Re: [MOD][WIP] FTL Infinity
Posted: Tue Oct 09, 2012 11:58 am
Make Duh MOD it sound AWSOME
Official Forum for FTL: Faster Than Light and Into the Breach
https://subsetgames.com/forum/
swixel wrote:DrkTemplar wrote:I'm only modifying XML data, but I do have solutions to the above mentioned issues. I would like to try and get a distributable copy out before going into this in more detail. Once there is a mod to play test, it will be easier to talk about balance. The gameplay will differ from the base game.
So given the limitations of the XML ... how are you going to handle maxing the ship out? It's presently possible to do if you do everything right ... but it makes everything short of the flagship boring if you pull it off (hell, I took out every rebel ship in a sector because it was possible to do it).
At present I've been messing with rebuilding the starmap every sector jump, restoring the game's view to it being sector 1, and then storing the real sector number elsewhere, but that's about as stable as a drunk on stilts ...
Old Uncle Midwinter wrote:Anything I can do to support? I've got a mind full of words, and don't mind being a guinea pig for events or bug-testing. Anyhow, you've got all the approval I can throw your way - looking forward to this immensely!
Old Uncle Midwinter wrote:This is pretty much what I thought I would be getting when I bought the game. I would love for this - a mod that turns FTL into a legitimate Roguelike would be fantastic, more then fantastic, amazing. Exploration! Quests! Story! Not having the main game be painfully easy, and the final boss being linearly better unless you got an 'optimal' layout!
Anything I can do to support? I've got a mind full of words, and don't mind being a guinea pig for events or bug-testing. Anyhow, you've got all the approval I can throw your way - looking forward to this immensely!
Damion227 wrote:Old Uncle Midwinter wrote:Anything I can do to support? I've got a mind full of words, and don't mind being a guinea pig for events or bug-testing. Anyhow, you've got all the approval I can throw your way - looking forward to this immensely!
Yeah, I'm right with you on this one. I have GIMP and while I know nothing about coding, but I can help with sprites and whatnot. This is a really ambitious project, and I'm down to help in any way I can. Good luck, and excelsior!
DrkTemplar wrote:Old Uncle Midwinter wrote:This is pretty much what I thought I would be getting when I bought the game. I would love for this - a mod that turns FTL into a legitimate Roguelike would be fantastic, more then fantastic, amazing. Exploration! Quests! Story! Not having the main game be painfully easy, and the final boss being linearly better unless you got an 'optimal' layout!
Anything I can do to support? I've got a mind full of words, and don't mind being a guinea pig for events or bug-testing. Anyhow, you've got all the approval I can throw your way - looking forward to this immensely!
I would love some help with the testing on this!!
I was testing last night, and about 5-6 sector jumps in the client crashed to desktop. I thought I had it working good, so I started going crazy just updating the Text to remove the main plot. These xml files are very touchy (I think this has been mentioned before). It's my belief that one of the events loaded for the new sector, and caused the crash. However, which one, I don't know.
I plan to make a slimmed down mod (for testing) that does not include the Text changes to remove the main plot. Then incremental changes as I add each feature (update Quest events, etc). If I could get help testing these, it will no doubt speed up the progress. I could have very easily corrupted the XML files just trying to remove the rebel plot.
I had optimistically posted a first version release date of this weekend (11/14), but after the results of last night I'm not sure I can make this date. I don't want to rush this out, because I feel it's still totally viable.
Whale Cancer wrote:DrkTemplar wrote:Old Uncle Midwinter wrote:This is pretty much what I thought I would be getting when I bought the game. I would love for this - a mod that turns FTL into a legitimate Roguelike would be fantastic, more then fantastic, amazing. Exploration! Quests! Story! Not having the main game be painfully easy, and the final boss being linearly better unless you got an 'optimal' layout!
Anything I can do to support? I've got a mind full of words, and don't mind being a guinea pig for events or bug-testing. Anyhow, you've got all the approval I can throw your way - looking forward to this immensely!
I would love some help with the testing on this!!
I was testing last night, and about 5-6 sector jumps in the client crashed to desktop. I thought I had it working good, so I started going crazy just updating the Text to remove the main plot. These xml files are very touchy (I think this has been mentioned before). It's my belief that one of the events loaded for the new sector, and caused the crash. However, which one, I don't know.
I plan to make a slimmed down mod (for testing) that does not include the Text changes to remove the main plot. Then incremental changes as I add each feature (update Quest events, etc). If I could get help testing these, it will no doubt speed up the progress. I could have very easily corrupted the XML files just trying to remove the rebel plot.
I had optimistically posted a first version release date of this weekend (11/14), but after the results of last night I'm not sure I can make this date. I don't want to rush this out, because I feel it's still totally viable.
From my experience, the type of crash you are describing happens most often during a bad <event load="EVENT"/>