wed Mar 06, 2013 5:23 pm

@Hishnegreb, What version of the mod are you using?

Thanks for the corrections. The Crystal Shard isn't a weapon, and shouldn't have dropped. I thought I removed that (multiple times), but I'll do another search for it in the files.

Thanks!
Hishnegreb
Posts: 5
Joined: Thu Oct 11, 2012 11:45 pm

Re: [MOD][WIP] FTL Infinite Space

Postby Hishnegreb » Thu Mar 07, 2013 5:44 pm

DrkTemplar wrote:@Hishnegreb, What version of the mod are you using?

Thanks for the corrections. The Crystal Shard isn't a weapon, and shouldn't have dropped. I thought I removed that (multiple times), but I'll do another search for it in the files.

Thanks!


I'm running 0.4.3, sorry I caused you some confusion. I'll update immediately... before I embarrass myself again :D

Hish
maharito
Posts: 8
Joined: Tue Mar 12, 2013 5:13 am

Re: [MOD][WIP] FTL Infinite Space

Postby maharito » Tue Mar 12, 2013 5:56 am

Ahoy! First-timer reflecting on this wonderful mod. After earning all the achievements legit, I figured I'd branch out into mod territory--and boy did I hit a winner with this one!

My most recent loadout that could handle just about anything (0.4.4) is the Red-Tail with a diverse crew, Ion Bomb (later replaced with +Bomb), Ion Blast II (later +Ion), and Halberd Beam. Fire Beam let me do crew kills without boarding, Defense Drone II kept me alive, and I never even used the second drone slot. Augmentations were all Weapon Pre-Loaders. It's not very fast at killing or disabling highly shielded foes, but it gets past the infinite defense drone annoyance of the new superships.

However, the Elite Mantis Cruiser did me in. Because of its intense boarding ability, I couldn't keep the pilot's seat occupied. Because all its weapons ignore shields, a lucky boarding of the engine room followed by a missile hit pretty much ended my run well before my hull was destroyed. There is a similar delicate balance involved in countering the drones and bombs of the Engi Cruisers, but their drones are far easier to manage than up to eight boarders and four powerful shield-ignoring attacks (Engi has only two).

So to summarize my thoughts on boss power:

- The weapon loadout of the Mantis Cruiser is terrifying enough, but the boarding Mantises and drones combined were totally overwhelming. (Since it doesn't use a cloak, the staggering of the missile and bomb attacks really messes up the other defense mechanism for shield-piercers, which is using your own cloak.) Using oxygen deprivation to steer the Mantises forces your crew to a small area of the ship, and then the boarding drones and missiles will mess up the rest (especially if you vacate the evade-relevant rooms or they get damaged and droned at the same time). For that reason, they are far, far more of a threat than the Engi Cruiser if you do not have lots of bombs and missiles ready to fire immediately at the weapon and drone systems. (Next time I'll use a different loadout for that fight!) Plus, the advanced fire bombs are arguably overpowered as they can easily wipe out a crewmember near full health (or a Zoltan pretty much instantly). Obviously, the Mantis weakness is inability to repair damaged systems, and it shows; the ship was designed around that weakness without being pathetic. So I don't think this boss is overpowered, but it warrants a special warning over others because you can very quickly find yourself unable to warp away even with level 8 engines.

- That said, the Engi Cruiser is probably the most annoying one to kill due to the nigh-impossibility of doing lasting damage to systems unless you pick off the crew one by one. However, my strategy kills it very quickly. I believe its hull may be too weak. Its ion abilities were sufficient to cause me occasional damage, despite my defense-oriented setup (using higher-level cloak to let shield ion wear off is essential). So it would be a threat even to me if it could take hits a little better. The Ion Bomb arguably works better than the other kinds, but a +Bomb or Breach Bomb would be sufficient. Again, the enemy fire bomb is a serious issue because of the risk of losing a crewmember who wasn't even endangered before it was deployed. The Elite version is pretty much the same fight. The Engi Assimilator seems a bit too easy; I saw prior screenshots where it appeared to have more drones and nastier beam weapons, and I wonder why it was apparently nerfed so much. I was able to take one out before maxing any of my main four systems, with just Ion Bomb and Pike Beam. A single Crystal crew member could do it more slowly, as long as you had a cloaking system. All in all, I think it at least needs more drones again.

