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Author Topic: Fleet Control Mod (Incomplete test version available, please help!)  (Read 181353 times)

Verrius

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Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
« Reply #345 on: January 17, 2013, 06:04:40 PM »

I think this is it: http://www.mediafire.com/download.php?0veb73ae94nvhvv

Crash usually happens almost immediately in this save.
Anything would help at this point. I don't even know where to look >_<

EDIT: Alright! Think we've got a fix. Thanks to LazyWizard to figuring out what went wrong xD I'll be uploading it soon, along with some behaviors for the Civilian Hydroponic Fleets.

Should be save compatible, but I'm not entirely sure.

Chronosfear

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Re: Fleet Control Mod (v1.10, .54.1a) Mining Faction update.
« Reply #346 on: January 18, 2013, 02:30:51 AM »

wohooo !!!

thanks LazyWizard !
thanks Verrius

that's good news.



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Verrius

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #347 on: January 18, 2013, 02:57:24 AM »

Updated.

Also worth noting that I added some behaviors to the Hydroponic Fleets. They now will return after they've collected 30 supplies for each non-fighter ship in the fleet. So if they have 4 farmsteads, they'll go back after collecting 120 supplies. If they (somehow) capture a lasher, they'll go back after 150. If they then capture a talon, it's still 150. If all but one farmstead dies, the lil' guy will return after collecting 30 supplies. They do NOT despawn after returning the supplies.

Also, supplies/ore is now converted to wealth much more slowly. Before it took 15% of the supplies/ore and "sold" them for 5/30 wealth. Now it only takes 3%. If they have lots of stuff, they'll still gain wealth rather quickly, but still generally have a stockpile if you need extra supplies/ore.

Now there are a couple posts I didn't address in my panic:

is Economical available for player use, and if so, whats its OP usage like?
No, and the OP Usage is 0. I've thought of having Hull Mods like a "Mining Tools" mod that gives Mining Power, but that doesn't seem possible.
Right now, there is really no reason you'd EVER want it. Despite the speed boost, which is really only for out-of-combat travel, why would you want to A) Sacrifice your shields, B) Sacrifice 1/3rd of your Armor, and C) Sacrifice 1/3rd of your Hull?
Lunacy!

HOWEVER, I've though... Perhaps someday Hull Mods might have a cost associated with them. What if there were negative Hull Mods you'd have to pay to remove? This would be a perfect candidate. But alas, that's not how it works.

So you have the option of making predefined fleets with your own resources and buying them from contracts. What I'd REALLY like to see however is the ability to define the fleets you produce yourself and have the costs automatically adjust. So if I wanted to make custom ship variants and assemble a giant fleet using a mix of ships I could. I would also be able to give some security to my convoys. Also a nice feature would be the ability to set fleets to "roles" like security and defense so they can escort convoys or my own fleet and defend areas like the fleet HQ or allies in distress

Just my two cents on some features I'd enjoy. I'm loving the mod no matter what though! Great job!
A lot of these are actually ideas I'd love to have, but things get messy very quickly. Without being able to make our own UI, I have to rely solely on check if items are in places. I've put a lot of thought into both of them though.

Predefined fleets:
Actually quite possible, methinks. Could probably have it so ships can be placed into the Fleet HQ, then offering contracts that create fleets of varying sizes based on the selected of ships in your Fleet HQ, with Ore/Supply/Fuel amounts defined by OP or just hull size. And of course, enough crew to pilot the fleet and extra supplies for travel. I'll have to look into it some more, but I'll probably do that if I can.

Escort/Defense/Assist/Raid Orders:
How this would probably go, is to have "Fleet Order Modules" that you purchase (quite possibly free.) The more of one module you have over the others, the more likely your spawned fleets would perform that role. For example, if you have 2 Defend Modules, 1 Raid Module, and 0 Escort/Assist modules, there is a 2 out of 3 chance your fleets will attempt to defend your convoys, and a 1 out of 3 chance they'll roam around and attack enemies. Getting them to evenly assist all of your convoys though might be difficult.

Chronosfear

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #348 on: January 18, 2013, 10:49:03 AM »

Not crash to report. seems fine.

but not sure about this : now the station spawns bigger fleets ( which is ok due their high wealth )
but it doesen´t decrease when a "big" fleet spawns , the now got 40k wealth and growing.

