I think this mod really is something special. Would you be interested in implementing this into U'sC?I certainly could xD. It'll take some time, lemme get it a lil more fleshed out first ;)
However, having seen what you were able to do with this has me rather excited about what further implementation could do. Additionally, I'm wondering if the framework could be expanded to make the fleets permanent (at least until they die).I think what I'm going to do is make the contracted fleets the "raid and return supplies" guys, and the permanent fleets the "give your life to defend the galaxy" squads. In my current build, there's a contract that will allow you to spawn a small stream of low tech patrols that doesn't run out, these guys never return. I'll definitely expand that so you can progress to bigger fleets that will go out and give their lives ;).
One issue I'm seeing is that they don't offer much return for their initial cost. I pay a good bit of money for some of the nicer fleets that might actually survive, and they barely bring me anything. What I do get is usually low value for the amount of cargo space, so in order to profit, I have to essentially become a cargo fleet and haul crap to the Orbital Station for pennies.I do agree. While they're not suppose to be a "get rich fast" method, at the moment the stronger fleets aren't very good value. I've made a few changes so they hopefully hang around longer, and also if you get a decent enough sized fleet and start rakin' in those supplies, you can purchase an automated trader contract that will trade them for profit.
I was hoping that full game ver. will have that feature, but its nice that someone still doing mods that have nothing to do with new ships or weapons.
Ah-hmm....just tested it out on Dev mode, VERY interesting mod! Gives you the power to have multiple fleets (or at least, as close as one can get)! I just want to know, what happens to a Trade Fleet (the one that you purchase from the Hegemony Orbital Station) after it makes two trade runs? My Trade Fleet disappeared after that (maybe it got destroyed). A message "205/1000 Supplies traded" keeps poping up and nothing changes.The message is telling you how many supplies you have. Once you have 1000, your HQ will send a trade fleet. That message is actually for debugging, I'm planning on removing it xD. The fleet only makes one run.
to balanced out the contracts, make them each worth the same amount of ship that are in the fleet (each fleet will have what's described. for example, the high-tech scout fleet might have two wolfs and two wasp wings. make the contract worth however much it is to purchase the hull ships and wings, then cut it down to 3/4 price or something similar). That way, a capital fleet is a true investment to the player, and smaller fleets can be easily replaced, but not spammed. For me, 10k for a high-tech scout fleet is a good deal, I almost consistently carry 30k around with me about an hour or so into a new game.The problem with making these fleets more expensive, is that they don't return much in profits. The reason why the low level ones are so cheap is because all your really getting from them is 50 supplies and a chance for a couple of weapons, which is actually pretty jack. Especially if they die.
Adding on to my last post, you can make the fleets slightly more expensive (maybe 2k for a low-tech scout fleet) but they are payed to do their job. Depending on fleet size, the salary you give to your contractors goes up (paid per-week kind of thing). Is this possible?Hmmm, maybe. A lot of things have to be done in awkward ways. Like giving you profits in the form of... a weapon called profit. I have a few ideas, but that may require more awkward weapons that make no sense.
Can we see a video of it in action?When I'm not murdering myself, I think I might actually make a video so show EXACTLY how this thing works. But as was mentioned, it's a quick download ;)
Anyways, I found that the Profit chips found after a supply fleet returns can be sold for -4000 credits and bought for +6000 credits (you lose 4000 if you sell, gain 6000 if you buy).looks like im not the onlyone who didnt read earlier posts :-X
about "Profit" card (or whatever it is) you can gain 1k just buy & sell it
Okay the update is up. Things new in this version:DON'T !! so where i/we/they can storage wepons for ourselves?
blah..blah..blah...
For the AUTOMATED Weapon Trader, place whatever weapons you want them to sell in the Abandoned Storage Facility. They will automatically sell weapons left by your Squads as well.
DON'T !! so where i/we/they can storage wepons for ourselves?I foresaw this, that's why there is a MANUAL Trade Convoy and an AUTOMATED Trade Convoy. I suspect most people will use the MANUAL one until they're fully geared, or otherwise comfortable selling all the weapon drops. That's when you buy AUTOMATED Convoys.
i dunno how about the others but im not selling any wepons (ok until i have 40 of 1 kind ) i store them for future new ships so i can equip them with no costs
so as for me that CRAZY idea has to go
The mod can't find shoadow order scout contracts and crashes when it tries to use them, I was unaligned with anyoneI'll test it as soon add I get home. Do you have the latest version of Shadow Order? Do you know I'd its only the Scout?
The mod can't find shoadow order scout contracts and crashes when it tries to use them, I was unaligned with anyoneI'll test it as soon add I get home. Do you have the latest version of Shadow Order? Do you know I'd its only the Scout?
BUT i saw one strange thing, i got 1 high-tech fleet aot there that was attacking only Pirates ( i dunno how about lotus) but it ignore junk pirates for sure (my fleet was bigger) & totaly no interest
so my question nowi IS: did your fleet attacks the current race that is hostile toward you or what ?
Yes, they attack any fleet that's hostile towards you. If the Lotus are hostile to you, then they will attack lotus is it seems they will win.The Lotus? Huh, nothing in the code should allow that yet. I need to link each modded faction individually, right now that should only be Scrappers and Shadow Order.
SEE soldier everything is predetermined who will they fight ;PWell no, who they fight is determined by your relations to the other factions. There just is no code to link the modded factions relationships with you to your fleet yet.
Out of curiosity, what are the other mods your running? Does it still have the error if you ONLY run this mod? Are you starting a new game?The one I think is causing the error is Starfarer Plus (http://fractalsoftworks.com/forum/index.php?topic=2210.0)
Oh, that WOULD do it. Huh, I can probably fix that that checking if the Abandoned Storage Facility is missing and putting it back.
Although, maybe later it'd be better to just make a new planet and have all the stuff revolve around there, adding a Storage Facility that makes more sense. (I mean come on, that facility isn't exactly abandoned considering your entire FLEET revolves around the bloody thing.)
