Fractal Softworks Forum

Starsector => Mods => Topic started by: Verrius on August 09, 2012, 11:40:07 AM

Title: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on August 09, 2012, 11:40:07 AM
Currently revamping the mod for Version .6, download for the old version above. Probably doesn't work, but I haven't tried. The new version will make use of the dialogue system, allow you to build stations wherever you like, and have much more control over precisely what your stations do. Will keep this thread updated as I move along.

Test version uploaded here.  (http://www.mediafire.com/download/4h3wvvg7po0at4w/Fleet_Control_v1.8.zip)

Currently testing: Building, Facilities, Patrols.

Trading fleets are not available yet.

In this version, you can buy a station contract from the Temporary Fleet Center around Corvus II. From there, you should be able to interact with any planet in the sector and build your station there, as long as you have a contract.

You should be able to build multiple stations, although I can all but guarantee that having multiple stations around a single planet will be broken in some way. You won't be able to do that when I actually do a proper release version. More than one station outside of a single planet should, in theory, be fine. You never know though.

The functions you are allowed to perform at your station include constructing facilities and setting up fleets.

Constructing Facilities:
Facilities start cheap, but increase in cost with each successive purchase for that particular station. Purchasing anything also increases the price of all facilities by a smaller amount as well. There is no set limit to how many facilities you can have on a single station. There is a crew required amount, but it is not checked yet, so don't worry about it.

Setting Up Fleets:
You can have up to 3 fleet configurations set up at any given time. The chances of a fleet spawning are evenly divided. Each day, the station will attempt to spawn one of them at random. If you have the resources to spawn it, it should appear.

To set up a fleet, go to the sub menu and click on the one you want to change. The tooltip should display the cost information provided you have one set up. Once you've clicked the button, it will open up a buying/selling screen. Sell the ships you want placed in the fleet. They will retain all of their weapons, mods, capacitors etc. You can buy the ships you've placed in the configuration whenever you like. Free transfer is currently broken, going to have to wait for the actual game to patch for that.

Also, later down the line there will be a different dialogue system when interacting with your own fleets, and it will not involve being able to attack them at all. Unless I figure something out, it would be way to cheesy to just create weaponless ships and farm them.

Old information:
Spoiler
How it works:
Download Link (Starsector Patch .54.1a) (http://www.mediafire.com/download.php?ipvnd787w741po9)

Step one: Buy your Storage Facility.
This is going to be where your fleets will deposit their goods, and where your structures will pull resources from to make more resources. You must buy this before you have access to the Fleet HQ.

Step two: Buy the Fleet HQ.
Here is where everything happens. Though it seems like the same as your Storage Facility, when you place fleet contracts here, they will spawn actual fleets. This is also where you deposit any structures you buy. Your structures need crew to be powered, place some crew of any level (not marines) based on the number of structures you have.

Brainbread made a very useful spreadsheet for this mod, you can get it here. (https://dl.dropbox.com/u/79686020/Starfarer%20Production%20Mod%20Spreadsheet.xls)

Using this with other mods:
Should be compatible with most mods, however it is also LINKED to a few mods as well. Here's the extra content you'll have available to you.
Each Mod Faction will have 4 tiers of squads, plus 1 permanent contract unique to each faction (Currently missing in this version).

Scrappers Faction: Provides a contract that will occasionally spawn a convoy that will deliver free Scrapper stuff to your Storage Facility.
Shadow Order: Provides a contract with a small chance per day to spawn a Spec Ops Phase Fleet which will attack an opposing Station.

If anyone else is interested, and would like their mod to be made compatible/linked, let me know in a reply or something. It DOES require the "AI Player Faction" to be added to the separate mod. I'll probably do a section on that when I actually have sleep.

Soon, I think I'm gonna start doing the factions in UC myself. Since it's a compilation of many mods, that'll help significantly.

Known Issues:
Nothing big to my knowledge.

Any help would be appreciated for variants, balance, and ideas. Thanks!

Version 0.1: Added the initial wave of fleet contracts, with mod support for Scrappers and Shadow Order.
Version 0.2: Added the Supply Trader and the Packer freighter to each squad.
Version 0.35: Added the bloody Weapon Trader along with the Automated Weapon Trader.
Version 0.5: Added in a huge variety of buildings.
Version 0.55: Thanks to Darloth, I no longer have to manually add in modded faction relations! Hurrah!
Version 0.70: Adding mining and hydroponic ships/fleets. You now have to buy your Storage and Station.
Version 0.75: Fixed lots of errors.
Version 0.80: Added the Station Reports, reduced mining speed significantly, and added an Ore cost to patrols.
Version 0.90: Rewrote much of the code. Redid how convoys work, added a "Poor" faction that spawns neutral miners, added a mutiny system, and more.
Version 0.95: Added a set of Industry skills
Version 0.98: Added in the Ox as a small mining frigate. Retuned mining overall.
Version 0.99: Fixed some bugs.
Version 1.00: You now gain experience from mining and selling via convoy. Your fleet should now share your relations again.
Version 1.10: Poor Mining Faction changes. Now gets wealthier with success. Ox changed to a fighter wing. Replaced by the Digger, a mining frigate.
Version 1.15: Fixed a bug involving Hydroponic Civilian Fleets.
[close]
Title: Re: Fleet Control Mod (v.1, .53a) Minor fleet management. Testing appreciated!
Post by: The Soldier on August 09, 2012, 02:14:34 PM
Fleet HQ?  What's that?
Title: Re: Fleet Control Mod (v.1, .53a) Minor fleet management. Testing appreciated!
Post by: Verrius on August 09, 2012, 02:18:12 PM
It floats around Corvus I, the same planet as the Abandoned Storage Facility. I should probably find a way to explain how it works in game xD.

EDIT: Remember when I said Corvus I? I lied, it's Corvus II :(
EDIT: The above edit is actually a lie. I must have been REALLY TIRED.
Title: Re: Fleet Control Mod (v.1, .53a) Minor fleet management. Testing appreciated!
Post by: Uomoz on August 09, 2012, 03:14:32 PM
I think this mod really is something special. Would you be interested in implementing this into U'sC?
Title: Re: Fleet Control Mod (v.1, .53a) Minor fleet management. Testing appreciated!
Post by: Verrius on August 09, 2012, 03:55:46 PM
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 ;)

(Especially with the shear size of U'sC)
Title: Re: Fleet Control Mod (v.1, .53a) Minor fleet management. Testing appreciated!
Post by: DelicateTask on August 09, 2012, 05:17:33 PM
Quite simply put, I like it.

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).

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 sure complain a lot for someone who claims to like the mod. ;) It's only because I like it that I care to see it become something truly fun to use.
Title: Re: Fleet Control Mod (v.1, .53a) Minor fleet management. Testing appreciated!
Post by: Aleskander on August 09, 2012, 05:40:48 PM
Neat, I think this is the first mod that actually adds campaign depth instead of just new factions/ships
Title: Re: Fleet Control Mod (v.1, .53a) Minor fleet management. Testing appreciated!
Post by: Verrius on August 09, 2012, 06:38:42 PM
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.

The best part though, might be the second station that floats around Corvus I, your "Profit Center." This is a normal shop that you can quickly sell your extra spoils to, typically you should be able to transport large amounts of gear without having accidents.

I also added a 175 Speed Frigate Freighter that is added to every Contracted Fleet that can carry large amounts of cargo. It has very high Speed, Hull, and Armor for it's class as well, but only has a small turret mount and accelerates/handles VERY SLOWLY. This means even the smaller fleets can carry big loads, maintain their speed out of combat, and overall have a greater chance of making it back alive.

Hopefully I can push this update out today.
Title: Re: Fleet Control Mod (v.1, .53a) Minor fleet management. Testing appreciated!
Post by: bluntfang on August 09, 2012, 10:06:17 PM
Is there any chance of the fleets coming back with a "prize" (a captured ship).
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Verrius on August 09, 2012, 10:10:00 PM
Sadly no, not yet. They have this habit of integrating ships into their fleets instead of dumping them off at the Storage >_<.
I think I'm gonna try to figure SOMETHING out though, I think it'd be cute if you could find a ship in there once in a blue moon. Maybe a mod specific contract or something.

Also, new update for tonight! Integrated with Scrappers and Shadow Order, updates for both the other mods are also available to work with this one.

Basically everything I added is covered by my post above, I believe.
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Wriath on August 10, 2012, 03:32:59 AM
Not really sure what the coding limitations are for something like this, but would it be possible to dump ships into the fleet hq and have the 'contract' use them as a separate fleet, then give you control of the ships again after the raid?
Edit: also worth mentioning; it's great to see a mod like this that adds gameplay mechanics instead of just more content. (not that more content isn't nice, we just have an awful lot of high quality stuff and it's great to see someone expanding it in a different direction, this could definitely be something groundbreaking like the diplomacy mod that started with Gunrunner's a while back.)
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: theSONY on August 10, 2012, 06:15:26 AM
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 wepons,
thx again you give a little spice to the curret game ver.

BUT...  ::) what if you can cuztomize friendly fleets, like just put your own ships (that current not in use) in "friendly fleet" & just let them do stuff

OFF TOPIC:& if there any mod out there that customize other faction wepons? randomize or something like that
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Wriath on August 10, 2012, 07:05:34 AM
That's uhh... pretty much what I asked was possible Sony
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: DelicateTask on August 10, 2012, 07:14:19 AM
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.

I agree. The final game will likely incorporate most of what this mod is trying to do, and more effectively, but that update is (as far as I can tell) a LONG way off, and it's great to have a mod that allows for some cool stuff right now.  :D

I don't think that any sort of "Get rich quick" method would be very fun, but I was thinking that if, on a larger scale, having these fleets could be profitable, then you could have some sort of trading gameplay type where your main source of income is protecting your traders for resources and money. Right now I'm a little tired of blowing the crap out of pirates for cash, then attacking the Tri-Tachyon because I'm bored, then killing the Hegemony simply because I can. A more managerial type of gameplay would be a breath of fresh air.

Finally, I'd like to agree with everyone else that I really appreciate mods that add gameplay value, rather than new ships, weapons, and factions all over the place.
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: theSONY on August 10, 2012, 09:13:04 AM
well SOOO SORRY Wriath  that i don't read elier posts (ony 1st)

besides
                                                                                                               ::)     
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Xareh on August 10, 2012, 10:02:22 AM
OK, I really really like this mod.
Along with Thaago's restock mod my campaign has been completely revitalized.

Though the pricing is iffy

Paying just 120 credits - that's one light machine gun - for an early game fleet to stomp stuff in your name is very OP.

IDK really
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: The Soldier on August 10, 2012, 10:56:23 AM
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.
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.
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: theSONY on August 10, 2012, 11:05:19 AM
about "Profit" card (or whatever it is)  you can gain 1k just buy & sell it
& u can attack friendly fleet
thats things that disturbed me so far, BUT still Love the Mod Bcuz you can rise your own EMPIRE
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: The Soldier on August 10, 2012, 11:35:00 AM
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?
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Aratoop on August 10, 2012, 11:35:53 AM
The only problem is the amount- using devmode and restock, I might ( ::) ) have placed a full stack of an armarda in there-the game lags out sooo much
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Verrius on August 10, 2012, 12:37:46 PM
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.
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: The Soldier on August 10, 2012, 12:41:58 PM
Ah, so the trade fleet needs 1000 supplies in which station to set off?
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Verrius on August 10, 2012, 12:44:38 PM
Yep, 1000 supplies in your Abandoned Storage Facility.

The idea is that you can have your contracted fleets and such fly around, they dump their supplies, the supplies are then traded.
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Xareh on August 10, 2012, 12:46:19 PM
Hmmm...
maybe give the merc fleets OP variants or something to make up for the poor returns?
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Darloth on August 10, 2012, 01:07:40 PM
At the moment you're not buying the ships though - you're paying some mercenaries 120 credits to stomp stuff in your name and give you any interesting weapons they find, and whatever supplies and fuel they looted that they don't immediately need - they get to keep any ships they capture, so this deal is pretty sweet for them as well :)

If you DO want them to drop off ships, how's this for a possibility?
First, store what type of fleet they all are in some enum somewhere - I'm assuming you'd have to subclass the fleet class for this if you haven't already
Then, have a script that fires when they reach the abandoned station, before they dissolve.
The script would check through every ship that's currently in the fleet, and if it finds a) any ship types that weren't in there from the start or b) more of a shiptype than the fleet started with, it adds the excess to the adandoned station.  Technically these would be entirely new ships (presumably blank hulls) rather than the -actual- looted vessels, but I doubt anyone would care that much.
I imagine the coding would be a bit of work but from what I've seen of the fleet and cargo APIs, this should all be possible?

(LazyWizard's advice on convoy delivery here (http://fractalsoftworks.com/forum/index.php?topic=3737.msg57504#msg57504) would probably be helpful for this?)
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Reshy on August 10, 2012, 01:20:16 PM
Can we see a video of it in action?
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: The Soldier on August 10, 2012, 02:14:22 PM
Why watch a video when you spend 5 minutes of you time installing it?  Trust me, it's much better playing it than seeing it. :)
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: The Soldier on August 10, 2012, 07:29:36 PM
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).  Of course, this leads to bad things. ;D Plan to fix this:  make the Profit chip a positive 6000, not negative, and have the supply fleets return their load to the Abandoned storage facility (so you don't have to buy it).

And don't make the supply fleets drop off more supplies in the Profit Center/ASF (if you choose to change it) because it turns into an endless cycle.  You must work for money, not travel endlessly between the ASF and the Profit Center!

Also, the Profit Center and the Fleet HQ can be the same thing if you take my advice for the spamming of Profit chips.  Also so you can't see stuff to your own place, duh. ::)

And I find the larger contract fleets (Assault 1/2 fleets) are extremely good at getting supplies and weapons back to the base, as well as crew.  I once saw, after one run from a High-Tech Assault Fleet 1, it dropped off 10 Elite crew and 300 supplies!  Quiet a few weapons were included as well.
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Verrius on August 10, 2012, 08:02:38 PM
Hmm, yeah I don't really like the profit center. I'll probably remove it, add a "Weapons trader" who will manually trade whatever weapons you leave in the Abandoned Station*.

Since I've now learned how to directly change money, the Profit items will be changed/removed.

EDIT1: *This is actually turning out to be really bloody hard.
EDIT2: I'm going to lose my job over this game. I can't sleep when I get focused though.
EDIT3: I've got it working, should update this morning. I've sacrificed so much sleep to get this done at this time, so there had BETTER be some appreciation or I will sure as hell tie a noose and hang myself off the ceiling.
Title: Re: Fleet Control Mod (v.25, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 11, 2012, 03:00:31 AM
Okay the update is up. Things new in this version:

The Weapons Traders. These JERKS were a MENACE to add, so they better get some love. To use them, first place them in your Fleet HQ like the other squads.

For the REGULAR Weapon Trader, place the weapons you want them to sell in the Fleet HQ.
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.

Also, the Traders are no longer permanent, HOWEVER they are returned to your Fleet HQ upon returning. So keep them safe!
And I removed the Profit Center. Nobody liked it, neither did I. Except for you exploiters. Shame on you  ::).

Known issues:
-The Energy Core from the Shadow Order is not being sold by the convoys, it just stays in the HQ/Storage. I know why this is happening. I just don't want to test the fix because I need a nap before work... /sigh
-If you cram too many weapons on one convoy, it will probably explode on the way there. They have lots of space, but not UNLIMITED space. However, since you get paid in advance for weapons (which could in itself be considered an issue, but it seemed the only way I could reasonably do it) it's no big a deal. You'll just need to buy another trader.

BTW: In case anyone is wondering why this was such a menace, it seemed I had to make two lists of each weapon in the game+mods to get it to work. One containing the Weapon ID and Price, the other containing the Weapon ID and a number I could use to search for it in said list. If I knew more about Java (Hey, it's been a while since I took CS2 okay?) I not only would have not taken forever to figure this out, but I would have figured out a way to do it easier, because you know DARN WELL there is a better way, I just haven't found it and don't feel like finding it yet :p.

BTW2: So yeah, if I don't see those Mediafire Download numbers and topic replies when I get home from work tomorrow, I will probably hang myself.

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 ;)

EDIT: /sigh I seem to be in "coding mode" right now, which means sleep is impossible. Expect an update later with production structures, fuel convoys, and personnel convoys later. Also, I think I'll throw in some quick checks to see if popular mods are running, and have your relations properly effect your faction with modded factions. There won't be any squads added yet though, that'll be my next project.
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: theSONY on August 11, 2012, 05:22:27 AM
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


thats cool ^^
BUT you earning only 1000, looks closely

Okay the update is up. Things new in this version:
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 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
But still grat mod ^^
oww.. a new version :3
checking in progress . . .
Title: Re: Fleet Control Mod (v.25, .53a) Fleet management, testing needed!
Post by: Verrius on August 11, 2012, 06:23:17 AM
DON'T !! so where i/we/they can storage wepons for ourselves?
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
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.

The MANUAL ones work by placing the weapons you want to sell in your Fleet HQ. This replaces the Profit Center with something that makes more sense.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: theSONY on August 11, 2012, 06:45:39 AM
yeah well i was a little hasty about that, still trying to figure everything out on my own
 so i will shut up for some time & just enjoy this (MOD)cookie <om nom nom nom>  :-X
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Xareh on August 11, 2012, 06:50:08 AM
Is it a known bug that the fleets are dropping the loot off in the Abandoned Storage Warehouse rather than the profit center. I am also getting excess crew.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 11, 2012, 06:54:40 AM
You still have a profit center? Make sure you have the newest version.

Anyway, they're all suppose to drop them off at the Storage Facility. The reason why they do this instead of the Fleet HQ, which is the same thing, is to avoid clutter.

