[MOD] Open World Mod

Discuss and distribute tools and methods for modding. Moderator - Grognak
swixel
Posts: 80
Joined: Mon Sep 17, 2012 6:08 am

Re: [MOD] Open World Mod

Postby swixel » Mon Sep 17, 2012 11:49 pm

Tysonclyde wrote:Shit I can't seem to change anything in the .DAT file without a crash. I have looked everywhere. PLZZZZZZ Help.


You're probably corrupting something. Anyway, the .DAT file isn't exactly useful for what you want, the engine has restrictions and limitations. Trampolines will be required for magic here I'm afraid.
jmspldnl
Posts: 1
Joined: Tue Sep 18, 2012 12:34 am

Re: [MOD] Open World Mod

Postby jmspldnl » Tue Sep 18, 2012 12:37 am

You need to unpack the DAT file first, make your changes, and then repack it. Using a simple text editor isn't going to work. https://github.com/bwesterb/ftldat seems to work very well though.
jeme223
Posts: 30
Joined: Tue Sep 18, 2012 12:31 am

Re: [MOD] Open World Mod

Postby jeme223 » Tue Sep 18, 2012 4:21 am

What if you just took away the rebels chasing you and added multiple exits and entrances to each section and then stacked them all to be in like a giant square? Let me elaborate, what I think could work for this "open world" is if you took the sectors, added a bunch more and made them into a huge square that would make up the universe. Add multiple exits to each sector and a "universe map" that gives you an idea of where each sector is and what resides in each sector (perhaps in the north eastern sectors are where the rebels are mainly at, and each race may reside in specific regions). Then, take away the whole idea of being chased and being forced to go forward and boom you have a pretty cool open world mod.... And the farther you go from your "home" (spawn point) the harder it gets, it gets too hard just go back a sector or two.... Or you could just have it totally randomized, whatever works.

This would also make a fun multiplayer..... A huge universe where we all just fly around fighting each other and computers.... :) just a thought.
LUCADENA
Posts: 5
Joined: Tue Sep 18, 2012 4:30 am

Re: [MOD] Open World Mod

Postby LUCADENA » Tue Sep 18, 2012 4:41 am

I don't think that sectors you have left are saved, so "going back" would just be "going forward"
This could prevent a open world mod...
jeme223
Posts: 30
Joined: Tue Sep 18, 2012 12:31 am

Re: [MOD] Open World Mod

Postby jeme223 » Tue Sep 18, 2012 12:18 pm

LUCADENA wrote:I don't think that sectors you have left are saved, so "going back" would just be "going forward"
This could prevent a open world mod...

Isn't that fixable with a mod? (assuming they add more mod support...) like I think it's possible, it would just need some major changes
totamto
Posts: 3
Joined: Tue Sep 18, 2012 8:25 pm

Re: [MOD] Open World Mod

Postby totamto » Tue Sep 18, 2012 8:39 pm

Okay, here's a tip.

When there's someone that dislikes your idea or anything of that sort, (and there will) ignore them. Maybe ask for reasons why but don't go all caps and exclamation marks on them. It honestly makes you look immature. Make it your goal to prove that person wrong. Also, if you want to make a mod or even request one, please use correct grammar. Make yourself presentable so that people will take you seriously. Another thing, if you want help, try asking in a different thread. We didn't click on this to see you ask for help on how to make a mod. If you make a new thread in the proper forum, there will be people that want to help.
swixel
Posts: 80
Joined: Mon Sep 17, 2012 6:08 am

Re: [MOD] Open World Mod

Postby swixel » Tue Sep 18, 2012 8:57 pm

As an aside, it turns out that the DRM free versions of the binaries have very little in the way of preventative measures for this sort of modding, but you'd end up reimplementing so much you're almost better off writing your own game...
camogamer
Posts: 1
Joined: Thu Sep 20, 2012 6:06 am

Re: [MOD] Open World Mod

Postby camogamer » Thu Sep 20, 2012 6:44 am

if the engine that exists supports it, why not attempt to add stars to a sector instead of rearranging them.
And change the strength range of the enemies in it... although that might cause random super ships to appear.

The idea of some sort of open world rpg setup sounds good to me, have racial disputes and the rebels vs federation.
it would mean a LOT of work, but the combat would work for multiplayer as long as there are only 2 ships ... and it is all real time or something...
of course, you have a tab that can change the target ship in the area, and maybe a way to view friendly ships and their status. there would need to be a way to track FTL signatures though, for if they got away but you were also ready to jump, and a way to surrender loot for your ship and life.
Lurkily
Posts: 15
Joined: Fri Sep 21, 2012 4:14 am

Re: [MOD] Open World Mod

Postby Lurkily » Sun Sep 23, 2012 7:17 pm

Tysonclyde wrote:How does it sound "horrible". Being able to play with your friends on a private server sounds "horrible"? Mining for scrap and upgrading your ship to its full potential sounds "horrible"? Having multiple ships and creating civilizations on multiple planets in multiple sectors until you control the entire galaxy sounds "horrible"? Wow than if this sounds "horrible" than you have no taste in fun whatsoever.


Define "fun". That's something that the game industry has tried and failed to sharply define for decades.

Playing on a server with friends is far beyond the scope of what a mod can accomplish - you want that, you need to find a game that already has MP support, then mod the MP portion of the game.

As for the rest . . . not everybody's cup of tea. You're going to have to deal with people who just don't like to play 4x, when you try and mod what is basically a tactical RPG/Simulator into a 4x.

Enabling more open-world play sounds great. Layering elements like trading, cultivation, research, mining . . . that gets sticky. It might work out fine, (for players who enjoy that kind of game,) but I think a lot of it would depend on execution. That's the kind of thing that's hard to get right, but very, very easy to get wrong.
zacen299
Posts: 6
Joined: Sat Sep 22, 2012 10:09 pm

Re: [MOD] Open World Mod

Postby zacen299 » Sun Sep 23, 2012 8:59 pm

Lurkily wrote:
Tysonclyde wrote:How does it sound "horrible". Being able to play with your friends on a private server sounds "horrible"? Mining for scrap and upgrading your ship to its full potential sounds "horrible"? Having multiple ships and creating civilizations on multiple planets in multiple sectors until you control the entire galaxy sounds "horrible"? Wow than if this sounds "horrible" than you have no taste in fun whatsoever.


Define "fun". That's something that the game industry has tried and failed to sharply define for decades.

Playing on a server with friends is far beyond the scope of what a mod can accomplish - you want that, you need to find a game that already has MP support, then mod the MP portion of the game.

As for the rest . . . not everybody's cup of tea. You're going to have to deal with people who just don't like to play 4x, when you try and mod what is basically a tactical RPG/Simulator into a 4x.

Enabling more open-world play sounds great. Layering elements like trading, cultivation, research, mining . . . that gets sticky. It might work out fine, (for players who enjoy that kind of game,) but I think a lot of it would depend on execution. That's the kind of thing that's hard to get right, but very, very easy to get wrong.





Yeah I'd just leave it as it is maybe open world might work, but really all that anyone seems to ask is to turn it into a 4x game which this isn't at all and if that happened it would ruin what is currently a very awesome space roguelike game. If you want 4x elements so much go play the hundreds of space 4x games and leave this as it is.