Very. The ONLY reason I use the Storage is for organization, because it would get awfully cluttered having ALL of your ship contracts, structures, AND resources there. Making a new storage unique to this mod though should be easy enough I think I'll do that :p
Hmmm. I could change it back. I'll admit I've been having that problem too with the gigantic stacks of supplies.
Also made crew more expensive (and use cargo space)why you do such a thing? crew members are not a cargo, u dont need to storage them in a cargo hold Bcuz they at their post just to operate ship,so as for me u a little lost in that crew storage ;P
Previous InDev stuff...In addition to this stuff, there is now a Hegemony and Tri-Tachyon Fleet Centers that sell fleet stuff only. This is purely for organization.
This whole thing looks really promising! Can't say I'm a big fan of so mach extra stuff on map though (planet + many station). It could get a little bit messy with the already big number of structures in U'sC. I could, maybe, reduce the number of station on my end.Actually I haven't found it to be that cluttered, the Fleet Centers are right next to the regular stations, so it doesn't interfere with, say the IFed for example.
This whole thing looks really promising! Can't say I'm a big fan of so mach extra stuff on map though (planet + many station). It could get a little bit messy with the already big number of structures in U'sC. I could, maybe, reduce the number of station on my end.Actually I haven't found it to be that cluttered, the Fleet Centers are right next to the regular stations, so it doesn't interfere with, say the IFed for example.
I think this mod really is something special. Would you be interested in implementing this into U'sC?I certainly could xD. It'll take some time, lemme get it a lil more fleshed out first ;)
For some reason, I really want to add in a perm contract for IFed that spawns a powerful defense fleet. I don't know why IFed, I'll have to talk to Keptin about that though, cus the way it's set up actually requires the Player's AI Fleet faction to be included with the other mod.
You guys have no idea how much trouble it is to test this bloody thing.
Dunno if this is a concern or something you can change, but the shipbuilders guild from weapons pack delivers ships to the player hq station which can be taken for free.I will fix this in weapons pack
Oh, and a bug from the last version, I occasionally found "Profit" chips in stations (presumably from convoys). REMOVE THEM AT ONCE.Aaaand that'll be fixed too. With the absolute termination of the bloody thing.
I dont think the barracks building are working.... everyone thing they need is there yet im not getting any marines. Or are the fleets taking them from me?well i had similar problem,but im pretty sure that the description at the barracks are wrong, i think they need an ELITE CREW to train an Soldier, i just do all the cloning/training stations & now i got soldiers trained
The ability to build an infastructure is AWESOME, it's great to have something to do with creds other than just buy more ships!Hmm, that makes sense. They should be fairly large. The Atlas is going to carry stations actually.
Edit: You may want to consider making the structures even larger so that the civilian transport ships in the game will have a bit more usefulness. For example a small structure would fill a Buffalo or Tarsus up, and an XL could take something like an Atlas class.
I'll look into it. Don't forget that the fleets will use them if you have them toughI dont think the barracks building are working.... everyone thing they need is there yet im not getting any marines. Or are the fleets taking them from me?well i had similar problem,but im pretty sure that the description at the barracks are wrong, i think they need an ELITE CREW to train an Soldier, i just do all the cloning/training stations & now i got soldiers trained
so dont read the discription on the barracs , do all avaible training stations (from Green to the Elite) then im sure you will have your soldiers ^^
I think I might invest in some tankers and cover for them and start Wriath's Fuel Emporium.Hmmm... Sounds like I have to add a real tanker convoy squad. There's also an absence of personnel convoys too, I should probably fix that.
Yea, I find it difficult to find out what to spend my hard-earned cash on, ships or stations. ;DSupplies/Crew/energy for your patrol fleets are taken from your Storage Facility. This basically allows for looping: Your buildings produce stuff, send it to your storage, your storage uses them to send fleets which will bring back wonderful bounties of.... probably more supplies and a few PD Lasers (Heh, see what I did there? No really.)
Oh, and where do supplies/crew/energy have to be in order to send out a contract fleet?
OK...can someone please explain how to get contract fleets and structures to function?
And you know what the crew inside should face as danger? Accidents, just like the fleets do. They lose men based on the size of the facility, S, M, or L. L has a slightly higher change to kill crew because it's hard to coordinate work in such a large place.That's a good idea. Although because you can't "expand" your station's capacity (I could put a "limit" by using an item for space, but that's ugly) it might be a little frustrating.
Something wrong with green crew and fuel, huh? ;D
I made a quick spreadsheet for the mod (I might be a version behind now, I haven't checked)This is flat out amazing, very helpful!
Would it be possible to make the permanent squads return after a week or so and drop off their captured good and leveled up crew? As it is, it doesn't really seem worth while to use resources on ships that are just going to fly around until they die.The problem is they don't obey "max duration" of the assignments at all. Each contract fleet/patrol is set to 10 days, but they typically seem to fly around for over a month or so.
EDIT: More thoughts: creation of ships would probably take some raw materials in addition to just supplies, what about a blueprint which creates a mining fleet (venture, 2 mining drones, something like that) which flies around the asteroids for a few days, then if it survives (due to friendly patrols, or the player him/herself escorting them) it'll return to the base and deliver a load of ore which could be an ingredient in the patrols.Hey! Ships that produce a food resource and miners that produce metal and ores sounds like a fantastic idea that I'm totally not secretly testing right now in a separate mod. I SWEAR.
At this moment, I'd kill for a Fuel Convoy contract from Your Fleet fleet storage, or whatever the produced-too station is called.I've been contemplating different sizes of convoys.
I can't find enough tankers to manually move all of this fuel I'm making!
Same goes for all of the resources.
Fuel Convoy Contract - 500/1000
Crew Convoy Contract - Green (500)
Crew Convoy Contract - Regular (500)
Crew Convoy Contract - Veteran (500)
Crew Convoy Contract - Elite (500)
All of these would be fantastic additions.