The crew thing, they're not SUPPOSE to, but I don't know how to stop them >_<. They don't seem to do it very often though, so I guess we can just figure they need a home...
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: The Soldier on August 11, 2012, 07:31:21 AM
Excellent!  I look forwards to the new updates, and the current one is very appealing. :)

But a cloning facility...?  Isn't that a big too far ahead in the future? ;D
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Wriath on August 11, 2012, 07:55:49 AM
Cloning isn't too high tech a tech in my opinion considering we can do it on a lesser scale these days, that could be an easy explanation for where all these poor dirt cheap people are coming from. Amped to try structures mode, keep up the awesome work, very excited to see more!
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: keptin on August 11, 2012, 07:56:42 AM
This mod is frickin' awesome and it's great to see your progress in only a few days!  Keep on truckin'!
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Sunfire on August 11, 2012, 08:27:01 AM
The mod can't find shoadow order scout contracts and crashes when it tries to use them, I was unaligned with anyone
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 11, 2012, 10:27:40 AM
The mod can't find shoadow order scout contracts and crashes when it tries to use them, I was unaligned with anyone
I'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?
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: The Soldier on August 11, 2012, 11:04:26 AM
ah, love the mod thus far!  MY only gripe is that there isn't a midline or high-tech patrol fleet. -_-
Anyways, I didn't find any bugs with the vanilla version.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Sunfire on August 11, 2012, 12:37:39 PM
The mod can't find shoadow order scout contracts and crashes when it tries to use them, I was unaligned with anyone
I'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?

It said it could not spawn the actual unit
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: theSONY on August 11, 2012, 01:37:21 PM
ok mod is fine & stuff
BUT.. why do it ? & i rly ment the transports, are the sold wepons goes for more cash or what ?
Bcuz if i have to buy transport for 25,000 cuz im lazy & i can't do im for myself its kinda strange
PS: sorry for my english & still a Pole & stuff liek that + i got my daily beer for today
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: The Soldier on August 11, 2012, 01:46:01 PM
The weapons transport gives you more money than YOU selling it would.  Purchasing weapons from a station and using the weapon trader, I think, would only give you the same amount back or slightly less.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: theSONY on August 11, 2012, 03:38:21 PM
Ok i do my own research & E rly =mc2 
oh & wepon transport sell stuff for bigger prices
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 ?
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: The Soldier on August 11, 2012, 03:45:54 PM
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.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 11, 2012, 10:14:42 PM
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.

I do plan on adding in each faction from U's Corvus though after this update. Which should be sometime later today, I work at 3am though >_<

It's worth noting that there will be a quick update after this one enabling interaction with all the factions, but the Faction Squads will be implemented later, as that requires extra files to be in the OTHER mod as well.  


IN DEVELOPMENT: (This will be placed updated with a list of my updates. This is mostly to help ME lol
Structures. Structures will utilize a new resource called energy, as well as supplies and fuel. You will need crew in your Fleet HQ to power these facilities as well.

(Operational)
Solar Plant S: Produces 5 Energy per day.
Supply Structure S: Produces 5 Supplies per day, but requires 3 Energy and 1 Fuel to power.
Fuel Structure S: Produces 2 Fuel per day, but requires 4 Energy to power.
Cloning Facility S: Produces 3 Green Crew per day, but requires 4 Energy and 3 Supplies to power.

(Planned/Currently being added)
Solar Plant M/L/XL: Produces 10/20/40 Energy per day. Requires 25/40/60 crew per building.
Supply Structure M/L/XL: Produces 10/20/40 Supplies per day, but requires 4/5/6 Energy and 1/2/3 Fuel to power. Requires 30/50/75 crew per building.
Fuel Structure M/L/XL: Produces 4/8/16 Fuel per day, but requires 5/6/7 Energy to power. Requires 45/65/90 crew per building.
Cloning Facility M/L/XL: Produces 6/12/24 Green Crew per day, but requires 5/6/7 Energy and 3/4/5 Supplies to power. Requires 50/70/95 crew per building.
Crew Training Facility 101/102/103: Promotes x Crew per day at the cost of 5/10/20 energy. 101 promotes 3 Green to Reg, 102 2 Reg to Vet, 103 1 Vet to Elite. Requires 10/20/30 crew per building.
Barracks S/M/L/XL: Promotes 2/3/5/8 Green Crew to Marines per day at the cost of 3/5/6/10 energy and 1/1/2/3 supplies. Requires 10/20/30/40 crew per building.

Shipyard constructs: All shipyard constructs will attempt to use the highest level crewmen in your Storage Facility.

Low Tech Small Patrol: 20 Energy, 30 Supply, 10 Fuel, 25 Crew to deploy. 1 Hound, 2 Talons (+Packer)
Midline Small Patrol: 25 Energy, 30 Supply, 10 Fuel, 28 Crew to deploy. 1 Brawler, 1 Broadsword (+Packer)
High Tech Small Patrol: 30 Energy, 30 Supply, 10 Fuel, 37 Crew to deploy. 1 Wolf, 2 Wasps (+Packer)

+10 Marines if available

Low Tech Patrol: 50 Energy, 70 Supply, 20 Fuel, 142 Crew to deploy. 1 Buffalo MK.II, 1 Lasher, 2 Hounds, 4 Talons, 2 Piranha (+Packer)
Midline Patrol: 60 Energy, 70 Supply, 20 Fuel, 101 Crew to deploy. 1 Hammerhead, 1 Vigilance, 1 Brawler, 2 Broadswords (+Packer)
High Tech Patrol: 75 Energy, 70 Supply, 20 Fuel, 114 Crew to deploy. 1 Medusa, 1 Tempest, 2 Wolves, 4 Wasps (+Packer)

+20 Marines if available

Low Tech Heavy Patrol: 100 Energy, 120 Supply, 30 Fuel, 433 Crew to deploy. 1 Dominator, 1 Enforcer, 1 Buffalo MK.II, 2 Lasher, 3 Hounds, 5 Talons, 3 Piranha(+Packer)
Midline Heavy Patrol: 120 Energy, 120 Supply, 30 Fuel, 359 Crew to deploy. 1 Apogee, 1 Falcon, 1 Hammerhead, 1 Vigilance, 2 Brawler, 3 Broadswords (+Packer)
High Tech Heavy Patrol: 150 Energy, 120 Supply, 30 Fuel, 241 Crew to deploy. 1 Aurora, 2 Medusa, 2 Tempest, 2 Wolves, 5 Wasps, 2 Dagger (+Packer)

+40 Marines if available

For these patrols, I'm going to try to make it return your crew to the storage facility as well. Those numbers are approximately the minimum required to deploy those fleets.

Nothing in this section is downloadable yet, just whats available/being worked on in the Dev Version.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Xareh on August 12, 2012, 03:02:02 AM
Man i love this mod. I can properly be my character now, which would be a fleet of high tech frigates roflstomping everything and letting my other fleets deal with other stuff.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: theSONY on August 12, 2012, 04:05:01 AM
SEE soldier everything is predetermined who will they fight ;P
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: The Soldier on August 12, 2012, 07:33:24 AM
Meh. -_-
Excellent work on the facilities so far, I'd love to see them.  But first, maybe you'd have to purchase the facilities before you can use them?
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 07:56:16 AM
SEE soldier everything is predetermined who will they fight ;P
Well 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.

Structures function like the squads: You buy them, take them to the fleet hq, then each day they produce. You can have as many as you like, as long as you have enough crew in your fleet hq to run them.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Plasmatic on August 12, 2012, 09:21:40 AM
Soon as I activate this mod I get this shortly after starting a new campaign.

Spoiler
104602 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.vfleet_PlayerFleetControl.spawnFleet(vfleet_PlayerFleetControl.java:65)
   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)
[close]

I am running a couple of other mods, but from what I can tell, none of would have files that interfere with this mod.

I noticed that the fleets this mod spawns don't dump the stuff into the station you spawned (Fleet HQ) they dump it into the abandoned storage facility. That might be the cause as one of my other mods removes that abandoned facility.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 09:33:01 AM
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?
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Plasmatic on August 12, 2012, 09:40:13 AM
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)
As it removes the abandoned Storage Facility the spawned fleets dump their things into.

Other mods I run:
Green Sun & others
Neutrino
Lotus
Scavangers
Independant Mining
Cruiser carriers.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 09:43:27 AM
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.)
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Plasmatic on August 12, 2012, 09:44:38 AM
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.)

Wouldn't it be possible to just have them dump the stuff into Fleet HQ?
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 09:47:14 AM
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
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Plasmatic on August 12, 2012, 09:57:43 AM
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

Ahh, true, so far I've only got 2-3 different fleets at a time and only once has any of them returned anything so never noticed the cluttered bit :P
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 10:11:51 AM
When I test things I make everything free. While testing the trade convoys I was deploying 11 fleets EVERY SINGLE DAY, it got cluttered so ridiculously fast by stacks upon stacks of Supplies. Not to mention the world getting cluttered.

However, that's not as much of a problem anymore now that I've raised the stack size on resources to like, a million.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: The Soldier on August 12, 2012, 10:35:56 AM
God, I hate the supply stacks in the mod right now. -_- When I want 100 supplies, I always manage to get 200-300 supplies, it's annoying.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 10:39:55 AM
Hmmm. I could change it back. I'll admit I've been having that problem too with the gigantic stacks of supplies.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Plasmatic on August 12, 2012, 11:55:53 AM
Hmmm. I could change it back. I'll admit I've been having that problem too with the gigantic stacks of supplies.

You could change the stack sizes to around 2500. I did that myself :)

Also made crew more expensive (and use cargo space)
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: theSONY on August 12, 2012, 02:40:41 PM
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
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: silentstormpt on August 12, 2012, 04:03:36 PM
Until you have API over the UI side of the game there's not much you can do besides this

Ive been using your mod with UC and so far no crashes, seems to be perfectly compatible, no needs for any modifications from your side
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 05:54:25 PM
Do your fleets actually interact with the other non-standard factions? They SHOULDN'T, but if they do I need to take a look at my code and see where I went right xD.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Uomoz on August 12, 2012, 05:55:31 PM
If they take your standings, why not :D

EDIT: nvm.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 07:22:40 PM
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.
There is a new planet that spawns, and has your Fleet HQ along with a new Storage that actually belongs to your fleet.
Stack sizes are going to be capped at 2500.
U'sC faction relations will be tied with your fleet.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: The Soldier on August 12, 2012, 07:40:57 PM
Ah, nice.  Where's the new planet going to be located?
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 07:48:34 PM
Just due north of the Hegemony Planet, much closer to your spawn location than Corvus I. Testing this thing is SO MUCH NICER without having to FLY OVER THE FRICKING SUN.

...Hehe. Anyway, I need some opinions.

-Adding a feature where you have to buy the Fleet HQ/Storage (probably together) before you can use them. Once you have the item in your inventory, a convoy containing an Atlas will fly to the new planet and deploy the stations, enabling the use of fleets.

-Making the structures use a large amount of cargo space, requiring you to haul them to your fleet HQ to deploy.

These features make sense from an IMMERSION standpoint, but is that worth the trouble of having to buy your Fleet HQ, and haul your structures?

EDIT 1: ...And I just watched Corvus 1 orbit THROUGH the new planet. That was funny.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: The Soldier on August 12, 2012, 07:56:42 PM
Ah, love it all!  GIVE ME ALL YOU GOT! :D

EDIT:
Why does everything start with "fleet" in the game?  It always says "You fleet Assault" and doesn't finish it.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 08:24:42 PM
Oh, because the faction is named "Your fleet" lol.

Yeah, it might be prettier if it said "Your patrol fleet" or "Your assault fleet". I'll play with some other ways to do it.

BTW: Damn this update is massive. I'm getting exhausted.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Uomoz on August 12, 2012, 08:36:54 PM
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.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 10:10:58 PM
Whew, just got over a major bug, there are only a few things left for me to do and I can update.

EDIT: Currently testing the links to U's C

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.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Wriath on August 12, 2012, 10:32:21 PM
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.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 10:40:08 PM
Hmm, weird. I'll have to see how he has it set up, I can probably fix that.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Uomoz on August 12, 2012, 10:55:15 PM
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.

That sounds nice! On a side note, is it viable to remove the extra planet if this project gets ported into U'sC? I'd really like to have only vanilla planets :D
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Verrius on August 12, 2012, 10:59:54 PM
If you want to integrate it directly into U'sC then your free to do whatever you like xD.

Thing is, I don't make my mods with the intent of putting them into compilations, everything I do I want to be sort of an "addon". Hence, why I've never bothered to even ask if Scrappers or Shadow Order could be included with any compilation (Omega Minimash just sort of... Added the Scrappers THEN told me. Which I'm okay with.)

I don't own the bloody code though, in fact I already told UpgradeCap he can totally take the code and morph it into Caelus, as long as I have nothing to do with it because I suck at collaborating.

So long story short, feel free to poke at the code* and use it however you like :). Add to it, change it, copy it, we're all in this game of making Starfarer better together.

Also, update incoming like now.

EDIT: I'm exhausted. You guys have no idea how much trouble it is to test this bloody thing. In fact, there are a few parts that aren't well tested at all, so if anyone notices anything funny, please please please speak up! But for now... Time for some spaghetti.

*I just have one request... If you do look at the code, don't make fun of me for my lack of organization Q_Q

The next stage:
The Storage Facility and Fleet HQ will be initially purchasable. Build your empire literally from the ground up. Immersion update really.
More additional features as they come to mind will be added here, or moved to subsequent posts.
Title: Re: Fleet Control Mod (v.1, .53a) Minor fleet management. Testing appreciated!
Post by: Uomoz on August 12, 2012, 11:09:46 PM
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 ;)

Then I got this all wrong. Nevermind, let's keep things separated (but I may link to this thread from U'sC thread, because all this looks and plays awesome).
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Verrius on August 12, 2012, 11:15:01 PM
Sounds good :).
Mod linking is going to be a pretty big part of this mod (that's sort of my alternative to selling it to compilations) however; If there are any requests you have for it, I will certainly listen. I do hope I can add in squads and a contract for each of the factions involved.

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.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: keptin on August 12, 2012, 11:20:56 PM
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.

I'm down  8)

Let me know what I'd have to do.


You guys have no idea how much trouble it is to test this bloody thing.

Not coding, perhaps, but I've been sitting here for the last two hours with Maya, Photoshop and After Effects, building a batch workflow for animating weapons.  It goes to show that nothing worth doing is ever easy.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Uomoz on August 12, 2012, 11:22:55 PM
Only one request: bare with me. I like to drastically change my mod every now and then xD.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Verrius on August 12, 2012, 11:31:20 PM
You sir, are going to kill me one of these days, but so be it :p.

Of course, any issues that arise that we don't find I'm sure someone will pretty darn quick. I always like to make sure my mods are compatible with the latest and greatest compilations and mods.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Archduke Astro on August 13, 2012, 01:45:02 AM
Verrius, yours is an utterly intriguing concept for a mod. I can't wait until I have the time to plug it into craftomega's Minimash compilation (soon to be Megamash, actually) and watch the sparks fly.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Verrius on August 13, 2012, 02:55:37 AM
Once they update it I'll be sure to link the two together as well ;).

Oh, I also forgot: U'sC Weapons currently can't be sold by the weapons trader yet. I forgot to implement that, I'll do it when I have more time.
Title: Re: Fleet Control Mod (v.35, .53a) Added Weapon Trader Contract, testing needed!
Post by: Apophis on August 13, 2012, 05:15:58 AM
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
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: The Soldier on August 13, 2012, 06:18:16 AM
;D
UPDATE!!!
Excellent work, Verrius, I think you deserve a break. :) If you haven't updated the fleet names, I have a personalized one that has more proper ones.  Code is replaced with "Your" instead of "Your Fleet" and most fleets have their names changed.  Scout, Scout, Skirmish Fleet, Light Assault Fleet, Assault Fleet, Heavy Assault Fleet, Capital Fleet (all with "Your" in front when seen in-game).  If you want it, I can PM you the file to save you some work. ;)

Oh, and a bug from the last version, I occasionally found "Profit" chips in stations (presumably from convoys).  REMOVE THEM AT ONCE.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: silentstormpt on August 13, 2012, 06:24:45 AM
Wouldn't make more sense the names be based on their tech lvl too, [Lowtech/Midline] [Capital/Strike/Raiding/Assault] Contract [Team/Force/Squadron]
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: The Soldier on August 13, 2012, 06:47:01 AM
Well, that's based on the faction personality, not the composition of the fleets.  Anyways, hopefully you got that last bug I posted about Verrius.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Verrius on August 13, 2012, 07:36:49 AM
Unfortunately I work for an eternity today, but when I get home I'll play around with the names :p

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.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: xanderh on August 13, 2012, 07:43:39 AM
This looks and sounds really cool. I'll give it a try, and report back with feedback.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Wriath on August 13, 2012, 11:25:21 AM
The ability to build an infastructure is AWESOME, it's great to have something to do with creds other than just buy more ships!
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.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Hiigaran on August 13, 2012, 11:26:04 AM
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?
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: theSONY on August 13, 2012, 12:36:11 PM
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
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 ^^
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Verrius on August 13, 2012, 03:31:24 PM
The ability to build an infastructure is AWESOME, it's great to have something to do with creds other than just buy more ships!
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.
Hmm, that makes sense. They should be fairly large. The Atlas is going to carry stations actually.
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
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'll look into it. Don't forget that the fleets will use them if you have them tough
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: bluntfang on August 13, 2012, 04:05:27 PM
Have been trying it for a few hours.  Very cool. I love the feel of setting up your own station.  I am not too far, just a few facilities up and working. It is funny to see me spending cash on the station rather than ships.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: The Soldier on August 13, 2012, 04:12:30 PM
Yea, I find it difficult to find out what to spend my hard-earned cash on, ships or stations. ;D
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?
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Wriath on August 13, 2012, 05:35:54 PM
I think I might invest in some tankers and cover for them and start Wriath's Fuel Emporium.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: theSONY on August 13, 2012, 05:39:46 PM
umm... Verrius i just got ONE but(t), i dunno if other did notice that, but when you buy a fleet ( nigh-tech, low-tech,tech-tech or whatever, jut the big ones) & they starting to fly around shooting,killing hunting,looting,rapi...hopla 0_0 , & stuff & they decide to return & drop the loot & disappear, their loot is a little joke (common you know that,did you ;>) all the drop is like 3 point def lasers or any similar PO, i never seen any mid/large weaponry
 well i dont mind that much still LUUUV's the Mod , but its just not not worth to buy it (unless there is a big bully after you)
well thats it
SONY out <ksht>
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Verrius on August 13, 2012, 06:43:38 PM
The loot they drop is actually the same loot you'd get if you killed the fleets yourself. Chances are they don't kick as much rump as you do though.

