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Author Topic: Fleet Control Mod (Incomplete test version available, please help!)  (Read 181334 times)

Verrius

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #120 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

Wriath

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #121 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!)

Brainbread

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #122 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.
« Last Edit: August 14, 2012, 02:00:42 PM by Brainbread »
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Uomoz

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #123 on: August 14, 2012, 01:56:44 PM »

This mod needs UI elements so badly :D. Still it's awesome.
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Wriath

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #124 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.

Verrius

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #125 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.

Wriath

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #126 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.

Verrius

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #127 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.

Wriath

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #128 on: August 14, 2012, 02:31:53 PM »

If you guys need any testers, I'll be more than happy.

DelicateTask

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #129 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.
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silentstormpt

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #130 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
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Verrius

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #131 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.

silentstormpt

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #132 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

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

« Last Edit: August 14, 2012, 07:13:19 PM by silentstormpt »
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CrashToDesktop

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #133 on: August 14, 2012, 07:12:14 PM »

Umm...where did that come from? ???
Anyways, I await the next update. ;D
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silentstormpt

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Re: Fleet Control Mod (v.55, .53a) Compatibility changes
« Reply #134 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)
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