Also wait a second, did he say -ships- that -create- food? as in a hydroponics ship that flies around and generates x food per day or something? Be very cool to see some of the resource creation being done on ships and some of it being done in structures.Yeah it's a thing actually. Just working on the mining.
Okay, so this thread has really grown quickly, and I'm sure that there's tons of information tucked in among the pages, but can we have some sort of documentation? Either in the original post or a link to a text/pdf, or even a txt file in with the download. Because it seems like this mod has really developed into something that you can't just walk into without any knowledge.Later today I'll try and compile everything I think you'll need to know in the original post.
Atlas_basecarrier,atlas_basecarrier,Orbital Base,flarelauncher,15,8000,250,4000,5000,200,45,25,5,2,3,2,8000,OMNI,45,0.5,1,,,50,100,2000,700,10,70,20,20000,506
Planned features for next update:
-Purchasing your Fleet Storage Facility and Fleet HQ. Both will be automatically delivered to the planet by an Atlas Freighter. You will need to buy the Storage first, then the Fleet HQ.
Umm...where did that come from? ???
Anyways, I await the next update. ;D
On ship_data.csvHmm, I'll probably stick with the Atlas, mainly because I don't want to add new ships unless they provide some sort of necessary feature for the mod, like the Farmstead Hydroponic Ship, or the Packer to make the the contracts a lil more profitable.CodeAtlas_basecarrier,atlas_basecarrier,Orbital Base,flarelauncher,15,8000,250,4000,5000,200,45,25,5,2,3,2,8000,OMNI,45,0.5,1,,,50,100,2000,700,10,70,20,20000,506
Download *.ship file: https://dl.dropbox.com/u/32263294/atlas_basecarrier.ship
Download *.variant file: https://dl.dropbox.com/u/32263294/atlas_basecarrier.variant
(https://dl.dropbox.com/u/32263294/atlas_basecarrier.png)
Download PSD (photoshop file): https://dl.dropbox.com/u/32263294/atlas_orbitalcarrier.psd
Didn't tested since i haven't got the files ofc, feel free to use this instead of a normal Atlas
This mod needs UI elements so badly :D. Still it's awesome.OH GOD YES it does. If it were only possible >_<
Oh good lord, I just realized that's an astral without cargo crates. o.O
It looks quiet ugly without them, but nevertheless, it shall server it's purpose. ;D
Yes, you now have your OWN storage facility on an all new planet, so mods that remove the Abandoned Storage Facility should be compatible.Yay! from what I read about the changes this mod just went from +10 mod of awesomeness to +100 mod of the year.
Oh good lord, take a break from this! We can live without daily updates. :)
Then why remove the abandoned place? Some of us play differently. I never buy ships or weapons, only what I capture. If it is something that I cannot capture (not in fleets) then my rule is I have to trade for it (IE bring in enough ships to swap without paying "cash"). I just don't see a reason why the mod needed to take away the station, that is not the point of the mod.
Then why remove the abandoned place? Some of us play differently. I never buy ships or weapons, only what I capture. If it is something that I cannot capture (not in fleets) then my rule is I have to trade for it (IE bring in enough ships to swap without paying "cash"). I just don't see a reason why the mod needed to take away the station, that is not the point of the mod.I removed the Abandoned Storage Facility because- Wait, how do you even remove stations anyway?
Agreed. Although I understand if you're someone who has to work during the rush of initial inspiration, keep working as hard as you like, but perhaps update every three days to a week. It's disorienting when you change a whole bunch of things every other day. Also, it's frustrating when I spend a ton of time (even with debug mode it takes a while) getting everything right, and then I see a new update and have to start over. I'm merely advising you to slow down, both for your benefit, and ours. ;)Heh, you make a good point. I do view this as sort of a beta though, up until version 1.0. With so much content being added, it can take a few hours to even test the new features, why I just don't sometimes.
However, don't take this as criticism of your work. I love it, and think that your mod is bringing new life to the game as we wait for vanilla updates. Thanks for all of your hard work. :)
405459 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.Object] with id [ore] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.Object] with id [ore] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at data.scripts.world.vfleet_PlayerFleetControl.spawnFleet(vfleet_PlayerFleetControl.java:2461)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.A.ÔÓÓ000(Unknown Source)
at com.fs.A.oOOO.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
I found a HUGE bug. Send out maybe 5 mining fleet contracts. Go to an asteroid and wait. WATCH THE ORE AND PRECIOUS METAL START FLOWING.
The more mining pods that are in the system in general, the more ore you get. Very buggy. -_-'
I found a HUGE bug. Send out maybe 5 mining fleet contracts. Go to an asteroid and wait. WATCH THE ORE AND PRECIOUS METAL START FLOWING.So wait, when you have mining pods in the system at all, YOUR getting ore from sitting on an asteroid? I'll look into it.
The more mining pods that are in the system in general, the more ore you get. Very buggy. -_-'
That would be logical, the amount of repeated coding, multiple scripts running, the coding for the miners is a complete mess. Hopefully though, with a cap set you should be able to get a full fleet of miners and not experience slowdowns.Perhaps, but I'm not sure how much a cap will help if the code is all over the place. I think troubleshooting the code for the miners and making it as minimal as functionally possible will be the main factor in reducing slowdowns, not merely limiting them.
That's the thing- I tried removing several of the most obvious variables, and it really only left the miners. Fortunately, after continuing my game for an hour after all of the miners expired, it's back to fairly normal save speeds again, but it seems to take a while for it to work itself out of the system.And it's not the miners that slow down the game, I think. It might just be the huge amount of fleets in the system.
Scratch that, nevermind. Just tested it and it is miners. Damn them, even though they're my favorite fleet. :)
Is it possible to see just having large quantities of miners in the fleet hq is as bad as having the buttload of miners already out and mining?So to answer your question, I started a new game with my version, which is one behind the latest, and bought THE WHOLE MINERS and took them to HQ and put them in and saved. Perfectly normal saving speed, which is to say, nearly instantly. Waited for one to come out, saving took about a second. After 15 had emerged (although most had been destroyed), things slowed down to three seconds. At 20, it slowed down to 10. At 25: 15.