During testing, while using capital fleets and the Shadow Order mod, I found a Mega Shadow Cannon in my inventory. THAT was gratifying :p. To help improve the loot however, I think what I'll try to do is raise the amount of time your fleets roam, but limit the number of fleets you can have deployed at any given time.

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.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: The Soldier on August 13, 2012, 06:57:24 PM
How long do fleets roam about?  And how the heck do I get the different stations to work?
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: Verrius on August 13, 2012, 07:04:14 PM
Sorry, I meant to answer your questions earlier but it totally slipped my mind >_<.
Yea, I find it difficult to find out what to spend my hard-earned cash on, ships or stations. ;D
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?
Supplies/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.)

Once you buy the Patrol Blueprints, place them in your Fleet HQ to begin spawning patrols.
To get structures to function, you must place crew of any level in your Fleet HQ based on the number of crew per structure stated in the descriptions. For example, if you have 3 Small Solar Plants, you need 45 Crew in your HQ to operate them. These crewmen are not used up, and will remain until you remove them. If enough resources are available in your Storage Facility to produce the resource, your building will send the produced item to your Storage Facility to be used by patrols and other structures.
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: bluntfang on August 13, 2012, 07:09:33 PM
If there is a shortage of workers, how does the mod prioritize what is produced?
Title: Re: Fleet Control Mod (v.5, .53a) Buildings! Produce resources, train crew, etc.
Post by: The Soldier on August 13, 2012, 07:11:07 PM
THANK YOU!
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.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Verrius on August 13, 2012, 07:20:59 PM
Updated to version .55, which uses Darloth's Hated Faction (http://fractalsoftworks.com/forum/index.php?topic=3852.0) methods to properly link all modded faction relations without me having to do jack squat.

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.

...Which is why I think I should totally make it happen if you decide to load your entire station full of green crew. Maybe higher crew levels reduce/null the chances of accidents murdering your workers? That'd be logical.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: mendonca on August 14, 2012, 03:52:29 AM
I'm disappointed I haven't responded to this thread to say how amazing it all looks.

I look forward to getting some time to play about with it soon  :)
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: theSONY on August 14, 2012, 05:06:47 AM
strange thing


so my problem is that production of crew has totaly stop
so i dunno if im missing something or something just messed up

http://imgur.com/a/PjrEy
i posted some images, of my HQ's & my storage HQ 10 days after
all the plants are XL & they messed up after i buy more then 1 per plant

& another thing , supply transport is selling 1000 supplies for 3500 credits
BUT 1000 supplies is worth 4000 credits when selling manually   ???
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: silentstormpt on August 14, 2012, 05:25:37 AM
For someone whos got no experience in making campaigns or solar systems, i guess its not possible to make different looking stations right?

like this:

(https://dl.dropbox.com/u/32263294/Solar%20Station%202.png)
or
(https://dl.dropbox.com/u/32263294/Solar%20Station.png)
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: The Soldier on August 14, 2012, 06:38:35 AM
Yea, just replace the .png file in graphics/station
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Wriath on August 14, 2012, 06:49:19 AM
Soldier wouldn't that replace ALL of the stations with those pictures? I think he means making stations with separate graphics in the same mod.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: The Soldier on August 14, 2012, 06:51:45 AM
Well, not that I know of.  It might mean tinkering with the core code that way, and that's not legal. :( But I've no experience with modding further than ships, weapons, etc. and there might be a way.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Brainbread on August 14, 2012, 10:31:26 AM
I made a quick spreadsheet for the mod (I might be a version behind now, I haven't checked)

All you have to do is plug in how many of each station you have, and it'll let you know how much of each resource you're producing and consuming, and how many crew you need at your Fleet HQ in order to man all of it!

https://dl.dropbox.com/u/79686020/Starfarer%20Production%20Mod%20Spreadsheet.xls

Edited. Made some fixes to it because I can't apparently look over my own work prior!

Bolded items are positives.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: The Soldier on August 14, 2012, 10:37:38 AM
You are a life saver.
Thanks!
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Brainbread on August 14, 2012, 10:39:40 AM
https://dl.dropbox.com/u/79686020/Starfarer%20Production%20Mod%20Spreadsheet.xls

Use this version! Not the one I linked like two minutes ago.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: The Soldier on August 14, 2012, 10:52:34 AM
Something wrong with green crew and fuel, huh? ;D
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Brainbread on August 14, 2012, 10:53:35 AM
Something wrong with green crew and fuel, huh? ;D

Yup, and accidently running off the one in the Dropbox. Should also now have a line showing the income off it. Which means you can now see the bonuses of including a new facility!

Which pretty much boils down to, "If you're trying to make money, only add fuel stations and nothing else," as they'll pay themselves off in about 300 days, where as other XL facilities take 2.5+ years to make back their investment.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Wriath on August 14, 2012, 11:13:44 AM
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. I also noticed that after I had run the lowest price low tech BP, then the next price up BP, I tried to run the lowest tier midtech blueprint and I couldn't get them to spawn. Does the 'one at a time' in the description refer to fleet blueprints in general, each specific type of bp, each tech level, or each level of bp?

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.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Darloth on August 14, 2012, 11:40:22 AM
It should indeed be possible to make the fleets return 'early'.

I'd do this by giving the fleet several 1-day long patrol / raid orders rather than one long one.

Then you can have a script run after each that checks things such as cargo capacity / value of cargo, supplies remaining, current fleet size vs original fleet size.  If it determines the fleet should return, change the assignment to do so.

in THEORY, this is all fairly simple....

in practice... eh, anyone else feel like trying? Or should I have a go eventually?
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: silentstormpt on August 14, 2012, 11:58:10 AM
It can be done via selling "X day contract fleets"
Meaning you make more contracts now divided by amount of days...

1 day
7 days
30 days

This also means 3 times the amount of possible contracts...
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Wriath on August 14, 2012, 12:11:13 PM
I was more reffering to having the patrols you create return after a while as opposed to the fleets you hire.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Brainbread on August 14, 2012, 12:33:58 PM
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 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.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Verrius on August 14, 2012, 01:42:23 PM
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 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.
I've been contemplating different sizes of convoys.

100/300/500/1000 resource traders of each type.

Once I'm not secretly working on other stuff, I'll probably add those :p
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Wriath on August 14, 2012, 01:52:29 PM
Cool to (SECRETELY/NOT) hear about the food and mining stuff, one thing that's definitely missing is a cost per day, just having the initial investment cost and no expenses is a bit silly when you're dealing with something like all this.

Now for Verrius' Sim Starfarer (don't forget to raise those taxes!)
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Brainbread on August 14, 2012, 01:54:47 PM
I'm not sure what I'd need to do to replicate this, but currently placing energy into my Storage makes it all disappear, leaving a stack of energy that goes between 388-389 or so. I've got 23 Small, 7 Medium, 6 Large, 2 XL Plants.

As well, I have unlimited marines in my storage despite removing all of my marine producing places.

I think there might be some issues :D

Fixed it! Just had to move all of my facilities to storage, sell off absoluitely everything that was in storage, and now I'm good to go.

Somehow I have 1.4 million credits in elites and marines.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Uomoz on August 14, 2012, 01:56:44 PM
This mod needs UI elements so badly :D. Still it's awesome.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Wriath on August 14, 2012, 02:10:23 PM
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.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Verrius on August 14, 2012, 02:11:21 PM
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.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Wriath on August 14, 2012, 02:13:38 PM
Sweet merciful crap, we finally have a reason to fly around with civilian ships and keep them safe.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Verrius on August 14, 2012, 02:18:23 PM
It was Keptin's idea, so this might culminate through a separate mod. Should be easy enough to implement to this one though.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Wriath on August 14, 2012, 02:31:53 PM
If you guys need any testers, I'll be more than happy.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: DelicateTask on August 14, 2012, 03:17:00 PM
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.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: silentstormpt on August 14, 2012, 03:22:46 PM
Well mods like this that can be compatible with just about anything and yet adds alot more game time are always great to have and improve
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Verrius on August 14, 2012, 04:35:23 PM
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.

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.

New resource - Ore. Ore can be obtained by either mining asteroids (manually or with miner contracts) or Planetary Mining Facilities (Slow), and will be a new required cost for producing patrol fleets.

New Convoys - Convoys for Fuel, Ore, and each type of personnel will be provided.

New Contracts - Mining contracts. The miners will choose an asteroid, follow it until they have full cargo, then return to you with the stuff. You will get the contract back if they make it alive.

New Structures - Mainly for Ore.
S/M/L/XL Mining Facility - Produces 1/2/4/6 Ore per day at the cost of 4/5/6/7 Energy, 2/2/3/4 supplies, and 1/1/2/2 Fuel per day. Requires 20/30/40/50 Crew at your Fleet HQ to operate.

Added Ore to deployment costs:
Low Tech Small Patrol: 10 Ore
Midline Small Patrol: 10 Ore
High Tech Small Patrol: 7 Ore (I view high-tech ships as being less metal-intensive)

Low Tech Patrol: 20 Ore
Midline Patrol: 20 Ore
High Tech Patrol: 15 Ore

Low Tech Heavy Patrol: 40 Ore
Midline Heavy Patrol: 40 Ore
High Tech Heavy Patrol: 30 Ore

Ideas I chose not to implement and why:
Food Resource - Supplies already encompass food. I originally wanted to use food as a cost for producing supplies, but I don't know if it's worth producing food from ships if I'd inevitably have buildings that do the same. With the Hydroponic Ships providing supplies, you can ALSO use them to offset the supplies used to operate your fleet.

Metal Resource - I originally wanted to make a factory that can process the ore into metal, which could be used for ships and stuff. But that just seemed like an unnecessary hassle. Thing is, it'd make more sense, so please discuss.

Do discuss whether or not you guys would like to see these features however, that's why I listed them.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: silentstormpt on August 14, 2012, 07:07:56 PM
On ship_data.csv
Code
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

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

Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: The Soldier on August 14, 2012, 07:12:14 PM
Umm...where did that come from? ???
Anyways, I await the next update. ;D
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: silentstormpt on August 14, 2012, 07:15:25 PM
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

Hope it brings some light on this shadowy world  8)
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: The Soldier on August 14, 2012, 07:16:42 PM
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
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Verrius on August 14, 2012, 07:20:29 PM
On ship_data.csv
Code
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

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
Hmm, 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.

However, if you have this ship in a mod, I could easily run a check to see if your mod is enabled, then if it's true, replace the Atlas with this guy. That'd work out :)

This mod needs UI elements so badly :D. Still it's awesome.
OH GOD YES it does. If it were only possible >_<
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: silentstormpt on August 14, 2012, 07:25:32 PM
i dont see how it would "affect" and make other mods crash, as long as, its not bought-able and it has a unique id.

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

Sorry if its ugly tho, im not much of an artist and it can serve as a placeholder. I left the *.psd file so you can change the atlas (already without the crates) in any way you want.

PS: Its a Atlas, not a Astral  :D

Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Wriath on August 14, 2012, 08:58:31 PM
New update sounds sweet!
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Plasmatic on August 14, 2012, 11:40:07 PM
Have you made the mod spawn the storage facility itself yet, or otherwise not screw up if I happened to have a mod that removes the original storage facility?

(don't ask me why they decided to remove it)
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Verrius on August 15, 2012, 12:08:12 AM
Yes, you now have your OWN storage facility on an all new planet, so mods that remove the Abandoned Storage Facility should be compatible.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Plasmatic on August 15, 2012, 12:11:16 AM
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.
Title: Re: Fleet Control Mod (v.55, .53a) Compatibility changes
Post by: Verrius on August 15, 2012, 12:34:34 AM
Currently debugging the new version, which takes forever as it were.

I also just remembered that the Miners aren't going to know what to do, so I have to fix that. But after those are done, this version should be live later today!

EDIT: It turns out a lone Atlas is a brutal pain to defend.
EDIT2: It also turns out miners think they're pirate hunters.
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: Verrius on August 15, 2012, 02:55:40 AM
Updated to .7. We're becoming feature complete, pretty soon there won't be much left to add.

In this update, you must now purchase your Fleet HQ and Storage Facility. Once you make the order, wait a day and an Atlas with some bodyguards will spawn to deploy the station on the Lost Planet.

Also added in this version is mining and hydroponic ships. Anyone who's seen my Trade Resources Mod example will know what this is about.
HOWEVER, in this version, any AI fleet with mining power (currently only the independents and yours) will automatically chase asteroids around until they have a full cargo, then return it to their faction's station.

This update took me all night. The new structures have not been tested, nor have the new trade convoys.

By god please tell me if something goes wrong with them! I will fix them ASAP. Unfortunately I work late tomorrow, but should anything go wrong I'll fix it as soon as I get home.

Oh, and I should mention, I forgot to add the Ore Cost to the patrol fleets. At the moment, Ore is only good for selling. That will be fixed tomorrow as well. Right now I'm bloody tired.
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: The Soldier on August 15, 2012, 07:11:14 AM
Oh good lord, take a break from this!  We can live without daily updates. :)
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: DelicateTask on August 15, 2012, 07:24:23 AM
Oh good lord, take a break from this!  We can live without daily updates. :)

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.  ;)

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.  :)
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: Wriath on August 15, 2012, 07:36:45 AM
Am I correct in assuming that this doesn't require the Trade Resources Mod?
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: The Soldier on August 15, 2012, 07:42:42 AM
No, it's already integrated.  the trade resource mod was simply a test to see if anything would go wrong for us.
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: bluntfang on August 15, 2012, 08:10:37 AM
Hmm, I started a new game with the last update, no stations outside of the "Lost planet" for my fleets :(  .  Am I missing something?

(Just noted that the abandoned station is missing as well, so no storage period.)

Dropped all other mods and started a new game with just fleet control, it does appear to be the culprit.
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: The Soldier on August 15, 2012, 08:25:02 AM
You now must purchase your fleet stuff. :)
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: bluntfang on August 15, 2012, 08:33:27 AM
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.

Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: The Soldier on August 15, 2012, 08:35:47 AM
Not sure about the abandoned storage facility, I almost never used it.
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: bluntfang on August 15, 2012, 08:55:20 AM
I confess it is pretty cool to watch the convey go out and deploy the station.  Very immersive.
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: Sunfire on August 15, 2012, 09:29:29 AM
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.



It's there in mine
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: Verrius on August 15, 2012, 10:31:27 AM
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?
*cough* It should still be there :p

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.  ;)

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.  :)
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.

Expect another update today, I don't know if the convoys are actually making money.
Also, 1000 Ore is really freakin' heavy, so that convoy will default to 200 Ore before they'll trade. General rule of thumb for future convoy sizes: Ore will be 1/5th the size of each, because they're 5x heavier.
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: FlashFrozen on August 15, 2012, 12:06:41 PM
Gave this a try and I have to say it's pretty darn neat :D

But when I finally got myself to the point of mining this happened :(

Code
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)

At the time I had some midline escorts , a few mining pods and an ore trader out. had some ore already in the storage, but then it crashed, so my guess somethings wrong with the trader? but I'm not sure.

Regardless this was a very neat mod :P
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: Verrius on August 15, 2012, 12:13:51 PM
That's fixed in my current version, which should go up soon-ish. Sorry bout that xD
Title: Re: Fleet Control Mod (v.7, .53a) Added miners, hydroponic ships, and more convoys
Post by: bluntfang on August 15, 2012, 12:19:56 PM
Then I have no clue what happened to it.  With the version I downloaded this morning does not show the abandoned station, even with just this mod and a new game.  

Regardless, I got the station launched, it will do the same for me.  Thanks again for the great mod.

Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes.
Post by: Verrius on August 15, 2012, 12:34:29 PM
Fixed most of the errors. It would seem convoys work now, miners don't crash the game, and everything has descriptions.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes.
Post by: FlashFrozen on August 15, 2012, 12:39:57 PM
Not sure if intended, but in your campaign, resources.csv you've set all the credit values of the items to 0, so everything is sorta free xP

derp :D
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes.
Post by: Verrius on August 15, 2012, 12:40:42 PM
Damnit, I uploaded my version. BE RIGHT BACK

EDIT: There we go :p.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: The Soldier on August 15, 2012, 01:21:34 PM
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. -_-'
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: Kreyesh on August 15, 2012, 02:57:43 PM
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. -_-'

(http://www.google.com/url?source=imglanding&ct=img&q=http://i0.kym-cdn.com/photos/images/original/000/131/351/eb6.jpg?1307463786&sa=X&ei=NxssUNbkLcjWqAGT7oDICg&ved=0CAwQ8wc&usg=AFQjCNH9yi2M7ToCb1M7zoCELh7NXMm1NA)

:P

On the bright side, dude this mod is amazing, adds tons of the stuff i would love to see more of in the game. once its compatable with more added content it'll be even better!
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: The Soldier on August 15, 2012, 03:01:20 PM
I'd say neither.  :P

The mod IS amazing, I'll say that.  LazyWizard, you'd better up your game before Verrius overtakes you and your economy mod. :)
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: Wriath on August 15, 2012, 04:00:54 PM
Don't bring memes insulting other forum users here dude.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: DelicateTask on August 15, 2012, 04:12:14 PM
Okay, so I might have overdone things just a smidge- every permanent contract available and 25 mining contracts. It now takes 5 minutes to save a game, and I've been unsuccessful in loading it back in. I'm not sure if this bodes well for both this mod and the whole sandbox thing planned for the game in general. :-\
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: The Soldier on August 15, 2012, 04:16:06 PM
We just need a limit on how many fleets can be in-game at one time. :)
Maybe once character traits are implemented, this can be done more efficiently.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: Verrius on August 15, 2012, 04:23:37 PM
I can probably limit how many fleets you have active fairly easily. I'll try and do that for the next version.

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. -_-'
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.

EDIT: Or are you simply saying they mine too effectively?
EDIT2: OH GOD they mine fast! I think I totally see what your saying. Yeah, I'm gonna drop that down drastically.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: DelicateTask on August 15, 2012, 05:08:45 PM
Actually, I think that the miners are also what slowed down my saving/loading so badly. I turned on compressed save data or whatever it's called, ran Starfarer in a window to watch my CPU and memory, of which I had plenty, and saved before buying 25 mining contracts, no problem. Built up by base in devmode, no issues. However, after putting the contracts in my HQ and spawning them alongside a decent security force, saving slowed way down.

Sure, you're expecting that, now that there are so many fleets flying around. HOWEVER, I had twice as many fleets out my last save, and it ran just fine. Need more proof? I waited for all of the contracts to expire and every fleet to despawn, and it still took nearly twenty seconds to save. Now that's nothing compared to at least two minutes like the previous game, but significantly than the one second before activating the miners in the first place. And all this time I've still got plenty of memory and CPU to go around.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: Verrius on August 15, 2012, 05:10:28 PM
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 fleets of miners and not experience slowdowns.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: silentstormpt on August 15, 2012, 05:27:35 PM
Probably the amount of loops on the miners, since there no actual "real" mining code on the game so far, its repeating the "go in that asteroid" every 100 ms (or w/e Star Farer has it set for) for every fleet
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: DelicateTask on August 15, 2012, 05:34:06 PM
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.

For example, if the limit was 20 fleets at once, I could put out 20 miners and, provided they don't all get horribly murdered, it will theoretically do the same thing to my computer.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: The Soldier on August 15, 2012, 05:44:49 PM
Don't just drop down the mining rate, I say buff it because alone, the player mines so slowly.  But when there are other fleets in the system with mining drones near asteroids, it increases the rate of mining.

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. :)
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: DelicateTask on August 15, 2012, 05:52:14 PM
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. :)
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.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: FlashFrozen on August 15, 2012, 05:52:37 PM
Just to check, since i decided to buy a pile load of miners ( for cough afk money goodiness )

save becoming nonpossible because of the sheer wait time and I crashed the game with a java overhead warning  :D

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?

Because I believe it is a possible source of crash inducing fun :P
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: DelicateTask on August 15, 2012, 07:46:29 PM
Keep in mind, I had compressed save information on for this test, which supposedly makes it faster to load/save, and bought nothing besides the full stack of 1000 miner contracts.
MacBook Pro, 4GB memory, 2.4GHz Dual Core Intel. Running the game in Steam because I can.
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?
Because I believe it is a possible source of crash inducing fun :P
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.

At this point, I removed the contracts and waited for a few minutes while the miners were horribly *** by pirates. When starting a new game, your planet is close to the Hegemony station which happens to be close to the pirates, who love miners. Although things sped up to about 7 seconds, there were no miners left alive.

Naturally, the only course of action was to ramp it up a bit. After 35 more, it took 30 seconds. I opened it up and let loose 50. Naturally they weren't all spawned at once, and there were no more than 15 out at a time, but it didn't take any longer to save than before.

It seems that miners alone can't slow it down to crashing, but they do have a much stronger effect. I could dominate the whole solar system with fleets everywhere, fighting all of the factions at once and only slow down saving to 5 seconds, 7 tops without compressed save info. While 15 miners take it to nearly six times that with compression. Along the way, I nearly 2GB of RAM and topped out at about 60% CPU usage by the game.

Interestingly enough, after switching back to uncompressed save files and saving to make it convert back, loading brought the game to a complete standstill. I'm still waiting after several minutes. Strangely, saving didn't take more than a few seconds longer uncompressed, so I don't know why loading completely murders it.

Update: Hey! It's been an hour, and still no movement. Loading after a good number of miners without save compression just doesn't happen.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: Verrius on August 15, 2012, 08:20:58 PM
Hrm, I can experiment with various options, but I can't make any promises on this one. There aren't very many ways to make mining work properly :(.
If only there was a wait or a follow assignment where they'll just sit on the asteroid for a set time, or somethin'.

I don't wanna remove 'em though.

Planned features for next update:
Ore a properly implemented cost for patrol fleets.
Mining speed drastically reduced.

New "Resources" - Station Reports. These are items that are automatically reset in your Fleet HQ each day. They help indicate how many resources your producing, will tell you if your producing negative resources (which obviously will result in a net loss of resources and eventual nonfunctional buildings,) and tell you exactly how many crew you need to operate your buildings.

They're worth nothing, so don't bother removing them from your Fleet HQ. All that will do is clutter your cargo up.

After this update, I'll probably spend more time fixing any bugs you guys find, and maybe dip into Shadow Order again.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: GruntyThrst on August 15, 2012, 08:31:57 PM
IS it possible to update a save from the vanilla game so that it works with this mod, or is a new game required?
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: Verrius on August 15, 2012, 08:32:29 PM
Unfortunately you'll need a separate save file for this mod.
I think.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: GruntyThrst on August 15, 2012, 08:40:50 PM
Oh well. I can think of many worse fates than having to once again claw my way out of the pit of anonymity and terrorize Corvus once more.
Title: Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
Post by: DelicateTask on August 15, 2012, 08:56:23 PM
Usually, anything that modifies the campaign world requires a new game, modding things like ships doesn't. However, because this mod adds extra planets, scructures, etc. to the world, it needs a new game.
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Verrius on August 15, 2012, 09:59:18 PM
Updated to 0.80. Let me know if you guys find any problems, there probably won't be a content update for a lil while :p. Time to revisit some of my older projects.
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Brainbread on August 16, 2012, 11:06:34 AM
I'm getting extremely long save times after installing the Large Fuel production station, not sure why though. I had a similar issue when I was using the Supply Trader contracts in 0.7.

I'll try removing the facility and seeing if thats the cause. Also, awesome job with adding the +/- and crew requirement "UI" stuff to the Fleet HQ! Its very handy.

Edit: Still happens after I removed all the facilities. Instead of 2-3 seconds to save, its more like 15-20 seconds.

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.
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Brainbread on August 16, 2012, 12:50:20 PM
Barracks S, and Barracks M are consuming resources but not producing Marines!

Edit: There is a consistent bug that happens; sometimes your station will not produce any resources of a specific type. If you place that resource into the station, it will eat it (if you leave the station, fly around, come back the resource will be gone, even if nothing consumes it). At the moment, its doing that to my marines.

Removing all of the resources from the station does not fix this, and I'll give a shot to removing all of the facilities too.

Edit: Removing the facilities doesn't work. I had the same bug in the previous version, except that it ate energy (which is really obnoxious, as you can't deploy fleets since it would not get over a certain value. At least this time its something non-essential)

Edit edit: Marines are back after I added Elite crew! I'm still perplexed.

Edit Edit edit: Found the source of the Save Time error!

"Fatal: GC overhead limit exceeded. Check starfarer.log for more info"

1928171 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError: GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at java.nio.CharBuffer.wrap(CharBuffer.java:350)
   at sun.nio.cs.StreamEncoder.implWrite(StreamEncoder.java:246)
   at sun.nio.cs.StreamEncoder.write(StreamEncoder.java:106)
   at sun.nio.cs.StreamEncoder.write(StreamEncoder.java:116)
   at java.io.OutputStreamWriter.write(OutputStreamWriter.java:203)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeXMLContent(XMLStreamWriterImpl.java:1475)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeXMLContent(XMLStreamWriterImpl.java:1398)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(XMLStreamWriterImpl.java:679)
   at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(DelegatingXMLStreamWriter.java:140)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.doIndent(IndentingXMLStreamWriter.java:125)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(IndentingXMLStreamWriter.java:94)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(IndentingXMLStreamWriter.java:156)
   at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
   at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
   at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
   at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
   at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:181)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:171)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:116)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:229)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:208)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:171)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:116)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Verrius on August 16, 2012, 01:09:57 PM
Unfortunately, utilizing miners will cause your game to save extremely slowly as mentioned here by
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.

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.
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Brainbread on August 16, 2012, 01:31:33 PM

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.

Well, Cargo fleets and such will ignore hostiles to and from the stations; thats what I was thinking of?
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Verrius on August 16, 2012, 01:33:09 PM
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.
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: The Soldier on August 16, 2012, 01:35:18 PM
Nope, cargo fleets for me attack other smaller fleets.
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Alex on August 16, 2012, 01:41:08 PM
I put a suggestion in the forums for a "Go to location and ignore hostiles" fleet assignment, I doubt it'll happen though :<

Just to comment on that: I saw it and will keep it in mind. No promises, etc etc :)

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.
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Brainbread on August 16, 2012, 01:43:29 PM
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.

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.

I guess if you can set Asteroids to have a cargo value in the mod, but I'm also not a modder so I have no idea ^^
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Verrius on August 16, 2012, 01:47:24 PM
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
EDIT: Having a command that will allow them to automatically follow the asteroid (or rather, any SectorEntityToken) for a duration would be nice too. And by follow, I mean the equivalent to the player fleet clicking on an asteroid or planet. Go there and sit there. I do this already, but my methods are... Causing some issues :<

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.
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Brainbread on August 16, 2012, 01:54:06 PM
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.

Its no worry. I restart all the time as is. Would capping the number deployed work, or is having stacks of them in the station the main issue?
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Verrius on August 16, 2012, 02:00:35 PM
No, here's the issue:

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.
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Alex on August 16, 2012, 02:55:36 PM
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).

Take a look at BaseSpawnPoint.java (comes with the API that comes with the game) - its advance() method runs every frame. Sounds like you could be doing these checks in a custom spawn point's advance() method instead of in the "on arrival" script. You could figure out when something has "arrived" by doing a simple distance check - that's what the core game does, anyway.

All the other spawn points derive from BaseSpawnPoint for convenience, but they don't actually have to. They just have to implement SpawnPointPlugin.

Or you could actually derive from BaseSpawnPoint and set up a low interval and do the work in spawnFleet() (which can return null if it doesn't want to return a fleet). That way you could set it up to run as often as you like, instead of every frame... or just do that by mimicking what BaseSpawnPoint.advance() does.

Hopefully I'm not belaboring the point too much, let me know if this makes sense.


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 :)
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Verrius on August 16, 2012, 03:56:37 PM
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).

Take a look at BaseSpawnPoint.java (comes with the API that comes with the game) - its advance() method runs every frame.
Oh. My. God. I'VE BEEN WONDERING HOW TO DO THAT!
Thanks for the reply Alex ^_^
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Sunfire on August 16, 2012, 04:11:59 PM
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).

Take a look at BaseSpawnPoint.java (comes with the API that comes with the game) - its advance() method runs every frame.
Oh. My. God. I'VE BEEN WONDERING HOW TO DO THAT!
Thanks for the reply Alex ^_^

dadada! it's alex to the rescue!
Title: Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
Post by: Verrius on August 16, 2012, 05:03:44 PM
Yes indeed. I think I might have found a solution, I'm testing it now.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on August 16, 2012, 09:52:48 PM
Done! They work just as well as before, but shouldn't slow your game down anymore.

...They still think they're pirate hunters though. That's not getting fixed anytime soon :<

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.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: robokill on August 17, 2012, 12:35:21 PM
Do I need to download this or does downloading scrappers say suffice
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on August 17, 2012, 01:45:22 PM
No, this is an entirely separate mod. There is some extra content in there if you have Scrappers and/or Shadow Order installed though.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on August 18, 2012, 11:38:28 AM
Well, it appears as if there are no bugs in this version. :)
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Durendal5150 on August 19, 2012, 04:19:59 AM
Well, I got this lovely little bit right here. :/

Spoiler
java.lang.NullPointerException
   at data.scripts.world.vfleet_MiningEvents$1.run(vfleet_MiningEvents.java:222)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.ÒÖ0000(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.super.o00000(Unknown Source)
   at com.fs.starfarer.A.öOÓ000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

No idea what that's about; but that save's shot now.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 19, 2012, 01:01:50 PM
My miners seem to enjoy flying around to asteroids, chillin' for a bit, and then hanging around the Fleet Storage for a few minutes before depositing nothin' and then flying back! I've had a total of 1 mining fleet (the very first) deposit something before it all broke.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on August 20, 2012, 02:34:53 PM
Hmm...my miners don't seem to be dropping off any ore.  Help?
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 21, 2012, 12:33:33 AM
Hmm...my miners don't seem to be dropping off any ore.  Help?

Yup, definitely got the same problem. On the plus side, wiping out a Mining fleet nets me 9,000 credits, or 3x their value. Might be an easier way of farming money (until your own faction hates you, of course).

If you include captured ships, attacking them gives you about 4x the investment in them, and they don't seem to ever get angry at you!
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Chronosfear on August 21, 2012, 01:53:12 AM
great mod , I love it but i have some  issues. :(

even with enough resources the spawn of my permanent fleets stops.
some have already spawned and got destroyed.
now there is none left

not getting marines ftom barracks but I think I receive them from the veteran & elite pilots training camp including the pilots. even when removing the barracks this keeps happening.

i confirm the bug with the miningfleet


thanks for the time you put into this one.



 
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: theSONY on August 21, 2012, 03:11:00 AM
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
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 22, 2012, 08:47:04 AM
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

Sometimes your stations will dump resources into a black hole. So that say, if its energy, your station will be "producing" it but won't store it past a certain level. So none of your fleets has access to it.

And then will never deploy.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Ravelair on August 22, 2012, 01:51:04 PM
Stupid question: where do I buy fleet HQ and storage facility?
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on August 22, 2012, 02:29:25 PM
Go to the Corvus II Fleet Center.  Right next to the Orbital Station.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Ravelair on August 22, 2012, 02:39:14 PM
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.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: theSONY on August 22, 2012, 02:45:02 PM
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"
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on August 22, 2012, 06:38:18 PM
Ugh, sorry guys. Been a little low on time, I'll fix it asap
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Chronosfear on August 23, 2012, 07:27:52 AM
Ugh, sorry guys. Been a little low on time, I'll fix it asap

Glad you´re back :)
take any time you need.
RL should stay a top priority  ;D

I think those "permanent" fleets chewing energy like hell because i had an + of about 300 energy in my HQ.
But Storage didn´t increase that much.
Then at least some small patrols startet spawning again.
I thought it was supposed that the need some ore for fuel. Energy would fit better on the other hand :)
so maybe set ore, fuel, supplies and crew as a one time need and energy as a per day need if possible.
Also this could be used as some sort of fleetmaxium.
At least a personal one 8)

I would like to see tradefleets for energy as my storage is filling slowly and i don´t want to check my station every now and then
or when do they start to dumb that into a black hole ?  ;)

Oh and another bug. Fleets trading supplies turn into Marinetraders after a run ( only 1 fleet remains as a trader for supplies )

Thanks again.
Chronosfear
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on August 23, 2012, 07:32:20 AM
Oh yea, as a balanced change for the mining fleets, change the fleet loadout from a buffalo and a tonof mining wings to a Venture and a 3-5 mining wings.  Much more common, realistic, and it can at least survive pirates.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Hypilein on August 23, 2012, 02:14:38 PM
This is really the most amazing mod. At least until Alex brings in these Features as Main Features of the Campaign. Really brings a lot to the game.

It still seems a little bit buggy though.

What I found:

I bought a Blueprint for the middle-large High-Tech fleet. But I didn't have any ores yet. Still it deployed. Wouldn't I need Ores for deploying BluePrint Fleets?

It still took, supplies, Fuel, and Men from the Station.

Hopes that helps you improve this amazing mod even further!!!
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on August 23, 2012, 02:32:25 PM
Well take your time in patching this mod, Verrius.  Besides, I'm taking my time making my own faction. :) Maybe you could make it compatible at some point.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: theSONY on August 23, 2012, 02:59:49 PM
Spoiler
(http://i.imgur.com/JBqA0.png?1?1762)
[close]

well im still checking stuff
BUGS so far:
- Small Mining squad aint dumping loot at the station
-small hydroponic squad aint dumping loot & they got aggresive AI
-blueprint fleets ain't deploying
 and more but cant comfirm at 100%
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Shield on August 23, 2012, 04:04:59 PM
Hmm where do I put this file to use this mod? Just put it in the mod folder?

