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Author Topic: Fleet Control Mod (Incomplete test version available, please help!)  (Read 181347 times)

Sunfire

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Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
« Reply #195 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!
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Verrius

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Re: Fleet Control Mod (v.80, .53a) Convenience update and some fixes
« Reply #196 on: August 16, 2012, 05:03:44 PM »

Yes indeed. I think I might have found a solution, I'm testing it now.

Verrius

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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.

robokill

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Do I need to download this or does downloading scrappers say suffice
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Verrius

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No, this is an entirely separate mod. There is some extra content in there if you have Scrappers and/or Shadow Order installed though.

CrashToDesktop

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Well, it appears as if there are no bugs in this version. :)
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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.

Durendal5150

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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.
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Brainbread

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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.
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CrashToDesktop

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Hmm...my miners don't seem to be dropping off any ore.  Help?
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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.

Brainbread

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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!
« Last Edit: August 21, 2012, 12:40:15 AM by Brainbread »
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Chronosfear

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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.



 
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theSONY

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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
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-the ABOMINATION - in progress

Brainbread

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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.
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Ravelair

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Stupid question: where do I buy fleet HQ and storage facility?
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CrashToDesktop

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Go to the Corvus II Fleet Center.  Right next to the Orbital Station.
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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.
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