Because I believe it is a possible source of crash inducing fun :P
this long and useful post.
Edit Edit: Can you make the Cargo fleets of all types (Traders, stations, and miners) non-aggressive? Its frustrating trying to protect miners when they're attempting to chase down heavily armed pirate fleets and then getting themselves killed.Not possible, the only way to do that would make them a separate faction that's neutral to everyone, and that is kinda awkward, as well as completely removing any reason to protect them.
Not possible, the only way to do that would make them a separate faction that's neutral to everyone, and that is kinda awkward, as well as completely removing any reason to protect them.
I put a suggestion in the forums for a "Go to location and ignore hostiles" fleet assignment, I doubt it'll happen though :<
It's becoming clear I'll have to do SOMETHING about miners, I'm not entirely sure what though >_<. Use caution when using em for the time being.
I put a suggestion in the forums for a "Go to location and ignore hostiles" fleet assignment, I doubt it'll happen though :<
Huh, I'll have to see if maybe the "Deliver Resources" assignment will do that.
...I'll also have to see if I can deliver resources to an asteroid though.
That sets the pursuit range to 0, but it'll still flee. Delivering supplies to an asteroid won't work and will crash the game - their CargoAPI is null. You can only deliver supplies to an orbital station or to another fleet.
Just to comment on that: I saw it and will keep it in mind. No promises, etc etc :)Appreciated ;) Also thanks for saving me about a half hour of pointless testing xD
I'm gonna be more careful with mining fleets. I think I had a stack of 47 sitting in my Fleet HQ (and I know there is a cap on how many are deployed), but its corrupted my save! So thats a bummer. I'd also suggest reducing the value of precious ore; even half its current value would be still fantastic.Y'know, that kills me inside. I'll try and find a way to make miners not eat up memory. I know exactly why they do, I just don't know how to change them without breaking them. For now, try only using a couple.
Y'know, that kills me inside. I'll try and find a way to make miners not eat up memory. I know exactly why they do, I just don't know how to change them without breaking them. For now, try only using a couple.
When you give a fleet an assignment, like "Go to location" or "deliver resources", you can also provide a script that will run upon completion of the assignment. What I do, is I give them a Go to location assignment, then have the script check every fleet to see if they need to go back, or if they need to keep chasing the asteroid.
The thing is, the script tells EVERY fleet this, so if you have 3 miners, and an independent miner is floating around, every moment they spend on the asteroid they're telling every other fleet to run these checks, it's very very messy.
And when they're sitting on the asteroid, this script is being run, by every single miner, probably every frame.
Hmm. You might be better off creating a fake spawn point that runs every frame ("fake" in that it doesn't actually spawn anything, and is just a hook to run some code every frame).Oh. My. God. I'VE BEEN WONDERING HOW TO DO THAT!
Take a look at BaseSpawnPoint.java (comes with the API that comes with the game) - its advance() method runs every frame.
Hmm. You might be better off creating a fake spawn point that runs every frame ("fake" in that it doesn't actually spawn anything, and is just a hook to run some code every frame).Oh. My. God. I'VE BEEN WONDERING HOW TO DO THAT!
Take a look at BaseSpawnPoint.java (comes with the API that comes with the game) - its advance() method runs every frame.
Thanks for the reply Alex ^_^
Heck, you could actually set up a (really, really hacky) custom AI for the fleet if you wanted. CampaignFleetAPI.setLocation() lets you put a fleet anywhere you want, so you could simulate movement that way. You'd be fighting against their AI, though, so I don't know how well that would work in practice, and whether I should even bring it up :)...Although I might just try this... Maybe when I have the patience to sit down for 4 hours again.
Hmm...my miners don't seem to be dropping off any ore. Help?
to tell you the truth i never saw my permanent fleets
ok there was 1 time when i remove from HQ "crew requirements" (or something like that) then i saw them go off but then my production went off 2 & it wass hell with all this (older ver) dunno how about now
Go to the Corvus II Fleet Center. Right next to the Orbital Station.Thanks. Turns out that I have to start a new game for it to kick in. Shame.
everytime you adding MOD you must start a "New Game"Go to the Corvus II Fleet Center. Right next to the Orbital Station.Thanks. Turns out that I have to start a new game for it to kick in. Shame.
Ugh, sorry guys. Been a little low on time, I'll fix it asap
Blueprint fleets delpoy fine for me. Just give the fleet a few in-game days and it'll be fine.i check again with "Midline Heavy patrol Blueprint" & still nothing, i waited whole month, put req. stuff in the same HQ (have req stuff in the storage too) & still null . . .
Blueprint fleets delpoy fine for me. Just give the fleet a few in-game days and it'll be fine.i check again with "Midline Heavy patrol Blueprint" & still nothing, i waited whole month, put req. stuff in the same HQ (have req stuff in the storage too) & still null . . .
Are you sure that was "blueprints" fleet ?
I also can't be the only person who has stations eating resources =Pwell check your HQ , if u see anu BIG RED minus at the fuel/supplies/crew ect. that means you will loose resources, just buy another production facility & ur good :]
Its pretty common for them to just not produce a resource past a certain point, and just magic away stacks of resources if they match the bugged type. Its happened with 1 or 2 resources every game.
Yup. I tried the High-Tech Heavy Patrol Fleet, it sent out all the time..-_-' i just bought all of the high tech & nothing, when i dup them at the HQ requirements ain't changing (i know you must wait a day & get back to the HQ to see changes)
I also can't be the only person who has stations eating resources =Pwell check your HQ , if u see anu BIG RED minus at the fuel/supplies/crew ect. that means you will loose resources, just buy another production facility & ur good :]
Its pretty common for them to just not produce a resource past a certain point, and just magic away stacks of resources if they match the bugged type. Its happened with 1 or 2 resources every game.
