Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 197 198 [199] 200 201 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1643845 times)

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2970 on: September 08, 2014, 10:03:24 PM »

Now thats what i call a true dedication! Thanks.

I don`t even know where to start when 0.65 comes out. Probably the first thing that i`ll do - i`ll rewise the current resources/goods system. Then i`ll write the basics for the faction fleets - patrols, freighters, sdfs, assaults, pirates, smugglers and etc. After that i`ll start repopulating map from a new. System by system, station by station, market by market. The last thing i`ll do - make it possible for player to scan other fleets (we do already have cargo scanner - why not to put it to good use?) and aloow him to 'hide' his smuggled goods by using scrambler device (why not?). Then comes some bounties, events, jobs (like enforcer duty) and etc.

After all the core mechanics are done - i`ll start working on stations.
« Last Edit: September 08, 2014, 11:26:27 PM by Okim »
Logged

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2971 on: September 09, 2014, 02:22:09 PM »

Could anybody better versed in Ironclads please clarify: do I need to actually activate Cargo Scanner before entering combat to increase loot drop, or having the scanner in cargo is enough for the increase?
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2972 on: September 09, 2014, 02:44:15 PM »

Having the scanner will boost the available loot. Scanning is just for you to figure out what to expect.

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2973 on: September 09, 2014, 03:03:11 PM »

Okim, thanks a lot! :)
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2974 on: September 09, 2014, 09:47:57 PM »

This feature will be removed from the mod once 0.65 is out and replaced by an ability to scan other fleets for illegal goods (note - scanning without enforcer license will get a relationship penalty). That`s currently just a concept.

echosierraalpha

  • Lieutenant
  • **
  • Posts: 97
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2975 on: September 12, 2014, 09:02:25 AM »

I <3 this mod Sooooo much.  ;D. it's not just the cool ships and weapons, but this whole total modification - it takes alot of dedication to do what you have done with this mod, with its atmosphere, complex trade systems, and living universe - feel! and all before its available to the base game! It's what sets this mod apart from everything else. :) Keep up the good work Okim!

This feature will be removed from the mod once 0.65 is out and replaced by an ability to scan other fleets for illegal goods (note - scanning without enforcer license will get a relationship penalty). That`s currently just a concept.

Oooh! NPC scanning and enforcer licenses? those two sounds like interesting ideas! But what would they entail? for the enforcer license: does that mean we can get credits for finding/stopping smugglers and pirates if we get the license? or perhaps get a bonus on top of the existing 2500 per Jolly rogers when we exchange it in the security station? (maybe both)?

also, speaking of scanning and contraband: do you think it's possible to (eventually) scan for what weapons/ships the player has in his fleet? currently, military-grade ships, explosives, and other high end weapons are, (I think) contraband, in that you cannot legally acquire them unless you are a member of a nation's military. which means that if illegal military-grade weapons (and ships) are found during scans, and you do not have a military ID, you might get into trouble with the local authorities. (somehow, I doubt that they will buy the good ol' "It fell out the back the back of a truck" excuse  :P.) Right now, I could go out and stride about with a battleship (and its escorting ships) around any faction's major systems without the local police/military batting an eyelid - even when I'm only a civillian. (But then again, it would take ALOT of courage for a law-enforcer to approach said fleet to ask for license and registration - or, heaven forbid, ticket him for doing a 6 in a 5 - burn level zone  ;D)

That being said, being above a certain reputation level for the scanning party's faction or purchasing an enforcer/PMC license (or, as joked above, possessing a certain level of firepower) might mean that they would allow you to pass if you are caught packing these harware - this could make an enforcer license more useful, if you intend to go this route. (note: an enforcer license will not protect you if you are caught carrying other illegal goods such as drugs.)

(Sorry for the rambing. Of course, these are all just some random, minor ideas that I'm throwing around, don't mind me...)

*returns to the shadows*
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2976 on: September 12, 2014, 09:26:10 AM »

Pretty nice ideas you have. Especially those that cover the "illegal weapons" thing.

I can`t say for sure how difficult it would be to implement that type of scan (weapons are not resources), but i think it is pretty much doable.

As for enforcer license - it is an idea to make enforcer duty a bit larger than pirate shooting. You will probably force your scanned fleet to hand all illegal goods to you and you will be forced to deliver those to a nearest enforcer station within a specific time period. Or you`ll be punished by shutting your license and huge relationship impact.

Now the thing is that those goods probably must be made universal for all factions as it would be huge effort to write a script that tracks every single good per faction...