NVM I feel rather dumb, just realized I clicked an excel file as opposed to the big download here link....sigh
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on August 23, 2012, 04:23:19 PM
Blueprint fleets delpoy fine for me.  Just give the fleet a few in-game days and it'll be fine.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: theSONY on August 23, 2012, 04:59:46 PM
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 ?
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on August 23, 2012, 05:04:34 PM
Yup.  I tried the High-Tech Heavy Patrol Fleet, it sent out all the time..
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 23, 2012, 06:35:05 PM
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 =P

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.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: theSONY on August 24, 2012, 03:28:45 AM
I also can't be the only person who has stations eating resources =P

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.
well 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 :]
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)
all fleets that is spawning its not the permanent ones

im running with other mods but i dont think they cause that problem
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 24, 2012, 08:55:04 AM
I also can't be the only person who has stations eating resources =P

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.
well 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 :]

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.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: theSONY on August 24, 2012, 11:24:25 AM
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
This is far is i know:
if you have any stations at HQ they will take resources from "Storage " BUT fleet HQ  need crew to working
(so you PUT crew in HQ [ i put necessary stuff like fuel/suplies ect. in HQ just to be sure they keep it going])

i also forgot about 1 BUG: i got ALL the stations expects MARINE SCHOOL or whatever the name BUT i still get'em at my STORAGE station, dunno how
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: robokill on August 25, 2012, 10:24:45 AM
my small marine barracks dosent make marines
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on August 25, 2012, 11:38:45 AM
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.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 25, 2012, 01:48:46 PM
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.

There are many other things that can be causing problems.

my small marine barracks dosent make marines

What happens when you put Marines into your storage stations, then wait and day, and come back?

Marines often glitch out and the Storage station will eat a stack of them.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on August 25, 2012, 02:24:35 PM
Well, other fleets (the patrol fleets) take them as they send out.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on August 25, 2012, 02:58:30 PM
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.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: robokill on August 25, 2012, 03:01:56 PM
I DONT HAVE BASIC AVIOTION TRAINING IM MAKEING 3 MARINES OUT OF THREE GREEN AND I DONT HAVE BLUE PRINTS OR TRADERS

PS DARN CAPS LOCK
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 25, 2012, 09:49:08 PM
Well, other fleets (the patrol fleets) take them as they send out.

It (them disappearing or not being spawned in the station) can still happen with no active fleets.

Thats why (when you have a strangely low number of something that should be higher) I suggest buying a stack of the odd item, place it in the station, wait a day so it does its production cycle, and then see if the Storage station has the right amount.

I should just make a video of the glitch.

Edit: Uploading to Youtube, station is currently eating energy (and the video will be uploaded in an hour)
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 25, 2012, 11:00:20 PM
Here we are

http://www.youtube.com/watch?v=yzzyNPDz6wo&feature=youtu.be

Full screen it and watch for when the energy gets highlighted.

18 Energy (+) Production.

I have 82 or so in stock in my storage. I add 96 to it (gives 178 energy), I fly around for a day, and return to storage. I suddenly have lost all the energy I had, and am back to the amount prior to adding. If I remove the energy in stock, fly around for a day and return, I suddenly have 80 more energy in my storage station, even though my production is only 18(+).
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: robokill on August 26, 2012, 07:19:38 AM
 i think your right im gonna test it today
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: robokill on August 26, 2012, 11:26:06 AM
A moment of silence for the 400 marine who just went missing at my fleet storage
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 26, 2012, 12:23:29 PM
A moment of silence for the 400 marine who just went missing at my fleet storage

Now if this happens to a valuable resource, you actually have unlimited stacks of it. So if your elite pilots are bugged, you can withdraw the whole stack, wait a day, withdraw another stack and repeat until you've sold 15,000 elite pilots. Now lets wait for the "Maybe your Patrol took them" when you have no fleets in production!

Also, this accounts for non-spawning fleets. As soon as the bug clears up (removing the offending resource until the station "empties' of it sometimes works?), and the station starts stacking it normally, your fleets can withdraw the proper amount to spawn.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: robokill on August 26, 2012, 05:30:44 PM
look nothing was spawning i checked
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Brainbread on August 28, 2012, 09:58:18 AM
Well, I hope this gets updated!

This is by far one of the most engaging mods I've ever played!

(Keep up the good work Verrius)
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Soulgain on September 07, 2012, 06:36:35 AM
Such an interesting mod. I cannot do anything but say keep up the good work. However I had no idea exactly where to buy the Storage Facility until I saw one of the comments on the same thing (The Fleet Center in Corvus II). I like to ask that the Original Post included what the Player should see if he/she uses this mod (That would be additional Fleet Centers at both Corvus II and Corvus V with the Storage Facility Order in the Corvus II Fleet Center).
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: pipikins on September 11, 2012, 12:00:49 PM
just wanding how do you get blue pints to work?
I have tryed just putting them in my fleet Hq
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on September 11, 2012, 12:50:10 PM
Put them in the Fleet HQ and have the nessesary resources in the Storage Facility.  They should send out every once in a while.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Elate on September 14, 2012, 05:10:01 AM
Okay so I've been running this and a little.. quirk, I guess you could call it, popped up early on. If you hire the hydroponic ship fleet, and then proceed to kill them all, you get back roughly 10k, and they only cost 3k, so infinite money cheat there. Honestly I kind of like it, means easy money fast, and the ability to get quite a few hydroponic ships in my fleet to offset supply consumption, but I think there should be a draw back to this.

Another thing I was thinking was, why not add Shipyards? It would solve the above problem since Hydroponic ships are otherwise really hard to find, and I can't see it being overly hard to implement (Assuming you can just use the same basis as crew training, I have no idea I don't mod.) Obviously the cost balancing would be the biggest issue, but would be nice to be able to build my own ships rather than just AI fleets.

Also could I suggest changing the transport AI? My personnel fleets have a tendency to go chasing down pirates instead of delivering my goods. In all honesty I should kill them, delays should not be tolerated.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Plasmatic on October 13, 2012, 05:51:47 AM
Just a quick question, does it matter if we use Green/Regular/Veteran/Elite crew in the fleet HQ?

Also, I'd like to have Mining and hydroponics fleet blueprints. so they will keep spawning when they get killed.. preferably one that would try to keep 3 or 4 out and about at once.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: mkire on November 02, 2012, 08:58:26 PM
do i need anything if i want to go mining?
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Plasmatic on November 03, 2012, 02:30:09 AM
do i need anything if i want to go mining?

just 1 or more mining drones and some asteroids.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on November 03, 2012, 10:01:00 PM
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
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Plasmatic on November 04, 2012, 01:13:15 AM
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

you are not alone.. Cannot wait for the character development stuff :)

Also, your mod is now an essential part of my game, so anything you can do to optimize it is always welcome.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on November 07, 2012, 07:08:43 PM
A few changes that will likely come with the revamped version:

-Multiple sizes of structures have been nixed. I saw little point in the process, it seemed to complicate the system in a way that really didn't make it better.

-The Atlas Fleet that deploys your Fleet HQ and your Fleet Storage no longer chases pirates. They make a straight beeline to the Lost Planet.

-Miners should also now behave the same way. They will ignore pirates and other hostiles almost completely, and continue on their merry way, for good or ill.

-Add convoys to that too, probably.

-Becoming hostile with your fleet will shut down your Fleet HQ, preventing any buildings or contracts from functioning. Any fleets you have deployed will remain, but will be hostile until you... Do something. Not quite sure what yet, possible require you to purchase a reconciliation item. Being hostile with your fleet will probably come with other consequences, like having them sack your Fleet Storage, destroy your buildings, etc. as long as you remain hostile with them. No more getting rich from beating up your employees.

-Code has been greatly optimized, making it a lot easier to add new stuff. Also considerably less code altogether. Amazing how poorly I coded the original version. (This one isn't perfect though: I did some awkward things in the HashMaps.)

-New Energy Cell Graphic. At least it's not a tiny blurry sun anymore...

I have some thoughts for skills, but I've yet to know how they'll work, or how modifiable it will be for my purposes. Here are some thoughts:

-If possible, put a limit on how many structures your center can hold. Then, add a skill that allows you to expand that and add more.

-Possibly the same skill, or another one altogether, will provide a chance per structure type to create bonus resources. Having better crew will probably also create the same effect. (Green will have no chance, Regular will have a small chance, Veteran a better chance, Elite the best chance etc.)

-Maybe a skill that allows you to get better trading prices through convoys. If there is a skill that lets you with regular stations, maybe it could be done?
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on November 07, 2012, 07:57:06 PM
Nice. :) I love the changes, now it sounds like my laptop could handle my own army of minions. >:D
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on November 07, 2012, 09:59:19 PM
It seems I've solved the chasing, but not the running. Ah well, maybe it's good they run in a sense.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Plasmatic on November 07, 2012, 11:20:19 PM
these changes sound absolutely awesome..

I assume since you want to include skills, these changes will come out after 5.4? (or whatever version Alex comes up with next :P)
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: mkire on November 08, 2012, 09:57:58 AM
Mining is the real way to get started for me now. there's a much smaller chance of getting blown up and having to start a new game because the respawn ships are trash when i can get income from something besides fighting.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on November 09, 2012, 01:07:23 AM
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.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Plasmatic on November 09, 2012, 01:19:00 AM
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.

ok, thats also awesome, your mod is now one of my essentials  :)
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on November 10, 2012, 01:01:55 AM
I can finally say Convoys seem to be working like they should. No more ordering, instant payment nonsense. They will now work like you'd expect: ------Payment on delivery.
-Weapon traders now require a minimum of 10 weapons of any kinds before being deployed.
-Convoys will take a cut. I think up till now, you've basically been able to sell them for their base value, and it was MORE worthwhile to sell via convoys, which doesn't make sense. Depending on how moddable skills are, the cut might be reduced via skills.
-There is a new station that orbits on the same planet as the Abandoned Storage Facility, the Rundown Civilian Station. Convoys will deliver to this station if your hostile to everyone else. You will not get as much money from them. It has no wares besides what you sell to them atm, I might make little mining fleets for them though, and make them one of the few places to buy ore yourself.

Fun fact about buying ore... If any fleet has Mining Pods, they become miners, and will attempt to mine and sell like a miner. It works like that in the original version too.
(I REALLY want to see somebody throw mining fleets at the Heg System Defense Fleet. That'd be hilarious.)
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: The Soldier on November 10, 2012, 06:11:51 AM
Sounds good, a place to get ore without getting it youself. :)
And more funny bugs.  I must see! ;D
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Verrius on November 10, 2012, 07:59:11 PM
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.
Title: Re: Fleet Control Mod (v.85, .53.1a) Miners don't slow the game down (Thanks Alex!)
Post by: Plasmatic on November 10, 2012, 11:26:32 PM
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.

Sounds very very nice.. though I usually don't slaughter my own fleets :P

Quick question, does it matter if I use green/regular/veteran/elite crew in fleet HQ yet?

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?)
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: Verrius on November 11, 2012, 09:51:46 AM
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.
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: Plasmatic on November 11, 2012, 10:17:21 AM
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.

that could inadvertantly solve the problem of having 50 capital ship fleets flying around at once :P would also make having high production a nice priority since you need a lot of materials for the blueprints.

Maybe have a max of 2 cap ship fleets at once, 1 low/mid tech and 1 high tech.. maybe 4 cruiser size fleets etc?
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: mkire on November 12, 2012, 01:45:08 PM
can i upgrade to this with a save game or will i need to start over?
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: Plasmatic on November 13, 2012, 12:46:26 AM
can i upgrade to this with a save game or will i need to start over?

more than likely start over, because the mod doesn't used the same code at all..

on a different note, Verrius do you know that the feedback report things in the fleet HQ are worth far too much? :P (read: 1 billion(?) credits)

The high cargo space doesn't offset it very well because you could make it.. and selling one of them nets you more money than you could ever spent..
Especially if you use Lotus conglomerate mod.. which has a station that has a point in its orbit that overlaps the Fleet HQ... don't need to spend any more time in space than it takes to click the mouse basically..
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: Verrius on November 13, 2012, 07:17:48 AM
Boo.
Well, I guess I'll just have to make them vanish instantly as soon as you leave the station >_<. I should probably have realized/remembered that you don't BUY from your station :p

Until next update, I guess everyone'll just enjoy rediculous free money :p
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: silentstormpt on November 13, 2012, 07:39:31 AM
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.
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: Plasmatic on November 13, 2012, 09:52:45 AM
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.

thats not what we are talking about...

Once you have your stations up, and you have some buildings in your fleet HQ. you get a feedback report in the way of items telling you how much you are using, or producing a day.

These feedback items are worth 1 billion each. meaning, pick some up, hurry your way over to a station and you have 800 million credits per item. making money completely useless.
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: Chronosfear on November 18, 2012, 10:03:14 AM
Yep, just fell over it , too

Would say it´s a "beta feature" since in the previous versions they had zero value.

.... well yes it´s a bug i would aggree  ;D
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: Plasmatic on November 18, 2012, 12:24:33 PM
I've noticed the Tri-tach still have their fleet center, is that going to be used for something?
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: Sherrodninja on November 21, 2012, 04:09:48 PM
I really like this mod. I can't wait for it to be complete along with the main game.
Title: Re: Fleet Control Mod (v.90, .53.1a) Rewritten, much improved!
Post by: Verrius on November 24, 2012, 02:02:26 AM
New update. Yay skills. Shake it down for me, I don't really have time right now to test extensively >_<.

Just tried playing a straight game, it broke after a few days. Uploading an attempted fix.

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.
Title: Re: Fleet Control Mod (v.95, .54a) Industry Skills for your empire!
Post by: The Soldier on November 24, 2012, 05:40:05 AM
wait, I saw industry skills in the title just before.  HURRAH! :D
I eagerly await that fix!
Title: Re: Fleet Control Mod (v.95, .54a) Industry Skills for your empire!
Post by: Sherrodninja on November 24, 2012, 06:14:14 AM
I had the same reaction, but I got a nose bleed from awesomeness. nose bleeds suck :-\
Title: Re: Fleet Control Mod (v.95, .54a) Industry Skills for your empire!
Post by: Axiege on November 24, 2012, 08:54:28 AM
This mod is really really cool. I'd very much like to add it into a UC let's play I want to do once that is updated, and possibly add in the Shadow Order and Scrappers to have some more things to do with this mod if you plan on updating them soon. Gonna give everyone full credit for their mods in the descriptions and stuff. Also, this is probably the best mod out there, just because it adds more things to do instead of mostly just more things to shoot at.
Title: Re: Fleet Control Mod (v.95, .54a) Industry Skills for your empire!
Post by: The Soldier on November 24, 2012, 01:43:55 PM
Fixed yet?
Title: Re: Fleet Control Mod (v.95, .54a) Industry Skills for your empire!
Post by: Aklyon on November 24, 2012, 03:51:16 PM
Its worked fine for me so far.
Title: Re: Fleet Control Mod (v.95, .54a) Industry Skills for your empire!
Post by: Verrius on November 24, 2012, 05:10:21 PM
Oh, yeah I uploaded the fix right after making the post :p

As for Shadow Order, that will also require an update. Shall work on that now.

EDIT: Updated to Version .98. This version just adds some mining stuff in. Mostly a prelude to getting XP from mining.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Aklyon on November 25, 2012, 07:12:52 AM
XP from mining, you say? Interesting.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Verrius on November 25, 2012, 07:59:06 AM
That will be happening as soon as Alex updates again :p
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: null on November 29, 2012, 04:32:54 AM
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.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Hypilein on November 30, 2012, 10:46:39 AM
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?

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?
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Kilvanya on November 30, 2012, 11:49:05 AM
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?  ;D
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Verrius on November 30, 2012, 05:42:57 PM
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?

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?
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.

Mining Drones are worth 1 Power, Ox is worth 2.

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?  ;D
Would 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.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: null on November 30, 2012, 07:55:49 PM
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.

Mining Drones are worth 1 Power, Ox is worth 2.
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.

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.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Hypilein on December 01, 2012, 09:22:01 AM
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.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: null on December 01, 2012, 10:32:34 AM
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.

The traders can sell up to 1000, but you have to invest in industry skill Trade Contracts to raise it above 100.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Verrius on December 01, 2012, 11:16:12 AM
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.

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.
Oops, and oops. I'll get on those.

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.

Seems like I forgot to change the description. As stated, it's 100, but added upon with skills. As for the second part, that sounds like a bug. I'll look into it.
You know if it's only Regulars, or if it effects other crew types/items?
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Sonlirain on December 01, 2012, 11:33:21 AM
I installed the mod and:

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.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Hypilein on December 01, 2012, 01:35:09 PM
I have only tried it on regulars.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: zakastra on December 01, 2012, 02:25:39 PM
I have the same bug with fuel and supplies. Takes everything you have and sells it all, but only gives you 100 units worth
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Verrius on December 01, 2012, 03:47:42 PM
The convoy bug should be fixed and will be up with the next update.
Also, I'll make the Fleet HQ cheaper. Slash that price in half.

I installed the mod and:

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.
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.
As for the unique Scrappers Contract and the unique Shadow Order Contract, they're not in yet. Those take a little bit of extra work, and I haven't gotten around to re-adding them :p. I'll do it now.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Hypilein on December 01, 2012, 05:12:39 PM
can't wait for the Alex's hotfix so we can get Exp from mining.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: mkire on December 01, 2012, 06:36:40 PM
would you please add a few mining ships to the station that sells the fleet storage/hq?
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: The Soldier on December 01, 2012, 06:37:33 PM
The Mining Pods are already in the Hegemony base.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: mkire on December 01, 2012, 06:45:55 PM
@soldier, i was asking about the OX frigate, but i see where it is now.
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: Verrius on December 02, 2012, 09:26:47 AM
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.
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Kilvanya on December 02, 2012, 03:35:06 PM
Okay not sure why, but recently when ever I use the contract mining fleets in conjunction with any contacts from mods that I added (copy paste where needed nothing else changed - based on high tech ones) it just keeps spawning mining fleets even when I buy only 1 of them, if I put one of my extras in at the same time as the miners it does that. Sorry for the scattered post but I'm tired.
Edit: To clarify I used the high tech contract and replaced pieces with what I wanted instead (IE; Ironclads)
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Verrius on December 02, 2012, 05:06:57 PM
Are you trying to add a custom contract, or are you trying to replace a contract?
Title: Re: Fleet Control Mod (v.98, .54a) Industry Skills for your empire!
Post by: mkire on December 02, 2012, 08:16:31 PM
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.

so i can safely pirate their stuff without worries?