Thats definitely not related to what I was talking about! In my previous posts on it, I mentioned that resources that are placed in storage of the "bugged" resource will just disappear.well.. if you store your own bought/looted resources & you store them at "storage HQ" (or whatever's the name ) & you got some production at Fleet HQ then they need resources to keep'em going but
Then some of your basic aviation stations are using up all your green recuits. Either take away a basic aviation station or add a cloning station.
my small marine barracks dosent make marines
Well, other fleets (the patrol fleets) take them as they send out.Oh, right. I'm not clear about this: They will take up to a certain number of marines with them. They DO bring them back if they live.
Well, other fleets (the patrol fleets) take them as they send out.
A moment of silence for the 400 marine who just went missing at my fleet storage
do i need anything if i want to go mining?
Contemplating an overhaul for next patch. Lots of stuff is not very optimal, and it could probably use it.
...Of course I've been asleep, eagerly awaiting next patch :p
I'm not expecting Alex to be done before I'll be finished with the rewrite. I do plan on releasing this new version without waiting for the next update.
Okay, here's what I've got for mutiny. Once you've attacked one of your fleets, all deployed fleets will instantly begin to attack you (or, if your bigger, float around you like a vulture.)
Every day, there is a 33% chance to lose about 10% of one resource type in your Storage, including weapons.
There is also a 33% chance that instead, you will lose a little over 10% of your current credits.
The final 33% chance is that nothing will happen.
(one of those is 34%, I forgot which one. Sue me.)
The mutiny will end once you've eliminated all of your deployed fleets. During the rebellion, your buildings will not produce, fleets will not be deployed, and the free transfer will be set to false (Meaning you can remove your stuff during a rebellion, if your willing to pay for it. I can't just tell it to not sell, sadly.)
Once it ends, you will have access like normal.
Now, this is still easily the best way to get Packers and Farmstead ships, and CAN be profitable, depending on how many of your fleets you think you can slaughter before they drain all your funds. Ship farming is still possible, but carries a risk, as if your fleet is too big and slow, you'll have to spend a decent amount of time catching all your fleets, and your losing money about once every three days.
Resources are only drained from your Fleet Storage, your Fleet HQ and Abandoned Storage are fine. This MIGHT change, but honestly, the resource drain is mostly flavor. The big deal is losing all your monies.
Okay, it's been updated. Have fun everyone :p. Feedback would be appreciated, etc. etc.
Quick question, does it matter if I use green/regular/veteran/elite crew in fleet HQ yet?Not yet, I'll probably put that in when the new update comes out, because the bonuses would be very similar to the effects I'd like to add to skills.
And would blueprints for hydroponics and miners work? but with a higher limit, say it tries to keep 5 fleets out at once (maybe make it have 5 if you have 5 copies of the blueprint?)Y'know, limiting fleets based on the Blueprints in the HQ might actually be a good idea for all of them. I think I might do that.
Quick question, does it matter if I use green/regular/veteran/elite crew in fleet HQ yet?Not yet, I'll probably put that in when the new update comes out, because the bonuses would be very similar to the effects I'd like to add to skills.And would blueprints for hydroponics and miners work? but with a higher limit, say it tries to keep 5 fleets out at once (maybe make it have 5 if you have 5 copies of the blueprint?)Y'know, limiting fleets based on the Blueprints in the HQ might actually be a good idea for all of them. I think I might do that.
But yes, Hydroponic and Mining Blueprints, in addition to the contracts would be very possible.
can i upgrade to this with a save game or will i need to start over?
I Actually agree on having the station cost at list a huge amount, its made to last longer, its size would be around 5 times the biggest ship (i would imagine), huge amount of storage and crew that needs supplies.
Depending on what options it has it should be at list 100 million minimum for the smallest outpost.
Now that i think about it, why not making all vanilla weapon/ships cost 10x times, would make more sense a Paragon costing 2.5 million credits right? Even if its only visual.
I've noticed the Tri-tach still have their fleet center, is that going to be used for something?Oh right. I'll probably add the high tech blueprints back to it or something. Just in case you make the Heg really angry with you.
The automated weapon trader contract for the fleet storage (haven't checked the other one) spams '0' every so often, when there are no weapons to sell.Whoops, I'll get that fixed up. Leftover debugging message :p
can you (or someone else) please explain how mining works? I mean the specifics like, is there a difference in mining power between the Ox and the Mining Drones? Do you have to equip Mining Lasers on the Ox? What does Mining Power mean exactly? More resources gained or faster?Mining power basically increases the amount of ore you get every time you successfully mine. The Ox provides twice as much power as one wing of Mining Drones. You do not need Mining Lasers on the Ox.
also what does the Poor Neutral Mining Faction do? I have restock mod on in my current playthrough (the mod version, maybe a slight mistake) so I can't really see what it would have in Stock. Is it possible to change it's status from poor to wealthy and what would be the results?
I have a question: For the ore, are you going to eventually add different ores to various random asteroids, then allow us to use the ores to build weapons and ships? ;DWould be nice wouldn't it :p. Weapons and ships are a possibility, different types of ores, not likely in the near future. My thoughts for ships and weapons, I'm not sure how I'd do them. I want the mod to be able to run with as much compatibility with other mods as possible. As it stands, for weapons I need to specifically link the costs to the weapons for each mod, which I don't like. For creating the stuff, there will probably be a general "reverse engineering" system that will allow you to build ships you place in your Fleet HQ.
For creating the stuff, there will probably be a general "reverse engineering" system that will allow you to build ships you place in your Fleet HQ.Ohh, I'd really like to see that implemented.
Mining power basically increases the amount of ore you get every time you successfully mine. The Ox provides twice as much power as one wing of Mining Drones. You do not need Mining Lasers on the Ox.If that's the case, why are the drones more expensive then? The drones cost 6000cr and 6 FP, while the Ox costs 5400cr and 4 FP.
Mining Drones are worth 1 Power, Ox is worth 2.
It think I found a bug with the Traders. They say they start shipping at 1000 Units (in this case it was the Regular Personal one). But they seem to always ship 100.