Edit : Now it´s 80k wealth, started fighting them ... the amount of wealth drops slightly when a new fleet spawns. ( 80k - 79,5K or something like that )
        and with the next exchange tick they are over 80k again.
        So even if i continue hunting them the station contains so many "unrefined" ore and supplies that it will take "days" of continuous farming to
        make them poor again :)
        The amount of ressources needed to spawn a fleet should be higher, because some wealthy miner fleets prefer hunting pirates if the get to close and destroys them
        ... poor pirates ^^
       
 
Btw : seen 3 types of fleet ( poor,normal and wealthy ). Are there any more?

« Last Edit: January 18, 2013, 02:56:58 PM by Chronosfear »
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mkire

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #349 on: January 18, 2013, 12:06:46 PM »

is Economical available for player use, and if so, whats its OP usage like?
No, and the OP Usage is 0. I've thought of having Hull Mods like a "Mining Tools" mod that gives Mining Power, but that doesn't seem possible.
Right now, there is really no reason you'd EVER want it. Despite the speed boost, which is really only for out-of-combat travel, why would you want to A) Sacrifice your shields, B) Sacrifice 1/3rd of your Armor, and C) Sacrifice 1/3rd of your Hull?
Lunacy!
For ships that'll either never see combat, or if they do, you've already lost.
---

different question: Do the mining frigates have more mining power than the ox-wings?
« Last Edit: January 18, 2013, 01:20:26 PM by mkire »
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Verrius

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #350 on: January 18, 2013, 03:10:10 PM »

Not crash to report. seems fine.

but not sure about this : now the station spawns bigger fleets ( which is ok due their high wealth )
but it doesen´t decrease when a "big" fleet spawns , the now got 40k wealth and growing.
Fleets aren't actually that expensive. Perhaps they'll be made pricier in the future. Miners are 200 Wealth, Farmers are 150 Wealth.
However, the price does increase with Tech Level. At Level 2, Miners are 400 and Farmers are 300. Level 3, Miners are 600, Farmers are 450. And so on and so forth.

Wealth is only lost when a new fleet is spawned. If nothing is killing the fleets (And most stuff stops killing them at Tech Level 2, and stays far far away at Tech Level 4) they'll do nothing but grow.

Tech Levels increase at 20000, 80000, and 200000.

Quote
Edit : Now it´s 80k wealth, started fighting them ... the amount of wealth drops slightly when a new fleet spawns. ( 80k - 79,5K or something like that )
        and with the next exchange tick they are over 80k again.
        So even if i continue hunting them the station contains so many "unrefined" ore and supplies that it will take "days" of continuous farming to
        make them poor again
        The amount of ressources needed to spawn a fleet should be higher, because some wealthy miner fleets prefer hunting pirates if the get to close and destroys them
        ... poor pirates ^^
        
 
Btw : seen 3 types of fleet ( poor,normal and wealthy ). Are there any more?
At higher levels they most definately obliterate pirates. Heck, now that they have the venture, they still kill pirates as they run by at level 1. Hence why I'm strongly considering giving them their own mining carrier/freighter destroyer and/or cruiser. But they're pretty big at tech level 1 regardless, so maybe I'll scale em down a bit at the start.

And there is one more level. After Wealthy, they go Corporate. Then they get real scary.

If you want to stunt their growth, having a lot of powerful player fleets around might help too. If your playing this with Vanilla, it's not hard for them to eventually spin out of control because only pirates fight them. If your playing with U'sC though, it's hard for them to get off the ground because all the pirate factions eat them up.

For ships that'll either never see combat, or if they do, you've already lost.
---

different question: Do the mining frigates have more mining power than the ox-wings?
Hm, I guess. I'll think on it; It just seems kinda weird, the idea behind it is the SHIP was cheaply made. Turning existing ships into cheap ships seems kinda awkward.

Ah, for the Mining Power:
Mining Pods have a power of 1.
Ox Pods have a power of 2.
Digger Frigates have a power of 3.

That probably doesn't mean much, there is a formula behind it. Said formula will probably be changed so "Mining Power" indicates on average how much Ore you'll get mining per "period of time." What that period of time will be I don't know. Certainly less than a day.

736b

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #351 on: January 19, 2013, 12:32:46 PM »

So, I decided to play a miner, but the experience you get doesn't seem to level the character up.

Spoiler
[close]
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Chronosfear

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #352 on: January 19, 2013, 01:24:58 PM »

So, I decided to play a miner, but the experience you get doesn't seem to level the character up.

