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Author Topic: Fleet Control Mod (Incomplete test version available, please help!)  (Read 181660 times)

theSONY

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #105 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   ???
« Last Edit: August 14, 2012, 05:26:14 AM by theSONY »
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silentstormpt

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #106 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:


or
« Last Edit: August 14, 2012, 05:44:29 AM by silentstormpt »
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CrashToDesktop

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #107 on: August 14, 2012, 06:38:35 AM »

Yea, just replace the .png file in graphics/station
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Wriath

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #108 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.

CrashToDesktop

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #109 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.
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Brainbread

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #110 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.
« Last Edit: August 14, 2012, 10:38:57 AM by Brainbread »
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CrashToDesktop

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #111 on: August 14, 2012, 10:37:38 AM »

You are a life saver.
Thanks!
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Brainbread

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #112 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.
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CrashToDesktop

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #113 on: August 14, 2012, 10:52:34 AM »

Something wrong with green crew and fuel, huh? ;D
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Brainbread

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #114 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.
« Last Edit: August 14, 2012, 11:05:19 AM by Brainbread »
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Wriath

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #115 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.
« Last Edit: August 14, 2012, 11:27:39 AM by Wriath »
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Darloth

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #116 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?
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silentstormpt

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #117 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...
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Wriath

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #118 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.

Brainbread

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #119 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.
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