If that's the case, why are the drones more expensive then? The drones cost 6000cr and 6 FP, while the Ox costs 5400cr and 4 FP.Oops, and oops. I'll get on those.
Also, noticed something else. The barracks don't have a report about how many marines you're producing and they don't remove green crew from the crew report.
It think I found a bug with the Traders. They say they start shipping at 1000 Units (in this case it was the Regular Personal one). But they seem to always ship 100. At least that's what is said in the message. Also when I added 400 Regulars to my Station by accident, they immediately went of with all of them. But it said it only sold 100 and I also didn't get any more money.
Also I think the Fleet HQ is a little bit overpriced in my opinion, as the high price pretty much defeats the point of adding another way to add money. After all if you have 120000 you can nearly afford a Paragon.
I installed the mod and:I agree, however it can be very profitable if your not the one doing the mining. What I'll probably do is increase the chance of getting precious ore, but the mining fleets won't drop it.
Making Ore seems to be totally ineffective cost wise (unless you want to spawn fleets)
I can't find the "free scrapper stuff" contract anywhere. The scrappers have contracts for small, med, large, huge patrol fleets but not the one i look for.
@soldier, i was asking about the OX frigate, but i see where it is now.The Poor Mining Station periodically produces mining drones and ox frigates over time.
Going to update. The unique modded contracts still won't be in, this flu makes thinking too difficult to program.
And I forgot everything I changed, should be mostly stuff that's been mentioned by you guys though.@soldier, i was asking about the OX frigate, but i see where it is now.The Poor Mining Station periodically produces mining drones and ox frigates over time.
Oh and someone asked earlier whats up with the Poor Mining Station. It's mostly just an alternative way to get Ore, as well as a place where your convoys will sell if nobody else likes you. If they don't like you, I believe you can still sell to them via convoys.
Great mod here, however I'm having trouble with my fleets not attacking or being attacked by anything other then pirate raiders. I'm running this mod with Uomoz's Corvus but even if I wage war with the Heg or TT they completely ignore my fleets. I have 20 fleets out right now and all they will do is chase pirate hounds around oblivious to the fact that we're at war with every faction in the solar system Am I doing something wrong?Weird, your fleets should copy your relationships. What kinds of fleets are you deploying? The bigger fleets should go after pretty much anyone.
I have a problem that whenever I try running Starfarer with this mod I get this message popping up and my game not starting.Glad you go it figured out xD
Fatal: Error compiling [data.scripts.world.vfleet_ConvoyEvents]
Cause: Parsing compilation unit
"com.fs.starfarer.loading.oOOO$1@c272bc"
Check starfarer.log for more info.
Help please I don't understand a single thing about that error... :|
Edit: Figured out what the problem was, I was attempting to run the mod on version 0.53.1a instead of 0.54a.
I feel really stupid. I was sitting here for 5 minutes trying to find the download link and its right there in big letters. :-[I makes it biggerfied.
Fatal: Error compiling [data.scripts.world.vfleet_ConvoyEvents]same problem
Cause: Compiling unit "data/scripts/world/vfleet_ConvoyEvents.java"
Make sure you've downloaded the newest version.
You know, Starsector v.54.1a.
Verrius, would you add the farmsteads to the poor station? there's one in the hegemony station, but if you buy it and it gets blown up that seems to be it, no more farmsteadsHeck, why not. I can probably even make them drop off their produced supplies to the station.
thanks. Farmstead frigates are some of my favorite utility ships, they've got a huge cargo hold, a big crew compartment, and they generate supplies so i don't have to keep running back to a station to get more foodVerrius, would you add the farmsteads to the poor station? there's one in the hegemony station, but if you buy it and it gets blown up that seems to be it, no more farmsteadsHeck, why not. I can probably even make them drop off their produced supplies to the station.
Yes this would be really cool!Verrius, would you add the farmsteads to the poor station? there's one in the hegemony station, but if you buy it and it gets blown up that seems to be it, no more farmsteadsHeck, why not. I can probably even make them drop off their produced supplies to the station.
...
-The Civilian Station automatically converts 15% of it's Ore and Supply stock each day, converting it to a new resource called "Wealth".
-AS the Civilian Station gains Wealth, it begins to get larger, more powerful, and more numerous fleets. The station loses wealth every time it spawns fleets.
-Poor Mining Fleets no longer use buffalo, but a poorly equipped Venture instead. This is because the Mining Fleets suffered from no hanger space. The Venture is only equipped with a Mining Blaster and 2 Light MGs, no vents or capacitors, and a special hull mod called "Economical" that reduces it's Hull and Armor by 30%, strips it's shield generator, but increases it's top speed.
-Tech Levels above 1 has the regular Balanced variant of Venture.
The bug with convoys going around patrolling instead of, well, convoying is fixed. It only happened if you had Scrappers running, or should have only happened.
can they now be wiped out by pirates or *cough* me or is just the maximum # of fleets increasing ?They can't be wiped out per say, as they can still spawn fleets without wealth. They'll just be the weak fleets we've all come to know and love. (That being said, the Digger does require more care to fight than the old Ox, and the Venture, while much more vulnerable than a regular Venture, still packs quite a punch. I can no longer easily solo the Poor Fleets with just a Hound.)
The Venture is cool... easy way to get a good carrier ;)
... maybe they should get their own carrier if you have the time to create one.
I don't know if its from having your scrappers mod installed or from fleet control, but i keep getting a crash. The only other mod i have installed is Uomoz's corvus, but that's stable.Spoiler419344 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
2710328 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
edit: Removed scrappers from the equation, still got the above error. will try a game with just fleet control.
edit edit: the problem is definitely the new version of fleet control.
I suspect that it's mod related. Did go through that core code area and added a few "just in case" checks - could be something the mod is doing that's causing the core code to fail. Actually, that seems the more likely scenario based on that stack trace - if so, there's a decent chance that's been addressed.
I've actually got a save that does just that :p. If there's anything you can see within those 10 seconds that could be triggering the crash, do let me know. I've had my eye on mine, it tends to vary by a few seconds, but it does end up crashing each time.
