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Author Topic: Fleet Control Mod (Incomplete test version available, please help!)  (Read 181913 times)

bluntfang

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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.

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CrashToDesktop

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Not sure about the abandoned storage facility, I almost never used it.
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bluntfang

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I confess it is pretty cool to watch the convey go out and deploy the station.  Very immersive.
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Sunfire

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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
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Verrius

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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.

FlashFrozen

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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
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Verrius

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That's fixed in my current version, which should go up soon-ish. Sorry bout that xD

bluntfang

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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.

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Verrius

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Re: Fleet Control Mod (v.75, .53a) Major bugfixes.
« Reply #158 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.

FlashFrozen

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Re: Fleet Control Mod (v.75, .53a) Major bugfixes.
« Reply #159 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
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Verrius

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Re: Fleet Control Mod (v.75, .53a) Major bugfixes.
« Reply #160 on: August 15, 2012, 12:40:42 PM »

Damnit, I uploaded my version. BE RIGHT BACK

EDIT: There we go :p.

CrashToDesktop

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Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
« Reply #161 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. -_-'
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Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
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.

Kreyesh

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Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
« Reply #162 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. -_-'



: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!
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CrashToDesktop

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Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
« Reply #163 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. :)
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Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
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.

Wriath

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Re: Fleet Control Mod (v.75, .53a) Major bugfixes. (For real this time.)
« Reply #164 on: August 15, 2012, 04:00:54 PM »

Don't bring memes insulting other forum users here dude.
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