Spoiler
[close]

a bug already known
Verrius already asked if it is possible to check Xp/Level without a fight.
If you win a fight, you get all levels to the point or your current xp.
got from level 1 to 6 or so by killing a single pirate ship.
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mkire

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #353 on: January 19, 2013, 01:56:54 PM »

For ships that'll either never see combat, or if they do, you've already lost.
---

different question: Do the mining frigates have more mining power than the ox-wings?
Hm, I guess. I'll think on it; It just seems kinda weird, the idea behind it is the SHIP was cheaply made. Turning existing ships into cheap ships seems kinda awkward.
think about it this way: You're stripping off all this stuff to make the ship lighter so its existing engine has less work to do and thus moves the ship faster
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Chronosfear

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #354 on: January 19, 2013, 02:43:04 PM »

For ships that'll either never see combat, or if they do, you've already lost.
---

different question: Do the mining frigates have more mining power than the ox-wings?
Hm, I guess. I'll think on it; It just seems kinda weird, the idea behind it is the SHIP was cheaply made. Turning existing ships into cheap ships seems kinda awkward.
think about it this way: You're stripping off all this stuff to make the ship lighter so its existing engine has less work to do and thus moves the ship faster

weight doesn´t affect speed in space because there is no drag ( or at least very very close to 0 ) like in an atmosphere, so mass would only affect your acceleration. To get faster in space you only need time and/or a stronger engine to reach a speed of x in a lesser amount of time.
that´s why you continue to move and keep your spin when you flameout :P ( to say it in simple starsector )
Maybe the "upgrade" that removes shieldgen makes room for another engine or a more powerful one.
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Hypilein

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #355 on: January 19, 2013, 02:51:36 PM »

I still didn't really figure out how Mining Power works. I own severy (maybe about 8) digger frigates now, and I don't seem to mine all that much faster. I also have a feeling (although I can't prove it) that having more messages appear from other mods (in my case omnyfactory) seems to reduce the amount of mining I do. Is that possible and would there be a way around that?

I think one relatively easy point to improve the mod would be to improve the already existing talent points. The big points (I always forget their name, something with A?) currently don't provide any bonus which is extra hard as most of the other perks only kick in once you have a fairly well operating Fleet HQ already. I think it might be nice to make the added chance to precious ores a perk in itself. In my miners playthrough I currently try it's almost always better to spend points on Leadership to get more mining power.
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CrashToDesktop

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #356 on: January 19, 2013, 02:53:22 PM »

Urrg, not this discussion. -_- Just leave that stuff to David, ok?

Anyways, the "cheap" hullmod basically strips the ship of some combat-related things, and adds more space in the engine rooms for engine modification.
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Verrius

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #357 on: January 19, 2013, 05:39:22 PM »

a bug already known
Verrius already asked if it is possible to check Xp/Level without a fight.
If you win a fight, you get all levels to the point or your current xp.
got from level 1 to 6 or so by killing a single pirate ship.
Yup. No response, or even any attention of any sort though, so odds are it won't be fixed for a while.
Oh well.

weight doesn´t affect speed in space because there is no drag ( or at least very very close to 0 ) like in an atmosphere, so mass would only affect your acceleration. To get faster in space you only need time and/or a stronger engine to reach a speed of x in a lesser amount of time.
that´s why you continue to move and keep your spin when you flameout :P ( to say it in simple starsector )
Maybe the "upgrade" that removes shieldgen makes room for another engine or a more powerful one.
There's another reason I don't do much with Hullmods. The science gets out of hand.

The Economical Hullmod was born purely for mechanics and nothing more. I might still make it available, but I wouldn't count on it. Perhaps change it up a bit.

EvilWaffleThing

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #358 on: January 20, 2013, 06:02:02 AM »

Following up my previous suggestions. It would also be nice if you could produce weapons and ships at your HQ. You could add in the "blueprints" items for each ship and weapon to the fleet centers. Or you could have to process an existing ship or weapon to gain the ability to produce it. All the resources are already in the mod as well as a production facility so it wouldn't be too much of a stretch.
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djtman003

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Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« Reply #359 on: January 25, 2013, 12:49:44 PM »

i keep getting thei error

FatalConversion=h Flags= Check starfarer.log

This happens when i try to add hull mods

Im not sure what this means.

http://www.sendspace.com/file/v2fk0p
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