Man I really need a lead >_<. This is rage inducing.
is Economical available for player use, and if so, whats its OP usage like?No, and the OP Usage is 0. I've thought of having Hull Mods like a "Mining Tools" mod that gives Mining Power, but that doesn't seem possible.
So you have the option of making predefined fleets with your own resources and buying them from contracts. What I'd REALLY like to see however is the ability to define the fleets you produce yourself and have the costs automatically adjust. So if I wanted to make custom ship variants and assemble a giant fleet using a mix of ships I could. I would also be able to give some security to my convoys. Also a nice feature would be the ability to set fleets to "roles" like security and defense so they can escort convoys or my own fleet and defend areas like the fleet HQ or allies in distressA lot of these are actually ideas I'd love to have, but things get messy very quickly. Without being able to make our own UI, I have to rely solely on check if items are in places. I've put a lot of thought into both of them though.
Just my two cents on some features I'd enjoy. I'm loving the mod no matter what though! Great job!
For ships that'll either never see combat, or if they do, you've already lost.is Economical available for player use, and if so, whats its OP usage like?No, and the OP Usage is 0. I've thought of having Hull Mods like a "Mining Tools" mod that gives Mining Power, but that doesn't seem possible.
Right now, there is really no reason you'd EVER want it. Despite the speed boost, which is really only for out-of-combat travel, why would you want to A) Sacrifice your shields, B) Sacrifice 1/3rd of your Armor, and C) Sacrifice 1/3rd of your Hull?
Lunacy!
Not crash to report. seems fine.Fleets aren't actually that expensive. Perhaps they'll be made pricier in the future. Miners are 200 Wealth, Farmers are 150 Wealth.
but not sure about this : now the station spawns bigger fleets ( which is ok due their high wealth )
but it doesen´t decrease when a "big" fleet spawns , the now got 40k wealth and growing.
Edit : Now it´s 80k wealth, started fighting them ... the amount of wealth drops slightly when a new fleet spawns. ( 80k - 79,5K or something like that )At higher levels they most definately obliterate pirates. Heck, now that they have the venture, they still kill pirates as they run by at level 1. Hence why I'm strongly considering giving them their own mining carrier/freighter destroyer and/or cruiser. But they're pretty big at tech level 1 regardless, so maybe I'll scale em down a bit at the start.
and with the next exchange tick they are over 80k again.
So even if i continue hunting them the station contains so many "unrefined" ore and supplies that it will take "days" of continuous farming to
make them poor again
The amount of ressources needed to spawn a fleet should be higher, because some wealthy miner fleets prefer hunting pirates if the get to close and destroys them
... poor pirates ^^
Btw : seen 3 types of fleet ( poor,normal and wealthy ). Are there any more?
For ships that'll either never see combat, or if they do, you've already lost.Hm, I guess. I'll think on it; It just seems kinda weird, the idea behind it is the SHIP was cheaply made. Turning existing ships into cheap ships seems kinda awkward.
---
different question: Do the mining frigates have more mining power than the ox-wings?
So, I decided to play a miner, but the experience you get doesn't seem to level the character up.Spoiler(http://www.anonmgur.com/up/a0eb3ecd14247778a548a880c384ac96.png)[close]
think about it this way: You're stripping off all this stuff to make the ship lighter so its existing engine has less work to do and thus moves the ship fasterFor ships that'll either never see combat, or if they do, you've already lost.Hm, I guess. I'll think on it; It just seems kinda weird, the idea behind it is the SHIP was cheaply made. Turning existing ships into cheap ships seems kinda awkward.
---
different question: Do the mining frigates have more mining power than the ox-wings?
think about it this way: You're stripping off all this stuff to make the ship lighter so its existing engine has less work to do and thus moves the ship fasterFor ships that'll either never see combat, or if they do, you've already lost.Hm, I guess. I'll think on it; It just seems kinda weird, the idea behind it is the SHIP was cheaply made. Turning existing ships into cheap ships seems kinda awkward.
---
different question: Do the mining frigates have more mining power than the ox-wings?
a bug already knownYup. No response, or even any attention of any sort though, so odds are it won't be fixed for a while.
Verrius already asked if it is possible to check Xp/Level without a fight.
If you win a fight, you get all levels to the point or your current xp.
got from level 1 to 6 or so by killing a single pirate ship.
weight doesn´t affect speed in space because there is no drag ( or at least very very close to 0 ) like in an atmosphere, so mass would only affect your acceleration. To get faster in space you only need time and/or a stronger engine to reach a speed of x in a lesser amount of time.There's another reason I don't do much with Hullmods. The science gets out of hand.
that´s why you continue to move and keep your spin when you flameout :P ( to say it in simple starsector )
Maybe the "upgrade" that removes shieldgen makes room for another engine or a more powerful one.
I might add in more Mining Vessels of varying classes, once I not only have time, but in the right mindset.
As FloW pointed out, I've still got some things to iron out xD
Alright, so when you give ore and supplies to the Civilian Station, they get wealth which accumulates to make better mining/hydroponic fleets.
Do you get bonuses for your stations?
Or you could make it a raw product for making fuel, and you buy a refinery add-on to your station to convert the gas into fuel.I have another idea.... oil rigs on planets!
I could switch it to raw materials, but that sort of thing would have to come later. Honestly, that could be a full on Trading mod, and I've got my hands full as it is.
@VerriusNo worries, once I have a functional version you can help look for bugs :)
I dont have the biggest experience in modding this game.
But if you need a hand ill happy help anyway i can.
I dont want any credit just to help the best mod around to get to the potentiale it have.
Trading, you say? I'll just leave (http://fractalsoftworks.com/forum/index.php?topic=3978.0) these (http://fractalsoftworks.com/forum/index.php?topic=6749.0) here.Funnily enough, I saw yours and another trading mod possibility floating around, which is one reason I haven't bothered to do anything specifically myself. If anything happens, I'll definitely look into integrating support if both are enabled, that would be surprisingly easy.
