[BETA][.60] Extra Scoop release!

Discuss and distribute tools and methods for modding. Moderator - Grognak
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BrenTenkage
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Joined: Tue Nov 06, 2012 4:48 pm

Re: [BETA][.60] Extra Scoop release!

Postby BrenTenkage » Mon Dec 03, 2012 5:46 am

I'm looking into the mod, think you and DrkTempler could work together to make Infinite space even more awesome, I have been enjoying the new events
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 viewtopic.php?f=11&t=32269
CrazyDave
Posts: 12
Joined: Mon Dec 03, 2012 9:05 am

Re: [BETA][.60] Extra Scoop release!

Postby CrazyDave » Tue Dec 04, 2012 1:53 am

I just played with this mod, and I had several bugs.

First of all, I never seemed to actually get any new events - all the ones I found on my playthrough were ones I recognized.

Second, I found that I would occasionally jump into a battle with an AI ship, and find that the battle had already started (no introductory text, no nothing - just jumping in and having the battle begin, as if I had already visited and fled, leaving a hostile ship).

Third, when I was in the last stand, the Flagship jumped to an invisible beacon - that is, the beacon it jumped to was not visible nor clickable until after it had traveled to it.

I hope this helps!
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BrenTenkage
Posts: 1157
Joined: Tue Nov 06, 2012 4:48 pm

Re: [BETA][.60] Extra Scoop release!

Postby BrenTenkage » Tue Dec 04, 2012 2:40 am

CrazyDave wrote:I just played with this mod, and I had several bugs.

First of all, I never seemed to actually get any new events - all the ones I found on my playthrough were ones I recognized.

Second, I found that I would occasionally jump into a battle with an AI ship, and find that the battle had already started (no introductory text, no nothing - just jumping in and having the battle begin, as if I had already visited and fled, leaving a hostile ship).

Third, when I was in the last stand, the Flagship jumped to an invisible beacon - that is, the beacon it jumped to was not visible nor clickable until after it had traveled to it.

I hope this helps!


I noticed some new alterations to events, take the spider event, hate that one, I had a mantis on board and he could go in and slice em up, which makes sense

Thats one example I can think off, can't remember what else...curse my memory 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 viewtopic.php?f=11&t=32269
cogitator
Posts: 35
Joined: Sat Oct 06, 2012 1:04 pm

Re: [BETA][.60] Extra Scoop release!

Postby cogitator » Thu Dec 06, 2012 2:37 pm

Thanks for the feedback guys!

I've been busy with the end of this semester but work continues on this mod... albeit at a slower pace than before.

CrazyDave wrote:...

I hope this helps!


1. There aren't any new events to be found in this mod. If you read your event text there is new text for many of the events, new descriptions when you come upon them, and new options where it makes sense. Also, this release is only the neutral events which don't pop up as frequently once you get out of the first sector.

2. This... I don't know. The only thing changed here is event text. Everything works properly in my game. No new ship encounters have been added. More details would be good about where this occurs?

3. See #2 above.

Any how, with luck I'll be done with newevents.xml and moving on to Zoltan/Rock/etc by xmas.
First playable release of Extra Scoop is out! Download Link!
QuintonBeck
Posts: 9
Joined: Mon Oct 15, 2012 2:33 am

Re: [BETA][.60] Extra Scoop release!

Postby QuintonBeck » Wed Dec 12, 2012 1:55 am

I found that occasionally when jumping to "Distress" beacons I would get no event popup and go straight into battle as the other commentator said. Only at Distress beacons however and I want to say exclusively with auto ships.