Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 196 197 [198] 199 200 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642501 times)

Red5x5

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2955 on: August 21, 2014, 11:42:08 PM »

though I love a good sploit.  Did you realize you can level from 1-46 in no time with a few haulers going between 2 systems right next to each other trading valuables?

Just started a new game and in an hour I am a millionaire and like lvl 26.  Edit Cycle 206 level 28.  Very next trip got me lvl 32.  next one was lvl 37. then lvl  41 and 3 freighters...ect..ect.

I would stop doing this if I was playing but i was testing.
« Last Edit: August 22, 2014, 12:05:24 AM by Red5x5 »
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 #2956 on: August 22, 2014, 12:03:27 AM »

Don`t worry - this exploit will blast off with 0.65a. As well as the whole Ironclads trading system...

Red5x5

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2957 on: August 22, 2014, 12:06:03 AM »

Ah cool beans then.  :P
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 #2958 on: August 22, 2014, 12:12:16 AM »

Btw, this means that the whole 'woa! I`ve got a combat skill point for hauling weapon components!' thing will also be removed from the mod.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2959 on: August 31, 2014, 05:56:30 AM »

Due to my host shutting down my web-site (expired contract) all my mods and images are currently suspended. I`ll try to resolve this issue shortly.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2960 on: September 05, 2014, 06:54:27 AM »

A WIP (a very early stage of it!!!) of a base that is going to be used in campaign in base assaults and in one of the existing missions.

HELMUT

  • Admiral
  • *****
  • Posts: 1363
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2961 on: September 05, 2014, 09:04:21 AM »

I like the idea, unfortunately at this size, the station will encounter some problems in combat.

Spoiler
[close]

The black disk is the collision radius of the ship, if there's an empty space of more than 150 pixels in that radius, the AI will have trouble hitting it. Here i measured around 300 pixels on this side so it's kinda big deal as enemy ships will try to fire at this emptiness.  The dreadnaught you recently made will probably suffer from this as well as the broadsides have an empty space of nearly 300 pixels as well.

Ideally very big ships should have a more spherical shape to avoid this. For the station it should be reasonably easy to make by removing the platforms out of the actual collision radius, they'll still be there but projectiles won't hit those. For the Dread however... Maybe Alex will eventually release a version where the collision radius won't be necessarily a circle and it will be okay. Until then, the AI is going to act weird around your dreadnaught.
Logged

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2962 on: September 05, 2014, 09:10:16 AM »

or have the collision and shield radius on an x and y axis so it can be oval instead of a circle.
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 #2963 on: September 05, 2014, 09:11:14 AM »

Thanks. I`m well aware of that (actually i was one of the first to point that with the initial dread the Ironclads started from) and these platforms and ships will be beyond the colision radius. Mainly this is required to avoid exploits when targetting just these docking platforms. The actual targettable area will include the whole asteroid and some built-in structure.

There is, however, a possibility that the sprite wont be properly used for damage decals. Never tested this, but i assume that it will be the problem.
« Last Edit: September 05, 2014, 09:14:00 AM by Okim »
Logged

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2964 on: September 07, 2014, 10:19:10 AM »

Since I started playing 7.2, the game keep crashing on a regular basis. Error message is "Fatal:null Check starsector.log for more info", and starsector log, at least what I figured to be relevant, is as follows:

Spoiler
529686 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
   at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
   at data.scripts.world.TimeManager.advance(TimeManager.java:204)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.???000(Unknown Source)
   at com.fs.oOOO.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
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 #2965 on: September 07, 2014, 10:59:18 AM »

Don`t start a new campaign after you exit the previously started/loaded one. Restart aplication to ovoid this issue.

That`s a known bug and it is mentioned in OP.

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2966 on: September 07, 2014, 12:11:28 PM »

Okim, thanks for the fast reply! Back to Ironclads finally! :)
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 #2967 on: September 08, 2014, 04:27:43 AM »

I hope that I`ll find some way to fix it when Starsector 0.65 comes out. Currently quite a lot of things in my mod are tied to this particular piece of code, so changing anything major in it (fixing it) will force me to change each and every other related code.

0.65 already forces me to completely rework major part of the mod (trading, interaction and etc.) which will result in opportunity to address that 'new-game-after-game' issue.

EDITED: this 0.65 version more and more sounds as an end of current Ironclads and their rebirth in some other form... which frightens me as hell.
« Last Edit: September 08, 2014, 04:30:10 AM by Okim »
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2968 on: September 08, 2014, 04:39:20 PM »

While that may be true, the update also has features that could expand ironclads like damage decals being based on hull_style, or custom station graphics.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 3803
    • View Profile
Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2969 on: September 08, 2014, 05:54:02 PM »

If it makes you feel better, note that there's at least one person who won't be deleting the current version of Starsector until (at least) you've got a new version of Ironclads out for the next version.
Logged
Wyvern is 100% correct about the math.
Pages: 1 ... 196 197 [198] 199 200 ... 281