In all seriousness though, as soon as I get a more usable version of Tradewinds I would love to try integrating it into whatever you have for fleet control and station construction by then, if indeed you're happy with the trading and resources I come up with. (In addition to those in the goods thread, I plan to add Reactive Gasses and Infernium, which would sum to make fuel, though I'm sure there are alternative uses as well.)
Being able to use ore to construct weapons based on ones in your cargo.So like an omnifactory? Maybe you could add in the omnifactory (with permission of course) but instead of it being active right from the start you have to spend a buttload of resources to build your own. Then you could assign a resource cost to each ship so you have to feed it ore/energy/fuel to make whatever ship you want. Perhaps you could also feed it ships to not only give you the blueprint for each ship but break them down into resources based on their cost.
So like an omnifactory? Maybe you could add in the omnifactory (with permission of course) but instead of it being active right from the start you have to spend a buttload of resources to build your own. Then you could assign a resource cost to each ship so you have to feed it ore/energy/fuel to make whatever ship you want. Perhaps you could also feed it ships to not only give you the blueprint for each ship but break them down into resources based on their cost.Hmm, having thought about it, I'd actually rather not do yet another implementation of Omnifactory. Besides, then it would only make sense to create ships of certain configurations if you have the weapons for said configuration. Plus, determining how much Ore each should cost could be a pain. Probably best to just let Omnifactory be that thing. At this point, it's probably best if people just stuck to using that.
Maybe I'm getting a bit convoluted here but once the creative juices start to flow there is no stopping them haha. The woes of being an "ideas guy".
A couple of things after a short time with this version:Good to know about the top two. What I'm probably going to do is put the regular station functions in their own sub tree. I'm a bit surprised there is no scrolling, but I have a pretty big monitor so no way for me to have tested it. I'll get that typo fixed, it use to be an "oil" refinery, but then I realized that made no sense so just made it a general "fuel" refinery.
It doesn't work with Shadowyards, but it does work with omnifactory and console commands.
The dialog tree it too long for me to see leave. The last one i can see is "Halt Operations"
In the facilities production screen it says "Build an fuel refinery" (I added the bold for emphasis)
I don't think the personnel requirements are correct. I had no people in my newly created station, and went to get them, and when i had returned it had all the resources i would have made if properly staffed.
I don't know if it was always like this, but my station wasn't free trade so i had to buy anything i wanted to use and sell anything i wanted to store.
problem with the station on 1024x768 resolutionHuh, that's weird. Does that happen any time you interact with your own stations on that resolution?Spoiler(http://i.imgur.com/I50ggQp.png)[close]
1. When giving or taking from the station it thinks its a normal NPC station (You pay and sell to it instead of Take and give)Yup, covered above, and in OP. That's something I cannot fix at the moment until the next patch.
GlitchThat sounds pretty bad, does it happen every time you spawn stations? Are the fleets by default attacking you?
1. Station infinite spawning. I have no clue what the hell happened, except I bought 1 station and now there's an infinite amount of stations. I abandoned that game due to lag issues.
2. Friendly fleets hate you. My own fleets are trying to murder me. I have no clue what the hell happened.
Yup.problem with the station on 1024x768 resolutionHuh, that's weird. Does that happen any time you interact with your own stations on that resolution?Spoiler(http://i.imgur.com/I50ggQp.png)[close]
No, only in the spawn system.GlitchThat sounds pretty bad, does it happen every time you spawn stations? Are the fleets by default attacking you?
1. Station infinite spawning. I have no clue what the hell happened, except I bought 1 station and now there's an infinite amount of stations. I abandoned that game due to lag issues.
2. Friendly fleets hate you. My own fleets are trying to murder me. I have no clue what the hell happened.
Yup.Not sure what can be done about the visual display, At least it's not a problem. Will fix the cutting off of the options though. I'll just pack the regular functions together.
luckly i have aces to the every Base option (expect to "leave" but i can live with that )
1 more thing, how patrol option works?
do i just sell ships in the patrol menu ? becouse when i tried set my 2'nd patrol fleet all ships dissapear from there or apears in the "buy/sell" menu as in the regular station.
i got this strange thing
i dunno,maybe i frag something up :-\
i try to load my old gameyou can see that mods are the sameSpoiler(http://i.imgur.com/1t5MvQU.png)[close]
but i got thisSpoiler(http://i.imgur.com/5dHn1FJ.png)[close]
LOGSpoiler83203 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading F:\STARSECTOR\starsector-core\..\saves\save_exeTEST_3401825665664564084...
85969 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
85969 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Could not call com.fs.starfarer.campaign.Faction.readResolve() : Spec of class [com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO] with id [abandoned] not found : Could not call com.fs.starfarer.campaign.Faction.readResolve() : Spec of class [com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO] with id [abandoned] not found
---- Debugging information ----
message : Could not call com.fs.starfarer.campaign.Faction.readResolve() : Spec of class [com.fs.starfarer.loading.[close]
all i did was load another mods ( Exerelin+faction) deleing starsector.log then Load Fleet Ctrl Mod + lazy lib
i dunno mayby its a vanila thing or something
Just to clarify; I am 100% sure Exerelin will not be compatible with Fleet Control sorry :(well 1'st i was trying your mod, then Exerelin & later i was gonna return to your mod (& my save game)
(if you were not doing that then I'm not sure what the issue was. 'abandoned' is a faction in Exerelin.
Just to clarify; I am 100% sure Exerelin will not be compatible with Fleet Control sorry :(
Is this like a forever thing or will these two play nicely at some point the future? Because I think Fleet Control is just perfect for Exerelin!! It's the one thing that I don't like about Exerelin because you can't control your fleets and your attack stations make it really difficult to expand in any sort of timely or organized manner..I personally haven't tried Exerelin, or looked at the source as it got started after I mostly stopped playing. Seeing as how big it is, I'll definitely LOOK to see if there are any compatibility issues I can fix on my end, once I'm done.
seems like it's dead huh ?