As for the ox vs mining drones thing: Why not make drones the more powerful miners and keep the Ox as an easier to obtain and use miner?

Also a request: If it is possible, would you make Ox-miners act like civilian ships? (rally civilian ships and run away from danger)
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Dorfs R Fun on December 14, 2012, 04:22:56 PM
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?
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Sahrkir on December 15, 2012, 04:52:28 AM
I have a problem that whenever I try running Starfarer with this mod I get this message popping up and my game not starting.

Fatal: Error compiling [data.scripts.world.vfleet_ConvoyEvents]
Cause: Parsing compilation unit
"[email protected]"
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.

Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: ArkAngel on December 17, 2012, 04:14:05 PM
I feel really stupid. I was sitting here for 5 minutes trying to find the download link and its right there in big letters.   :-[
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Verrius on December 17, 2012, 07:43:47 PM
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.

Fatal: Error compiling [data.scripts.world.vfleet_ConvoyEvents]
Cause: Parsing compilation unit
"[email protected]"
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.
Glad you go it figured out xD

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.
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Andy H.K. on December 17, 2012, 10:50:27 PM
Just a small question, how many fleets can you deploy at 0 industry skill?
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Verrius on December 17, 2012, 11:37:12 PM
5.

It's a little weird however, I need to mess with it a little more. Convoys can be deployed past the limit (deliberate), but they're also counted.

So basically, you can have 10 convoys deployed, but no more standard fleets will deploy until you have less than your real limit.

This will be fixed eventually so they're not counted, or have a separate count.
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: dogamusprime on December 20, 2012, 04:36:16 AM
Convoys do not seem to be working. They just spawn and chase stuff.

EDIT: Using Uomoz's Corvus, scrapper, and restock mod.
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: theSONY on December 20, 2012, 06:40:43 AM
confirmed that your own fleets are ignoring fleets thets hostile for a player, same for hostile non pirate fleets (yeah i got Uomoz's too) they ignoring player's fleets (didnt notica about player tradings fleet )
& some strange things goin on with the produstion but must check that further
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Verrius on December 20, 2012, 12:40:17 PM
Oh, you guys are right. I wonder what happened? I'll look into it.
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Sotales on December 20, 2012, 03:03:07 PM
Just a quick question, could the fact that the Restock mod sets the totals of ships/crew/weapons/supplies at each station conflict with the convoy's behavior?
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: dogamusprime on December 20, 2012, 08:36:41 PM
Your awesome verrius.    :D
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: jfjohnny5 on December 21, 2012, 02:19:56 PM
Took a little while for me to get the credits to get the facilities running, but now that I have... Wow, this mod is awesome! I hope at least the concepts are being noted by the devs. Because this adds some whole new levels to the game. A lot of fun! Really want to see these types of things in the vanilla game eventually. Great work Verrius!!
Title: Re: Fleet Control Mod (v.99, .54a) Bug fixes
Post by: Saranis on December 24, 2012, 03:13:55 AM
Amazing Mod, I wont be able to play vanilla anymore.
Title: Re: Fleet Control Mod (v1.00, .54a) Convoy and Mining Experience. Bug fix.
Post by: Verrius on January 05, 2013, 05:28:11 PM
Alright, experience for industry stuff has been added. You don't actually level up from them until you gain at least some experience from a battle. The extra experience will just build up past the required amount, but it'll still be used for future levels.

The bug where your fleets weren't chasing people hostile to you has been fixed. There was a single extra exclamation point that was ruining everything.
Title: Re: Fleet Control Mod (v1.00, .54a) Convoy and Mining Experience. Bug fix.
Post by: Spardok on January 05, 2013, 06:25:09 PM
Fatal: Error compiling [data.scripts.world.vfleet_ConvoyEvents]
Cause: Compiling unit "data/scripts/world/vfleet_ConvoyEvents.java"
Title: Re: Fleet Control Mod (v1.00, .54a) Convoy and Mining Experience. Bug fix.
Post by: Demonocolips on January 05, 2013, 06:30:12 PM
Fatal: Error compiling [data.scripts.world.vfleet_ConvoyEvents]
Cause: Compiling unit "data/scripts/world/vfleet_ConvoyEvents.java"
same problem
think the log suggests a small programming error ??? honestly i dont code so no idea :-\

log
Spoiler
https://www.dropbox.com/s/1hj2w1wwhiifl7r/starfarer.log
[close]
Title: Re: Fleet Control Mod (v1.00, .54a) Convoy and Mining Experience. Bug fix.
Post by: Verrius on January 05, 2013, 06:33:55 PM
Make sure you've downloaded the newest version.

You know, Starsector v.54.1a.
Title: Re: Fleet Control Mod (v1.00, .54a) Convoy and Mining Experience. Bug fix.
Post by: Demonocolips on January 05, 2013, 06:38:39 PM
Make sure you've downloaded the newest version.

You know, Starsector v.54.1a.

ahh that explains it i didnt expect them to get the next version out so soon
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Verrius on January 05, 2013, 06:42:52 PM
With the log that was super easy to figure out :p. It wasn't recognizing the addXP method xD
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Spardok on January 05, 2013, 07:55:27 PM
Whoops my bad, thought I copy pasted the last bit of my Starfarer log in there with it lawl. Also in all fairness it said .54a :D.

Would also like to add mining fleets don't seem to do anything, they just fly around the asteroid ring and nothing is produced at home, unless they need to finish an entire cycle of the ring. Though I would see being killed off by enemy ships would be done far before they finished their cycle.
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: mkire on January 08, 2013, 05:16:33 PM
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 farmsteads
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Verrius on January 08, 2013, 08:00:06 PM
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 farmsteads
Heck, why not. I can probably even make them drop off their produced supplies to the station.
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: mkire on January 09, 2013, 11:13:13 AM
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 farmsteads
Heck, 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 food
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Chronosfear on January 09, 2013, 12:41:34 PM
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 farmsteads
Heck, why not. I can probably even make them drop off their produced supplies to the station.
Yes this would be really cool!
Thank you.
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Verrius on January 09, 2013, 06:30:36 PM
Got a few things on the way so far. Here's a lil' list of whats to come:

-Farmstead added to the Poor Mining Station. The station has a small chance to build a new one periodically.
-The Poor Mining Station has a chance to spawn a Hydroponic Fleet of 4 Farmsteads. They will defend for about 10 days before dropping off their supplies. More likely, pirates will kill them. Or you will. One or the other.
-Ox changed to a fighter wing. Comes in pairs. Still pretty beefy, but as you'd expect, still lame in combat. It simply looked too awkward and small to be a frigate.

-A new ship has been added in place of the frigate Ox: The Digger. Stock variant involves 2 Mining Lasers, a Mining Blaster, and 2 LMGs.
(http://i63.photobucket.com/albums/h124/Wyvernkni/vfleet_digger_zps2b06ebf5.png)
It is pretty meaty, and has fairly high flux dissipation for a low-tech ship intended for the Mining Blaster. I MIGHT make the Mining Blaster that goes in the med slot built in, not sure yet.

-Poor Mining Station now also produces Mining Lasers, Mining Blasters, and Light MGs very slowly over time.

More additions since the last listing:
-The "Poor Civilian Station" has been renamed to just "Civilian 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.
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Chronosfear on January 11, 2013, 06:46:05 AM
...
-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 ?

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.
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Verrius on January 11, 2013, 08:50:34 AM
can they now be wiped out by pirates or *cough* me or is just the maximum # of fleets increasing ?

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.
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.)

A Mining Carrier is possible. Although I'd want to make sure it looks good
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Hypilein on January 12, 2013, 05:57:58 AM
Are these features upcoming or are they already in the new version?
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Verrius on January 12, 2013, 12:05:24 PM
Comin' up :p
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Hypilein on January 12, 2013, 01:05:08 PM
can't wait :P
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: theSONY on January 12, 2013, 01:31:15 PM
Verrius, take your time man
Title: Re: Fleet Control Mod (v1.00, .54.1a) Convoy and Mining Experience. Bug fix.
Post by: Dorfs R Fun on January 12, 2013, 02:01:36 PM
Awesome, I can't wait. Thanks for all your hard work.
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Verrius on January 12, 2013, 05:53:08 PM
Update, with all the listed features in my above post.

Let me know if anything is broken, I messed around with a lot and did quite a bit of testing, but I could have forgotten something :p
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: mkire on January 14, 2013, 06:58:03 AM
is Economical available for player use, and if so, whats its OP usage like?
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: mkire on January 15, 2013, 09:52:26 AM
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.

Spoiler
419344 [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.
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Chronosfear on January 15, 2013, 01:24:13 PM
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.

Spoiler
419344 [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.

error confirmed,too
got something similar.
I think it´s from the new version of FCM.
because i only got his mod and the additional music mod running.
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Verrius on January 15, 2013, 02:23:23 PM
Yeah, I've heard of this one, but the error isn't very descriptive.
About when does it pop up?
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: mkire on January 15, 2013, 02:31:05 PM
maybe an hour into playing, usually after i've scrounged enough cash to get a digger
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Verrius on January 15, 2013, 02:42:53 PM
I got it to appear, but on my next run, I'm a few months in and nothing is happening. I'm at a complete loss :\
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Chronosfear on January 15, 2013, 08:49:06 PM
Got my crash close to 1 hour of playing.
Have been mining myself and selling stuff to the civilian station.
so maybe at a point of wealth for them.
They get a bugged variant of a ship, and crashes when the bugged variant in the fleet gets attacked.
Maybe ist has something to do with the new mining-frigate?
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: EvilWaffleThing on January 16, 2013, 05:46:21 AM
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 distress

Just my two cents on some features I'd enjoy. I'm loving the mod no matter what though! Great job!
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Andy H.K. on January 16, 2013, 07:38:50 AM
Refering to this thread (http://fractalsoftworks.com/forum/index.php?topic=5389.0):

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'm curious, but let me ask you a question: What happen when the wealth stack reach 2500?
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Verrius on January 16, 2013, 11:41:26 AM
Hrm, I'm getting it at zero wealth, about 2 weeks in on one of my saves.

Nothing should happen at 2500. Minimum amount for any changes is 20000.
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: mkire on January 16, 2013, 11:35:00 PM
if you think it will help i could send you my full starfarer.log
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Dimuyen on January 17, 2013, 02:26:45 PM
Great mod, I'm enjoying it!

I have a save with this exact crash where it happens 100% of the time after about 10 seconds. Just load the game and wait.

If you want I can send it to you via dropbox or something like that. Just PM me.
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Verrius on January 17, 2013, 04:04:52 PM
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.
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: LazyWizard on January 17, 2013, 04:52:45 PM
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.

If you have a save where it happens within seconds of loading, could I take a look? Another set of eyes might help with spotting the error. :)
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Verrius on January 17, 2013, 06:04:40 PM
I think this is it: http://www.mediafire.com/download.php?0veb73ae94nvhvv

Crash usually happens almost immediately in this save.
Anything would help at this point. I don't even know where to look >_<

EDIT: Alright! Think we've got a fix. Thanks to LazyWizard to figuring out what went wrong xD I'll be uploading it soon, along with some behaviors for the Civilian Hydroponic Fleets.

Should be save compatible, but I'm not entirely sure.
Title: Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
Post by: Chronosfear on January 18, 2013, 02:30:51 AM
wohooo !!!

thanks LazyWizard !
thanks Verrius

that's good news.



Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Verrius on January 18, 2013, 02:57:24 AM
Updated.

Also worth noting that I added some behaviors to the Hydroponic Fleets. They now will return after they've collected 30 supplies for each non-fighter ship in the fleet. So if they have 4 farmsteads, they'll go back after collecting 120 supplies. If they (somehow) capture a lasher, they'll go back after 150. If they then capture a talon, it's still 150. If all but one farmstead dies, the lil' guy will return after collecting 30 supplies. They do NOT despawn after returning the supplies.

Also, supplies/ore is now converted to wealth much more slowly. Before it took 15% of the supplies/ore and "sold" them for 5/30 wealth. Now it only takes 3%. If they have lots of stuff, they'll still gain wealth rather quickly, but still generally have a stockpile if you need extra supplies/ore.

Now there are a couple posts I didn't address in my panic:

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!

HOWEVER, I've though... Perhaps someday Hull Mods might have a cost associated with them. What if there were negative Hull Mods you'd have to pay to remove? This would be a perfect candidate. But alas, that's not how it works.

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 distress

Just my two cents on some features I'd enjoy. I'm loving the mod no matter what though! Great job!
A 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.

Predefined fleets:
Actually quite possible, methinks. Could probably have it so ships can be placed into the Fleet HQ, then offering contracts that create fleets of varying sizes based on the selected of ships in your Fleet HQ, with Ore/Supply/Fuel amounts defined by OP or just hull size. And of course, enough crew to pilot the fleet and extra supplies for travel. I'll have to look into it some more, but I'll probably do that if I can.

Escort/Defense/Assist/Raid Orders:
How this would probably go, is to have "Fleet Order Modules" that you purchase (quite possibly free.) The more of one module you have over the others, the more likely your spawned fleets would perform that role. For example, if you have 2 Defend Modules, 1 Raid Module, and 0 Escort/Assist modules, there is a 2 out of 3 chance your fleets will attempt to defend your convoys, and a 1 out of 3 chance they'll roam around and attack enemies. Getting them to evenly assist all of your convoys though might be difficult.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Chronosfear on January 18, 2013, 10:49:03 AM
Not crash to report. seems fine.

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 )
        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?

Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: mkire on January 18, 2013, 12:06:46 PM
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!
For ships that'll either never see combat, or if they do, you've already lost.
---

different question: Do the mining frigates have more mining power than the ox-wings?
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Verrius on January 18, 2013, 03:10:10 PM
Not crash to report. seems fine.

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.
Fleets aren't actually that expensive. Perhaps they'll be made pricier in the future. Miners are 200 Wealth, Farmers are 150 Wealth.
However, the price does increase with Tech Level. At Level 2, Miners are 400 and Farmers are 300. Level 3, Miners are 600, Farmers are 450. And so on and so forth.

Wealth is only lost when a new fleet is spawned. If nothing is killing the fleets (And most stuff stops killing them at Tech Level 2, and stays far far away at Tech Level 4) they'll do nothing but grow.

Tech Levels increase at 20000, 80000, and 200000.

Quote
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 )
        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?
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 there is one more level. After Wealthy, they go Corporate. Then they get real scary.

If you want to stunt their growth, having a lot of powerful player fleets around might help too. If your playing this with Vanilla, it's not hard for them to eventually spin out of control because only pirates fight them. If your playing with U'sC though, it's hard for them to get off the ground because all the pirate factions eat them up.

For ships that'll either never see combat, or if they do, you've already lost.
---

different question: Do the mining frigates have more mining power than the ox-wings?
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.

Ah, for the Mining Power:
Mining Pods have a power of 1.
Ox Pods have a power of 2.
Digger Frigates have a power of 3.

That probably doesn't mean much, there is a formula behind it. Said formula will probably be changed so "Mining Power" indicates on average how much Ore you'll get mining per "period of time." What that period of time will be I don't know. Certainly less than a day.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: null on January 19, 2013, 12:32:46 PM
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]
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Chronosfear on January 19, 2013, 01:24:58 PM
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]

a bug already known
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.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: mkire on January 19, 2013, 01:56:54 PM
For ships that'll either never see combat, or if they do, you've already lost.
---

different question: Do the mining frigates have more mining power than the ox-wings?
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.
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 faster
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Chronosfear on January 19, 2013, 02:43:04 PM
For ships that'll either never see combat, or if they do, you've already lost.
---

different question: Do the mining frigates have more mining power than the ox-wings?
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.
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 faster

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.
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.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Hypilein on January 19, 2013, 02:51:36 PM
I still didn't really figure out how Mining Power works. I own severy (maybe about 8) digger frigates now, and I don't seem to mine all that much faster. I also have a feeling (although I can't prove it) that having more messages appear from other mods (in my case omnyfactory) seems to reduce the amount of mining I do. Is that possible and would there be a way around that?

I think one relatively easy point to improve the mod would be to improve the already existing talent points. The big points (I always forget their name, something with A?) currently don't provide any bonus which is extra hard as most of the other perks only kick in once you have a fairly well operating Fleet HQ already. I think it might be nice to make the added chance to precious ores a perk in itself. In my miners playthrough I currently try it's almost always better to spend points on Leadership to get more mining power.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: The Soldier on January 19, 2013, 02:53:22 PM
Urrg, not this discussion. -_- Just leave that stuff to David, ok?

Anyways, the "cheap" hullmod basically strips the ship of some combat-related things, and adds more space in the engine rooms for engine modification.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Verrius on January 19, 2013, 05:39:22 PM
a bug already known
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.
Yup. No response, or even any attention of any sort though, so odds are it won't be fixed for a while.
Oh well.

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.
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.
There's another reason I don't do much with Hullmods. The science gets out of hand.