- Funnily enough, I found that the Slug Cruise and Elite Slug Cruiser were easiest to beat by burning. The weapons are really a pain (though not quite as bad as Mantis, you practically can't avoid getting damaged some). But because there were so many 4-panel rooms, fire attacks worked quite well at herding crews. The 2-slot medbay meant reducing their crew wasn't too hard. The Elite version easily wiped the floor with me with its omni-strike post-cloak ability in an earlier run, but anything that damages multiple systems quickly seems enough to put this ship on the ropes.

I'll offer more later once I get my thoughts sorted out on the Rock, Fed, and Pirate ships. The Zoltan Cruiser is fine and just right in difficulty and theme, so I won't address that.
maharito
Posts: 8
Joined: Tue Mar 12, 2013 5:13 am

Re: [MOD][WIP] FTL Infinite Space

Postby maharito » Wed Mar 13, 2013 1:00 am

Alright, on to the Rock, Crystal, Fed Cruiser, Fed Red-Tail (forget name), Pirate Battleship, and Stealth Cruiser fights.

- Rock: I'm surprised the Rock Cruiser uses laser spam while the Mantis goes with the missiles; I would've expected it to be the other way around. Also, the Mantises generally don't have that good weapons anyway, since their main strength is in boarding chaos. That said, the Rock ship is a solid fight and one I've lost to. It pretty much demands you have high evade. Even if you disable the weapons system early, you won't get rid of the resulting boarders before it re-enables those systems unless you're lucky. The Rock Cruiser and Elite version's strength is prolonging the fight, and this is where you'd expect lasers to shine the most. So I suppose it is a good design decision after all (whereas regular Rock ships allow you to wait it out while they burn up missiles, then throw full power into weapons). Personally, I think this fight would be cooler if it took place in an asteroid belt; it would make the lasers a little more daunting, especially if you're relying on a Defense Drone II to protect you.

- Crystal: I'm sorry, but the Crystal weapons just aren't that good at the high end. If you really wanted the Crystal Cruiser to be threatening, you'd make the Crystal drones about 50% faster; they really shouldn't be that much slower than the regular Anti-Ship drones. It will annihilate you if you don't have 4 shields, of course, but this is something you should know going into the fight anyway. The AI random-room use of Lockdown bombs could be enhanced if you also had other bombs creating havoc that needed to be patched up. Otherwise, it is a minimal threat when you can keep your shields up. The Crystal weapons are really quite trivial once you've damaged the weapon system at least once so the burst weapons don't fire simultaneously. If any one boss were to have 5 shields, I'd expect Crystal to be the one; this would give it superior all-around defense (since its crew is already hardy and breach-resistant). It could use a little more hull strength, too. Then, this fight would be drawn-out and analogous to the Rock fight, if a little easier with shield-piercing attacks.

- Fed Cruiser: A good example of a gimmick fight--Zoltan Shields plus Advanced Def Drone equals much frustration! The Elite Fed Cruiser's system-shorting ability is really terrifying (and I wish FTL would patch it so the system-disabling remains in effect when you return to a fled fight!), further forcing a time crunch. This helps to make up for the ship's lack of Artillery Beam or any crew specialties--in fact, its weapons are generally underwhelming, and this is fine. The whole point is that the situation is unfair and you have to end it fast. Since it pretty much can't be done without laser spam or bombs, it's not the ship that's terrifying so much as the situation. Well played.

- Fed Red-Tail (I haven't fought the Kestrel yet): I like the fact that it has a diverse crew and a variety of weapons. It's sort of a hodge-podge, not particularly threatening when you have max-level shields and engines but will cause a bevy of problems if either is lacking or gets disabled during boarding. Actually, this ship would do pretty well with a boarding drone. It's not the strategy I use when I pilot the Red-Tail, of course, but it would increase the chance of losing that delicate balance of evade protection and putting you in real danger. Otherwise, this fight is a joke and probably the easiest of the Cruiser fights (next to the Stealth Cruiser).

