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Author Topic: Fleet Control Mod (Incomplete test version available, please help!)  (Read 181750 times)

NZK

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #375 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...
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FloW

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #376 on: April 09, 2013, 12:56:59 AM »

That's because the station modules come in stacks of 1000.
Try shift-clicking them.
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"The point is, you see, that there is no point in driving yourself mad trying to stop yourself going mad. You might just as well give in and save your sanity for later.''
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NZK

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #377 on: April 09, 2013, 12:59:06 AM »

And with that reply I am officially a ***... thank you sir.
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CopperCoyote

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #378 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.
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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.
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Axiege

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #379 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?

CopperCoyote

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #380 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
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Verrius

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #381 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.

theSONY

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #382 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
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Verrius

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #383 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 >_<

EvilWaffleThing

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #384 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?
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Verrius

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #385 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

Verrius

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #386 on: September 16, 2013, 02:01:16 AM »

Some delicious screenshots of the new setup for Stations:
Spoiler
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Spoiler
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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.

Wriath

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #387 on: September 16, 2013, 07:25:21 AM »

Sweet merciful crap, that looks sweet.

EurypteriD

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #388 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.
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ciago92

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #389 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 :-)
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