The Economical Hullmod was born purely for mechanics and nothing more. I might still make it available, but I wouldn't count on it. Perhaps change it up a bit.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: EvilWaffleThing on January 20, 2013, 06:02:02 AM
Following up my previous suggestions. It would also be nice if you could produce weapons and ships at your HQ. You could add in the "blueprints" items for each ship and weapon to the fleet centers. Or you could have to process an existing ship or weapon to gain the ability to produce it. All the resources are already in the mod as well as a production facility so it wouldn't be too much of a stretch.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: djtman003 on January 25, 2013, 12:49:44 PM
i keep getting thei error

FatalConversion=h Flags= Check starfarer.log

This happens when i try to add hull mods

Im not sure what this means.

http://www.sendspace.com/file/v2fk0p
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Audiopulse on January 28, 2013, 06:36:58 PM
Hey,

ive had this mod installed for  a while now - couldnt really start anything with it, though. I recognised the new Skills, but I didnt know what to do with them, really, as it seemed like theyre only good when Ive got that HQ I have heard of. Said HQ is nowwhere to be found, though. Nor that playerbase which is to be bought prior to that.

Is there some kind of documentation anywhere?
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Andy H.K. on January 28, 2013, 10:17:20 PM
Indeed I find the documentation to be lacking so here's what I've gathered:

1. How It works
Spoiler
Go to the Corvus II Fleet Center.  Right next to the Orbital Station.

Step one: Buy your Storage Facility.
This is going to be where your fleets will deposit their goods, and where your structures will pull resources from to make more resources. You must buy this before you have access to the Fleet HQ, also bought from the Fleet Center.

Step two: Buy the Fleet HQ.
Here is where everything happens. Though it seems like the same as your Storage Facility, when you place fleet contracts here, they will spawn actual fleets. This is also where you deposit any structures you buy. Your structures need crew to be powered, place some crew of any level (not marines) based on the number of structures you have.

Your stations will orbit around "Lost Planet".
[close]

2. Structure
Spoiler
Structures will utilize a new resource called energy, as well as supplies and fuel. You will need crew in your Fleet HQ to power these facilities as well. Meanwhile resources for your Structures are taken from your Storage Facility.

Solar Plant : Produces 5 Energy per day. Requires a staff of 15 men at your Fleet HQ per structure.
Supply Structure : Produces 5 Supplies per day, but requires 3 Energy and 1 Fuel to power. Requires a staff of 20 men at your Fleet HQ per structure.
Fuel Structure : Produces 2 Fuel per day, but requires 4 Energy to power. Requires a staff of 30 men at your Fleet HQ per structure.
Cloning Facility : Produces 3 Green Crew per day, but requires 4 Energy and 3 Supplies to power. Requires a staff of 40 men at your Fleet HQ per structure.
Mining Facility: Produces 1 Ore at the cost of 3 energy, 2 supplies, and 2 fuel per day. Requires 20 men at your Fleet HQ per structure.
Basic/Intermediate/Advance Flight school: Upgrade 3/2/1 crews by one level per day at the cost of 5/10/20 Energy per day. Requires 10/20/30 men at your Fleet HQ per structure.

Station Reports:
These are items that are automatically reset in your Fleet HQ each day. They help indicate how many resources your producing, will tell you if your producing negative resources (which obviously will result in a net loss of resources and eventual nonfunctional buildings,) and tell you exactly how many crew you need to operate your buildings.
[close]

3. Contracts
Spoiler
Various contracts are available at the Fleet Center, Including "Attack" Contracts which spawn NPC fleets which hunt fleets hostile to you and bring spoils back to your HQ, and "Trade" Contracts which automatically sell Items you gather/produced.

There are also Mining squad contract which mine ores for you, and Hydroponic fleet contract which produce supplies over time.

Contracts are consumed when the appropriate fleet spawn and are lost when the fleet is destroyed.

Blueprints are permanent items that create fleets with your own resources and will respawn fleet if they are destroyed, given adequate resource. Supplies/Crew/energy for your patrol fleets are taken from your Storage Facility.

The maximum amount of fleets you can deploy at 0 industry skill is 5.

You can attack your own fleet for whatever reasons but there will be consequences. 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 1/3 chance to lose about 10% of one resource type in your Storage, including weapons.
There is also a 1/3 chance that instead, you will lose a little over 10% of your current credits.
The final 1/3 chance is that nothing will happen.

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 (You can still remove your stuff during a rebellion, if you're willing to pay for it, that is.)

Once it ends, you will have access like normal.
[close]

4. Mining and Civilian Faction
Spoiler
Besides producing them in your HQ, you can also mine from asteroids. Ores can be sold or stored to be used by Blueprints, Precious Ores have no uses, but worth alot when sold.

To mine, you need ships with Mining Power:
Mining Pods have a power of 1.
Ox Pods have a power of 2.
Digger Frigates have a power of 3.

Afterwards, stay on top of an asteroid (just click on them) and watch as the ores and XP point rolls in.

Obtain Mining Ships from The Civilian Station Orbiting Corvus I. The Station will also spawn NPC fleet to mine.

-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.
[close]
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Audiopulse on January 29, 2013, 03:27:33 PM
Great respond. Got it all covered - OP should stick it to its Description :)

Btw. Now that I know exactly where the place I get that Station -should- be I was able to make out its not present in my game. I figured I might try starting a new game and yes: voila - there it is. A second station around corvus2 that wasnt there before.

Thanks for that :)
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: crazygerbil on January 30, 2013, 06:52:50 PM
I believe that I found a bug.

The Weapons Trader contract (not the automated one) Check for the presence of 10 weapons in the storage facility for whether to send a convoy or not, but takes the weapons out of the Fleet HQ.

It should probably check the Fleet HQ for presence of weaponry, and continue taking the weapons from Fleet HQ.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Vilu on February 11, 2013, 09:45:52 AM
Is it only the assault contracts that bring loot back?

Would be nice if blueprints did, but as far as i've noticed they don't. That or they've just been killed on their first fight...  ???
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: FloW on February 16, 2013, 01:56:36 PM
This mod is awesome. If Industry will be like this in the final game it's going to be great.

However, the requirements of some facilities are not correct in the tooltips (or in the scripts):
Solar Plants: Infobox states 15 crew, actually needs 10.
Fuel Production: Infobox states 30, needs 10.
Supply Production: States 20, needs 10.
Cloning Facility: States 40, needs 15.
Barracks: Not yet tested, however: Script states that it needs no crew, still produces 2 Marines.

I've also updated the Spreadsheet with the information that I gathered (Skills and so on).
Link: http://www.mediafire.com/?nlb3lm9mq26h104

EDIT:
I think I found a rather major bug with the "Production Efficiency" Skill.
The modifier is applied to each Facility/Module, NOT all Facilities/Modules of the same type.
Because it then rounds down before adding up, the skill only allows you to produce 1 Supply/Energy per Facility more. If you skill it to level 10.
I have not tested the perk yet, but it should add 1 Energy/Plant, and add the boost mentioned above at level 9.
So 10 skillpoints equal 2 Energy and 1 Supply more per Facility, which I don't think is intended.
I have edited the spreadsheet, so everything should add up with the game. If I made a mistake, please either write me a pm or just reply.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: SainnQ on March 01, 2013, 07:08:50 AM
I'm probably asking a silly quest.

But you put fleet Blueprints into your fleet HQ? Right?

Also, I read the bit about one fleet per blueprint, but is that one fleet per blueprint of a given type?

Or am I safe in assuming I can drop 2 Midline fleet blueprints into my HQ and given the resources are present in my Storage they'll be spawned?

Edit: Looks like I was just being impatient.

I've a question referring to the fleets, are there any plans to add a Destroyer/Cruiser/Capital ship mining vessel in the pipe? I notice "wealthy" mining fleets with cruiser in them. That would be awesome to be able to make my own personal large scale miners, say "Strip" mining the barren planets in the sector?
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Verrius on March 01, 2013, 12:58:07 PM
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
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: SainnQ on March 01, 2013, 01:31:26 PM
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

There are I think currently 3 ships that would fit the "feel " of your mod as far as higher class hulls go.

Tarsus, destroyer class hauler.
Adventure class civilian battleship
And the Venture class Cruiser.

Also.

My current production bloc is comprised of nearly 45 station structures. I'm seeing severely little return on a million+ investment. Any chance this'll change in the next release?  :P
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: mostmodest on March 04, 2013, 02:58:46 AM
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?
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Flare on March 04, 2013, 06:29:56 AM
Just a heads up. I read the opening post, and have very little idea what this mod does. It might benefit from a "What does this mod do" section as it does a "how it works" section.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: mkire on March 08, 2013, 07:01:00 PM
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?

Corporate Civilian fleets are my end-game prey of choice for having good ships and for being really numerous. they'll get there eventually unless you spend all your time hunting them down.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: cp252 on March 12, 2013, 06:21:16 PM
This mod is making me fall in love with the game again.
Bugs: Hydroponics ships don't seem to generate supplies within your fleet.
My mining fleets NEVER go back for resupply, instead they slowly die due to lack of supplies.
Edit: None of my fleets go back for resupply. They just explode slowly.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Fantastic Chimni on April 04, 2013, 01:26:45 PM
So... any chance this mod may find its way into U'sC? I cant decide if I want to play that or this one in vanilla.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: NZK on April 09, 2013, 12:51:52 AM
Is it an error when I try to buy one of the supply stations (energy) and it is listed as 9000 credits needed but when you go to confirm the purchase it says the buying price is in fact 900000 credits needed?
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: NZK on April 09, 2013, 12:54:34 AM
actually its 9,000,000 needed... call me crazy but that's a hell of a lot of leg work needed to get that many creds...
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: FloW on April 09, 2013, 12:56:59 AM
That's because the station modules come in stacks of 1000.
Try shift-clicking them.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: NZK on April 09, 2013, 12:59:06 AM
And with that reply I am officially a ***... thank you sir.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: CopperCoyote on April 17, 2013, 04:14:38 PM
I've picked up this mod again, and still like it. It is very hard though. The bulk of the mod is in your stations you can buy, and the skills gained in level up. In and of its self that is fine, but due to the current nature of Starsector it makes it extremely hard to advance.

Synopsis followed by reasoning in spoilers. I can't not wall o' text it seems.

Suggestions:
Multiply the current industry skill bonuses by 2 to 5.
     Throw money at advancing your levels
Make the mining power relative the FP cost. Roughly 1/2 the cost
     Creates meaningful mining ship choice & makes leadership more powerful
Possibly mining hull mods.
     Tech miners would be viable

Spoiler
Hypothetically once you've spent the 90K toll to get your 2 bases you can begin to exponentially grow your money. In practise hunting weak pirates outpaces it for long enough that putting your first 14 levels into making yourself better at fighting doesn't feel like a choice, but a necessity. I suggest doubling to quintupling the bonus from the industry skills so that industry characters can get off the ground in a reasonable amount of time. By making the skill bonuses bigger it prevents non industry characters from breaking everything by having the extra bases.

The other aspect of this mod i really dig is the mining. I like mining in general. When i happened across this mod i was elated i could mine in starfarer finally. The mining is underpowered too though. The balance is also  a little off. I saw a few posts ago that the balance is going to be reworked. I'd like to suggest making the mining power roughly half the fleet point cost.

The reason behind half the FP cost is because that'd make choosing which ships to mine with matter. It would mean the frigate is best for mining in small fleets because it is so self sufficient. The mining pods would never be a bad choice because they are so comparatively cheap and can be found at 3 different stations. Lastly the ox mining wing should have a mining power of 5 so it shines somewhere. In combat oxen die to everything, and are so painfully slow that even if i tell them to escort a ship with a flight deck they still both die before making it in. During solar system travel their slowness really hampers fleet agility so the powerful ponderous pirate fleets can still catch you frustratingly often.

For any potential upcoming mining vessel additions i suggest balancing it against their combat and cargo  ability. For example i'd round the mining power of the mule down because it has such good cargo and passable combat ability. If you made a mining buffalo (MkIII?) that had energy slots instead of ballistic i'd round its mining power up because cargo and combat would be underwhelming. The venture is so good at cargo and good enough in combat i'd reduce its mining power to 5.

I'd also like to (re)suggest hull mods that increases mining power so that tech/industry characters can be passable miners. It would be really cool if there were several types so you can forfeit combat for mining power. The mods themselves could be something like: mining tool umbilicals, waldo retrofit, and specialized demolition drones. It would admittedly be challenging to balance, but a flat increase of 1 per mod for all ship sizes would mean you only have to balance the OP cost. Maybe have the OP cost 9/12/15/18 per hull size. As your ship sizes increase the OP burden decreases, but so too does your mining power to FP cost ratio.
[close]

So that is the short and long of my suggestions. As with any suggestion feel free to ignore or use any part you want. I realize with Starsector version 0.6 looming sometime soonTM it'd probably be better to wait for it and hammer out any snarls all at once. Thanks for making a mod to fill in the gap of upcoming Starsector features i'm most excited about.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Axiege on May 04, 2013, 08:47:33 AM
I keep wondering and forgetting to ask, if you have a contracted or manufactured fleet flying around, do the spoils it returns if it survives include ships it may capture?
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: CopperCoyote on May 04, 2013, 01:17:54 PM
Unless i missed something somewhere the captured ships still integrate into the fleets so you don't get them as spoils
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Verrius on May 04, 2013, 01:55:04 PM
CopperCoyote is correct. I might be able to change that actually, though we'll have to see.

I'll definitely do an update for the next patch.
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: theSONY on May 04, 2013, 02:15:34 PM
Verrius , is this is still Alive & kicking then do something about Poor Mining Faction because after some tine they become an SUPERpower faction, it's just like they wont loose wealth when spawning fleets
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Verrius on May 04, 2013, 04:44:46 PM
Haha, yeah once they finally hit that last level it gets pretty absurd as they can retrieve more much faster without fear of retribution because of the vastness of their might.

At some point it'd probably be good to cap their wealth >_<
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: EvilWaffleThing on August 04, 2013, 07:40:46 AM
So will this be updated when the new version hits or are you planning on doing something completely new?
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Verrius on August 04, 2013, 02:01:31 PM
I might revamp it again for the next update, which might take a little doing. I'm going to have to practically relearn how to mod anyway :p
Title: Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
Post by: Verrius on September 16, 2013, 02:01:16 AM
Some delicious screenshots of the new setup for Stations:
Spoiler
(http://i.imgur.com/xbCvCZI.png)
[close]
Spoiler
(http://i.imgur.com/CiOHFX4.png)
[close]

There will be construction contracts available in stations that will allow you to build your station around any planet you like. It'll probably spawn a fleet that you'd have the option of talking to to just plop the station right where you're floating as well.

Planned functions are:

/* Station Menu Hierarchy
    *
    * Trade Cargo
    * Trade Ships
    * Refit
    * Repair All
    * Manage Production Facilities (Build Production Facilities) //NOTE, it's intended that purchasing more Structures makes all future structures cost more for this specific station.
    * --Build Solar Panels (Energy)
    * --Build Factory (Supplies)
    * --Build Oil Refinery (Fuel)
    * --Build Mining Facility (Ore)
    * --Build Cloning Facility (People)
    * Manage Patrols (Makes patrols based off the ships you have in the Station's inventory, as well as resources)
    * --Enable/Disable Small Patrols (20 FP Max)
    * --Enable/Disable Medium Patrols (50 FP Max)
    * --Enable/Disable Large Patrols (100 FP Max)
    * Manage Station Trading Policy
    * --Manage Selling Convoys (Deploys Buffalo convoys. These trade out profitable resources.)
    * ----Begin/Halt Energy Selling
    * ----Begin/Halt Supply Selling
    * ----Begin/Halt Fuel Selling
    * ----Begin/Halt Ore Selling
    * --Manage Buying Convoys (Deploys Buffalo convoys. These buy lacking resources when needed.)
    * ----Begin/Halt Energy Buying
    * ----Begin/Halt Supply Buying
    * ----Begin/Halt Fuel Buying
    * ----Begin/Halt Ore Buying
    * --Enable/Disable Mining Teams (Deploys Mining Units that attempt to mine resources from asteroids.)
    * Halt/Resume operations (For when you just can't make money right now.)
    */

If anything proves to be impossible, I've got alternatives in mind. So far I think it should all work out, but will take some time.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Wriath on September 16, 2013, 07:25:21 AM
Sweet merciful crap, that looks sweet.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: EurypteriD on September 16, 2013, 10:44:04 PM
First of all.. Love this mod!

List of what i have found the old version not working with the new star sector.
1. Hydroponic fleets, Just keeps hovering over the station, Instantly filling it with Supply.
2. Reduces the price of Supply from 120 to 6 creds.
3. Hydroponic ships does not work in Your fleet.
4. Mining have been made hard as ships dont auto follow roids (i think this one is for Alex)

If you need any help. Testing with danger of pc blowing up let me know. XD
Fyi. I love the new layout of the station.

Question. Will you be able to build station at Any planet.
Question2 Will you be able to mine the Dust around the new start system.

All Spelling and grammatical errors are 100% Copyrighted by EurypteriD.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: ciago92 on September 16, 2013, 11:18:47 PM
I absolutely love what you're doing with this and would like to apply for alpha/beta tester if you need bugs found :-)
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Verrius on September 17, 2013, 01:43:28 AM
Thanks guys :) As soon as it's even remotely playable, I'll have a "beta" version put up that will likely need testing. The mod is being redone from the ground up once again, so I'm not too worried about fixing the previous version. Things are being done in an entirely different way using the new dialogue system.

You will be able to build an orbital station around any planet. I might have a special station option where you can build it anywhere, but it would have less production and functions than a full orbital station. Will probably wait until you can set unique station graphics for that. I'll probably disallow having more than one per planet, and the number of outposts will likely be limited by skills.