LarvaLounge

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2977 on: September 14, 2014, 08:36:06 PM »

I have to say that I love this mod.

I originally discovered Starsector something like a year ago, while looking for a game similar to EV Nova.  I got into Exerelin at the time, and despite being a great mod, it doesn't exactly give me the experience I'm looking for.  It basically plays out like a giant RTS (in which you are only one 'unit', out of the hundreds of fleets that eventually start spawning), rather than a persistent sandbox type world.

I didn't try Ironclads back then because I was hooked on my beloved Tri-Tachyon ships.  I recently decided to give Starsector another try, but was disappointed that the Vanilla game hadn't developed much from where it was.

Finally I tried out Ironclads and I do not regret it.  Fantastic work.

I am playing as ISA faction and I do wish I had a bigger variety of enemy fleets to fight against at high level.  I noticed that pirate fleets adopt ships from the faction's space they inhabit.  Maybe the pirate factions could occasionally send out a full battle fleet akin to the Military defense fleets, with battleships (not mothballed).  It could be a rare occurrence, but would give a non-pirate player the chance to fight the various factions' full strength fleets once in a while.

Related Question:  If I go renegade in my current game and start attacking friendly and neutral fleets, is there a way to pay them off at some point to become friendly/neutral again?  And will I be able to get back into the ISA Military if I choose to?  Or is it a one-way trip to being total outlaw?  If so, I'll want to get a ton of those experimental phase-jumping destroyers made before I do it.
Logged

OOZ662

  • Captain
  • ****
  • Posts: 390
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2978 on: September 14, 2014, 08:39:45 PM »

One option is to pay 5,000cr to dock at a pirate base and buy a scrambler device, then you can pretty much attack anything you want at will with no reputation issues.
Logged
It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2979 on: September 14, 2014, 09:35:17 PM »

The same device is aslo available at research stations, but only to the 'friends' of it`s owner.
There is always a way to get to neutral with any faction and sub-faction. However - is you are allied to that faction`s sworn enemy (ISA - RSF) - then you wont get such an option.

For civilians you need to visit an Enforcer Station of that faction. For military - this faction`s military base.
« Last Edit: September 14, 2014, 09:38:26 PM by Okim »
Logged

LarvaLounge

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2980 on: September 15, 2014, 01:35:54 AM »

Cool. Thanks for the info! 

It pains me to go crazy on the other factions.  They are all so darned polite when I 'communicate' with them, but alas, I need more ships to blow up. <shrug>
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2981 on: September 15, 2014, 03:48:55 AM »

You can hunt AI fleets north of XLE sector or Aliens south of ISA. There are some new 'fresh' enemy raiders that harass XLE/UIN that you can freely fight. They are fast and quite deadly for a medium sized fleet.

You can fight Marauders in-between ISA/RSF sectors for occasional powerful salvageable ISA/RSF military ships and weapons.

There are powerful Rock Flies invading XLE western systems which will give you valuable body parts for salvage.

LarvaLounge

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2982 on: September 15, 2014, 06:27:10 AM »

Ahh OK, I think that when you are in the Pirate Station and hover the mouse over the Scrambler Device, the description is different than the description you see when you actually own one.  Before you buy it, it seems it is only meant to help you escape tough fights, or something... also it says it only works for fleets less than 60 fleet points, which isn't true, unless I don't know what a 'fleet point' is.

Anyway that thing feels like cheating, haha.  I might get rid of it and face the consequences of my terrible actions.

And yeah I've killed Alien Motherships and Rock Flies.  My current game is level 52.  I've pretty well explored all the systems, and killed anyone (or anything) there that wasn't polite. 

Well, actually I didn't try to communicate with the Rock Fly...


Anyway, once again, fantastic mod.  And thanks for the helpful replies.  Keep up the nice work.  I'm sure I'll still be playing Ironclads for some time.  Cheers.
Logged

OOZ662

  • Captain
  • ****
  • Posts: 390
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2983 on: September 15, 2014, 10:39:14 AM »

also it says it only works for fleets less than 60 fleet points, which isn't true, unless I don't know what a 'fleet point' is.

It allows fleets of less than 60 deployment points to escape a hostile confrontation.
Logged
It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2984 on: September 15, 2014, 11:32:24 AM »

It 'should' be doing so. However i`m not 100% sure that it works as intended. I never used it for escape purposes.
Pages: 1 ... 197 198 [199] 200 201 ... 281