- Stealth Cruiser: I hear tell that this one may have been nerfed as well... Perhaps the nerfing was in escape time. I nearly beat it on my first try, well before maxing systems, not even knowing what to expect. Also, I'm surprised this ship doesn't have max engines; I don't think any ship in the game does, and if any boss were to have it I'd expect it to be this one. Perhaps it would only have 2 shield strength to compensate. Still, this boss is trivial once you cripple the piloting room. If you have two Crystal boarders and/or a bomb, it's a piece of cake. Something that I think would offset the lower risk of hull damage would be if it had a bigger crew than the other Cruisers (11-12). This would make capturing the ship without destroying it or losing crew a bit more challenging without imposing a super-strict time limit. That said, the time limit is probably a little too lenient and should be brought back down a little bit.

- Pirate Battleship: ZOMG HARD! It's got the best of everything, the most reactor power of anything in the game besides the real final boss, and no faults. Besides the Elite Mantis Cruiser (obviously), it's the only ship I won't consider boarding because of the absolute priority of killing it hard and fast. The only way I could imagine crew-killing this beast is with two Ion Bombs and two Anti-Bio Beams (A Fire Drone might help). If you wanted to make it even more terrifying, have it kill engine strength as its gimmick and force you to take some hits. It doesn't use ion weapons, however; so keeping your shields up isn't quite as tricky as with some other fights. If you wanted to make it a real juggernaut, give it an ion drone. Alternatively, an Advanced Beam Drone would force you to time cloaking with its volleys impeccably, since it will do concentrated strikes after it cloaks.

...A side note: Why does the Elite Mantis Cruiser have two Anti-Personnel Drones? Its crew would seem more than capable of deleting your Boarding Drones, especially with its 4-capacity (cheater!) Medbay.

Also...I've found this item in my journeys, called a Wxxxx Gxxxxxxxx (won't spoil it). I haven't figured out what it does, and its description is a placeholder. Is this a work in progress? Does it tie in with the "wait in line" quest? :o
maharito
Posts: 8
Joined: Tue Mar 12, 2013 5:13 am

Re: [MOD][WIP] FTL Infinite Space

Postby maharito » Wed Mar 13, 2013 5:06 am

Recommended retrogame listening for the Elite Bosses:

Elite Mantis - Ghetsis Battle Theme from Pokemon B&W - http://www.youtube.com/watch?v=_vuXahQQg5w
(alternatively, the GBC retromix - http://www.youtube.com/watch?v=XiTdavICyd8 )
(I know it's not truly retro but this battle calls for some serious percussion)
(EDIT: Bonus realizing the vocals sound a lot like "Mantis")

Elite Rock - Krang Battle Theme from TMNT 1 Arcade - http://www.youtube.com/watch?v=tC1xCFbcMJ8

Elite Engi - Alpha/Proto Theme from Mega Man Battle Network 3 - http://www.youtube.com/watch?v=N3os2GJ3yQ0
Engi Assimilator (the "oh crap" boss) - Cybeast Theme from Mega Man Battle Network 6 - http://www.youtube.com/watch?v=FMHiGnqM_2Q
Alternative: Kaiser Sigma Theme from Mega Man X3 - http://www.youtube.com/watch?v=5BF5NZzBcyg

Elite Slug - Boss Theme from Rocket Knight Adventures SMD - http://www.youtube.com/watch?v=CdTEsw4ovIs

Elite Crystal - Stage 9 Boss Theme from Thunder Force IV - http://www.youtube.com/watch?v=ah3ktms6Pho

Elite Fed Light Cruiser - Magneto Theme from X-Men (Konami Arcade) - http://www.youtube.com/watch?v=yffVmA8YvEM&t=10s

Elite Fed Cruiser - "Aggressive Attack" from M.U.S.H.A. - http://www.youtube.com/watch?v=0RHXVT8ri9o

Elite Stealth - Doomsday Zone from Sonic 3 & Knuckles - http://www.youtube.com/watch?v=smJ3HoxaaL8

Elite Zoltan - Boss Theme from Final Fantasy Mystic Quest - http://www.youtube.com/watch?v=NOTI8j1egZg

THE BATTLESHIP - Super Shredder Theme from TMNT Turtles in Time Arcade - http://www.youtube.com/watch?v=0j9fWczb8Oo
Alternative if you've got the b-balls for it: http://www.youtube.com/watch?v=lWKQiZVBtu4