As for the dust, no. There are no interactions with it, so there would be no easy way to do it, and it wouldn't really be worth it. Mining is going to be redone as well. AI Ships will probably treat it similarly to before, however I'm probably just going to use to use the dialogue system.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: mostmodest on September 17, 2013, 03:14:50 AM
Why not get "nebula skimmers" where you can interact with dust clouds and enter a "battle map" where you just run through nebulae and collect gases to make supplies, similar to mining an asteroid. Basically, the ships would have some kind of huge "sail" to collect the gases and you can refine them to a product which would sell for a high price.
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.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Andy H.K. on September 17, 2013, 07:53:01 AM
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!
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Verrius on September 17, 2013, 12:10:26 PM
Once the core functionality is in, we can look at fancifying mining and whatnot :).

Funnily enough, I named the refinery modules on the orbital station "Oil Refineries" before remembering "Hey, this is the future, and I'm mostly asking for Energy here." so I renamed them just Refineries. Refining energy, or some other nondescript material.

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.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: EurypteriD on September 18, 2013, 01:49:11 AM
@Verrius

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.

Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Darloth on September 18, 2013, 05:53:39 AM
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.

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.

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.)
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Verrius on September 18, 2013, 03:25:47 PM
@Verrius

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.
No worries, once I have a functional version you can help look for bugs :)

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.

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.)
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.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: EvilWaffleThing on September 18, 2013, 11:57:17 PM
Is there any chance of creating jump points? I'd like to be able to build a "stargate" (or whatever you want to call it) to jump between systems.
The way I imagine it is you build a stargate in one system and the inactive jump point shows up near your station. Then you go to a station you have in another system and build a second stargate and link the two together. Then you and allied fleets can jump through them without worrying about pirates chasing you through.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Darloth on September 19, 2013, 01:56:08 AM
If you did it that way, I'm not sure if the pirates COULD follow you through - they automatically path between valid jump points, although I'm not sure they'd be smart enough to know it was instant...

But the code certainly supports moving the playerfleet around, so there's in theory nothing stopping this.  And it would be very cool.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Verrius on September 19, 2013, 10:39:26 AM
Having the option to create a jumpoint that float near your stations is a strong possibility. The intent would be that it's locked from hostile fleets, but open to any friendly ones. Don't think I'd create a station teleporter option though, at the very least it wouldn't work for your friendly fleets without some really fancy doing.

I've been working on the patrol fleets, they're coming along nicely. Since the fleet building works, I've been thinking about betters ways to do it, such as instead of having 3 fleet sizes, allow you to set 3 fleet configurations. Not sure if that's possible, but I have an idea of how to try to implement it.

Here are some things I'd like to do later down the line, in addition to the stuff listed in my above post (such as convoys):
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: EvilWaffleThing on September 19, 2013, 04:54:24 PM
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.
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".
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: etherealblade on September 21, 2013, 09:27:16 AM
I have to say I really appreciate what you are doing here. A mod gives that give the game more immersion is definitely desired. Thank you.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Verrius on September 21, 2013, 08:00:30 PM
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.
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".
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.

In OTHER news, I'm changing the small/medium/large fleet system. Instead your going to be able to set up 3 different configurations of fleets completely to your liking, and they'll be spawned that way each time. This way I should also be able to show, properly, how many resources would be required to spawn fleets.

Heck, I'll probably be able to set it up so you can configure the convoys as well. That'd be kinda neat.
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: EvilWaffleThing on September 21, 2013, 08:24:50 PM
Is there going to be a way to tell the convoys exactly what I want sold so they don't sell my rare or valuable weapons?
Also if we can configure convoys I predict the Atlas is going to see a lot more use.

Awesome mod by the way, addicting as hell. Keep up the awesome work!
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Verrius on September 21, 2013, 08:58:01 PM
Not sure how I want weapon convoys to work yet. I'll probably have it similar to the existing system, where you'll have the option of automating weapon sales or manually sending a convoy with your station's weapons.

Haha, yeah you should be able to set up convoys an Atlas or 3. Right now, the Ore costs are very general, with a set amount based on type. But I'm thinking about ways to make it unique per hull based on certain stats. Convoys will still need resources to operate, so going all out on them might not be the best idea. I'd like it if you can choose between cheaper ships with less combat escorts, or having very secure convoys.

I do need to make it so ships are "melted down" when they return too. Probably return a large portion of the Ore cost if they make it back. I'll admit though, that's kinda a weird way to do it. Who melts down their ships every time they get back from a trip?
Title: Re: Fleet Control Mod (Developing new version for .6)
Post by: Verrius on September 23, 2013, 07:53:49 PM
Test version uploaded here.  (http://www.mediafire.com/download/4h3wvvg7po0at4w/Fleet_Control_v1.8.zip)

I had a post here, but I moved it up to the OP. My goal with this version being released is mostly to show the patrol system, and if anyone finds any crashes.

There are most certainly bugs, and I know of a few of them.

This is by no means a finished version, just wanted to let you guys test some things. If you get a crash, let me know what you were doing and I'll try to figure it out. For more info, please read the front page.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: ciago92 on September 23, 2013, 08:30:05 PM
any known incompatibilities?
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on September 23, 2013, 08:38:38 PM
Not sure, I haven't tested with other mods. Definitely don't add it to an existing save though (This might work eventually, after the patch), and also don't expect it to carry saves over. This is a test.

Worth noting though, here are some possible instances it wouldn't work:


Other than that, it should be compatible with most other non-TC mods. Anything else, you never know. My goal is very much an addon. You should be able to use modded fleets, weapons, hull mods, in your patrols just fine.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: EurypteriD on September 23, 2013, 08:58:41 PM
YAY to test versoin! Guess who is downloading and going nuts as soon i get off work!

Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: ciago92 on September 23, 2013, 09:03:19 PM
seems good so far, you already know about no free transfer...ummm....for the selling of fuel/cargo/energy/ore, how does that work? I have stockpiles and I have that enabled, do I have to have a patrol or anything set up?
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on September 23, 2013, 09:14:59 PM
Trading doesn't work yet, only facilities and patrols. I probably should've disabled the options, but oh well.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: CopperCoyote on September 24, 2013, 03:17:01 AM
A couple of things after a short time with this version:

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.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: theSONY on September 24, 2013, 06:12:12 AM
problem with the station on 1024x768 resolution
Spoiler
(http://i.imgur.com/I50ggQp.png)
[close]
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: EurypteriD on September 24, 2013, 06:27:50 AM
Allright been playing for about 2 hours now.

Here is the only bugs /glitches i have found.

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)

back into another game.. to find more!
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: ssthehunter on September 24, 2013, 06:31:51 AM
Glitch
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.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on September 24, 2013, 08:45:44 AM
A couple of things after a short time with this version:

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.
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.

As for the other two, I believe I covered both in the OP. I know personnel requirements aren't checked yet, as well as the free trade bug. There is nothing I can do about the latter, that's on Alex's end for the next patch. The former will be fixed later.

problem with the station on 1024x768 resolution
Spoiler
(http://i.imgur.com/I50ggQp.png)
[close]
Huh, that's weird. Does that happen any time you interact with your own stations on that resolution?

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.

Glitch
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.
That sounds pretty bad, does it happen every time you spawn stations? Are the fleets by default attacking you?
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: theSONY on September 24, 2013, 09:50:10 AM
problem with the station on 1024x768 resolution
Spoiler
(http://i.imgur.com/I50ggQp.png)
[close]
Huh, that's weird. Does that happen any time you interact with your own stations on that resolution?
Yup.
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
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: ssthehunter on September 24, 2013, 10:03:37 AM


Glitch
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.
That sounds pretty bad, does it happen every time you spawn stations? Are the fleets by default attacking you?
No, only in the spawn system.
And yea, all fleets are default attacking me.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on September 24, 2013, 10:12:03 AM
Yup.
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.
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.

Alright, now for the patrol option. When you select one of the buttons, it should bring up a buying/selling dialogue. Each one should be independent of the other. So when you sell something to one of these dialogues, what it should do is keep the same stuff within each dialogue. So if you sell a Hound to the first fleet type, you should not see the Hound in the regular cargo, you should not see it in the second or third ones, but you should see it in the first one where you put it. And so on and so forth.

Note that the ships that are used for the fleets are the ones on the "Buying" side. So basically, ships that you've sold.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: CopperCoyote on September 24, 2013, 10:29:33 AM
Are the different fleets remembered? Also how do I access the non fleet ships? or are they gone? (It was just a pair of tugs and i cheated in the credits so i don't really care, but y'know for future reference)

So far I haven't seen any spawn. I made all three fleets the same for now, but i think i may change it so they are identifiable. (It is an assault hound and a support hound(medium AC))

Edit:
I forgot to pause while I was typing this and a bunch of fleets spawned. I'm not sure what changed
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on September 24, 2013, 10:37:36 AM
By clicking the configure button, you can "buy back" the ships you put in to the fleets. They should be remembered.

Basically, you are creating a blueprint that the spawning fleets will follow religiously. If you put ships in to a fleet configuration and they disappear, that's a bug.

Also, you need the resources in your stations main cargo. They're placed there automatically when your buildings produce, it's possible your station didn't have the resources right away. To check how many you need to a fleet configuration, hover over and read the tooltip.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: theSONY on September 24, 2013, 01:58:14 PM
i got this strange thing
i dunno,maybe i frag something up  :-\
i try to load my old game
Spoiler
(http://i.imgur.com/1t5MvQU.png)
[close]
you can see that mods are the same
but i got this
Spoiler
(http://i.imgur.com/5dHn1FJ.png)
[close]

LOG
Spoiler
83203 [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 
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Zaphide on September 24, 2013, 02:42:46 PM
i got this strange thing
i dunno,maybe i frag something up  :-\
i try to load my old game
Spoiler
(http://i.imgur.com/1t5MvQU.png)
[close]
you can see that mods are the same
but i got this
Spoiler
(http://i.imgur.com/5dHn1FJ.png)
[close]

LOG
Spoiler
83203 [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 :(

(if you were not doing that then I'm not sure what the issue was. 'abandoned' is a faction in Exerelin.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: theSONY on September 24, 2013, 03:24:20 PM
Just to clarify; I am 100% sure Exerelin will not be compatible with Fleet Control sorry :(

(if you were not doing that then I'm not sure what the issue was. 'abandoned' is a faction in Exerelin.
well 1'st i was trying your mod, then Exerelin & later i was gonna return to your mod (& my save game)
i wasnt trying to load every mod in one game :D
you can see that my only mod was F.Ctrl & lazy lib (1'st screen)
well anyway, new Game, still testing
trying to figure everything up
did the station should "Eat" crew ? i got 57 req then if my station manage to clone 57 crew that they dissapear & again, till 57 *pop* 
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on September 24, 2013, 04:52:42 PM
Unless it's spawning fleets, it shouldn't be eating crew. Funnily enough, it was doing that a while ago, but I thought I fixed it. Gonna have to take another look.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: joey4track on September 24, 2013, 07:40:01 PM
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..
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on September 24, 2013, 07:58:13 PM
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.

As for features that work WITH it, well, that would be out of my hands. I will make the source available though when I'm done, so if anybody does want to do anything with it, there's that.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: CopperCoyote on September 25, 2013, 12:35:52 AM
So I tested the fleet spawning ability some more. Any ships I sell to the station before i create any fleets are lost and gone forever. Any fleets I create will stay in the fleet inventory, but if i buy them back the fleet disappears. So when i hover over the fleet number it says no fleet created. I bought them from going to (I)nventory first from the top dialogue of the station. When i sold them back in the fleet 2 creation screen and pushed Esc to go back to the top dialog it showed me the cost. I had the fleet ready to go for fleet 3 and immediately made it. I pushed Esc a few times to leave the station and flew off. I came back a short time later with supplies to give the fleet spawning a boost and had a look at fleet 3 to find it was not set yet. I made mostly the same fleet again (it was basically a copy of my fleet minus a hound), and it stuck.

When the station randomly chooses a fleet to create does it remember that choice until it has enough resources? Or does it just check for enough resources then spawn it if it has them? I only ever saw my fleet 1 flying around. Fleet 2 was a tiny bit more expensive, and fleet 3 was incredibly expensive. Fleet 2 and 3 also had fighters and carriers. I cheated in a tremendous amount of money and really cranked up my station production facilities. Even after I was accumulating a surplus it didn't spawn 2 or 3. Is there a cap to the total number of fleets per station?

The crew cost displayed is also off. It said i needed 2 crew members to make the fleet but it was quite a bit more. It seemed to pull the correct amount from the station though. The fleet was a Doom 4 hounds and a buffalo MK1, and a tug.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Azmond on September 25, 2013, 07:48:06 AM
I'll be testing this mod out, I'll post my findings, any bugs (glitchs, etc etc things that need help.) or balancing issues. :)
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Chronosfear on September 25, 2013, 08:30:54 AM
HI,

Crew in your station isn´t required for production purpose if i got that in your first post right.
so i have a Question/maybe upcoming issue:

What would happen if let´s say need 500 crew minimum for your factorys and have 600 stocked.
A fleet spawns which need 200 crew.

Problem would be : now only 400 left which is not enough to keep your production.

greez
Chronosfear


 


 
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Runoved on September 25, 2013, 08:32:58 AM
I tested this mod, at first sight everything works normally, there are no conflicts to other mods. There was an idea, it is possible not new, it would be interesting to add Darloth's Tradewinds support, certainly if authors not against. For example, that the stations constructed by the player after the corresponding improvement could make one type of a resource from Tradewinds as they now make ore for example. Also would sell it at minimum price as the producer. The type of a resource could depend on planet type near which the station if certainly it can be realized is constructed. It could add to player's stations  economic value. I apologize for broken language it is machine translation.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Azmond on September 25, 2013, 10:12:15 AM
Allright, so, i don't know if this is just me, or an issue with others, but I can't seem to get the skills to show up. I don't even have a  'ghost' button to push in the character creation, and stating a new games yields nothing as far as I'm able to tell... This is, intresting, if not annoying, I'll see what i can do to get it to work.

I run Linux Mint 14 64-bit 32-bits libs are installed... It's an issue with the mod. i think... i hope.

heres a screen shot for what i'm talking about.

[attachment deleted by admin]
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on September 25, 2013, 01:59:20 PM
@CopperCoyote A fleet is chosen randomly each day, and the resources are checked for it that day. This might change later, we'll see. I'll look in to the crew costs, I have an idea as to why it might be doing that. As for the fleet spawns, yeah the fleets require the ship to remain in the inventory for the fleet. You can pull the ship out later, but the fleet will not spawn that ship anymore until it's put back.

@Chronosfear Fleets won't spawn unless you have the amount they need + the amount of crew your station needs. (Their is also a way to prevent trading convoys from selling resources you need as well, not that trading is in yet :p)

@Runoved I really want to add that in, or use the Price Changer, or do some sort of trading myself. The only thing that is stopping me right now is that nobody has figured out how to dynamically change the price of the most important resources: Supplies, Fuel, and Crew. I can live with crew being stuck, but it just would not make sense for supplies to not also change price with their raw materials for example. I'd rather have nothing than have half for the final release.

@Azmond There are no industry skills yet. This is being remade, those will be one of the later features before full release.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: CopperCoyote on September 25, 2013, 05:20:57 PM
I got a peculiar error message. It said my mod versions didn't match, but i hadn't changed anything. When i Looked at the save in the load screen it didn't have any incompatibility warning when i hovered the cursor.

This is what the error log had to say:

Spoiler
Caused by: java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.getFleetPointCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.do.float$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.accidents.AccidentManager.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor18.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:597)
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:65)
   ... 70 more
115828 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_CC_8171377481846033831\descriptor.xml]
[close]

I'm not even sure if this is related to the error though.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on September 25, 2013, 07:22:46 PM
That's pretty helpful, I'll look into it.
And this is why we have a test version :p I was worried save-killing stuff like this would happen.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: theSONY on October 03, 2013, 09:14:44 AM
any progress ?
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on October 03, 2013, 10:02:11 AM
I probably should've mentioned that I'm addicted to Terraria 1.2 right now, so not much progress. I wanted to say something earlier but it totally slipped my mind. We'll see how my weekend looks :p
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: ciago92 on October 03, 2013, 11:06:38 AM
join us on the StarSector server then!!
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Azmond on October 04, 2013, 12:43:26 PM
Allright, then i've NOOOO idea how to get the mod to work properly/or how it works! xD
I'll have to re-read an mess around with things is all. :) but it works i've got no errors really, so... I suppose it's more of me trying to get the mod to work, and just not knowing how to work it.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: theSONY on October 04, 2013, 04:11:09 PM
well the last main chande is taht you can buy at the extra hegemony station some umm... Your station that you can plant on any other planet, that will spawn new station that have some NEW to the game options (like produce Stuff ) as far as i remember ;P
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Azmond on October 06, 2013, 01:57:00 PM
Little help, I've no idea how to work the mod, or if it's even working in the first place~!!!

From what's said in the mod front page, there should be a Station either built/spawned at Corvis 2, but all i see is the hegemony system, there isn;'t the contract either. The mods active, but nothing seems to show up/happen/result from whatever i do/don't.

Either i'm stupid, or somethings up! xD
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: ciago92 on October 21, 2013, 11:12:41 AM
So Verrius, are you bored with Terraria yet? :-P
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: Verrius on October 21, 2013, 08:04:25 PM
Yes but... I've been working a lot and...

Well...

Pokemon.

Yeah, I'm an awful person :p. I'll try to drag myself back to it at some point.
Title: Re: Fleet Control Mod (Incomplete test version available, please help!)
Post by: ciago92 on October 21, 2013, 08:26:02 PM
No worries man, I can hardly complain about you not gaming starsector cuz ur gaming Terraria and Pokemon lol

(off topic, did you get X or Y and which starter?? :-D)