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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638521 times)

Blaze

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3765 on: March 08, 2015, 02:54:31 PM »

I'm having this problem that whenever I get attacked by an AI fleet, I send my ships in, but the AI doesn't send theirs.

1. Get into combat.
2. Select ships to deploy.
3. My ships enter.
4. Enemy ships never appear.
5. Win automatically.
6. Enemy ships still there. And still aggressive.
7. Repeat cycle forever.

I'll stick to playing the previous version until it's fixed.

For reference, my fleet consists of an Illinois Flagship (Which technically isn't supposed to be able to be captured, but eh), and four Belgium frigates armed solely with Devilfish launchers. I've been attacked by XLE and UIN patrols and have this issue.
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Okim

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3766 on: March 08, 2015, 11:30:08 PM »

What AI fleet consists of? A single scout? Or a group of ships?

Regarding Micro and rocket systems. Yeah, i kinda was aware of these two causing balance issues, but decided to see how you will react to these. I`ll nerf both a bit somehow.

Kursk being given instead of Novgorod is easy to fix. Open rules.csv, find there 'Novgorod Cruiser' and replace the idA with 'rsf4-cr-novgorod'.

30mm assault cannon showing 50/75 is odd. Probably it has something to do with 30mm assault cannon having linked fire.

And the last - i thought about switching all fighters in the mod to specific limited-ammo weapons. Mostly like A110 has it`s own unique chaingun.
« Last Edit: March 08, 2015, 11:38:49 PM by Okim »
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TrashMan

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3767 on: March 09, 2015, 12:26:43 AM »

I'm still one the fence with the whole limitless ammo thing...
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Pushover

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3768 on: March 09, 2015, 01:25:48 AM »

30mm assault cannon showing 50/75 is odd. Probably it has something to do with 30mm assault cannon having linked fire.
I think it's because it generates 150 ammo per minute but only fires 100 rounds per minute. The game calculates that it generates 75 damage per second of ammo, even though it can only fire 50 damage per second of it.
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Blaze

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3769 on: March 09, 2015, 04:40:32 AM »

What AI fleet consists of? A single scout? Or a group of ships?
Patrol size. So a pair of destroyers, several frigates, and several fighters.
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Okim

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3770 on: March 09, 2015, 08:26:34 AM »

Wait - 'AI' is just some faction`s fleet? Not The AI faction (purple ships)?

DatonKallandor

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3771 on: March 09, 2015, 09:31:48 AM »

And the last - i thought about switching all fighters in the mod to specific limited-ammo weapons. Mostly like A110 has it`s own unique chaingun.

That would really help tone down the really good fighters (if that includes fighter ballistics being able to run out) and simultaneously buff up the ones that use energy weapons (which seem pretty weak). Fighters in general seems a little too amazing and forcing them to return to carrier for more ammo a little more often would be a good fix without making them useless.
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Blaze

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3772 on: March 09, 2015, 09:52:49 AM »

Wait - 'AI' is just some faction`s fleet? Not The AI faction (purple ships)?
As I mentioned before, they were XLE and UIN fleets.
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Pushover

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3773 on: March 09, 2015, 02:36:52 PM »

I don't know if this is a bug or not, but when salvaging station wrecks with a risky approach to salvaging, I get 2 ships when the dialogue tells me that I was able to reactivate a ship.
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Okim

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3774 on: March 10, 2015, 12:49:08 AM »

I don't know if this is a bug or not, but when salvaging station wrecks with a risky approach to salvaging, I get 2 ships when the dialogue tells me that I was able to reactivate a ship.

Bug, fixed it. Script was running a 'for' cycle until less OR EQUAL, resulting in two copies of the same ship.

Wait - 'AI' is just some faction`s fleet? Not The AI faction (purple ships)?
As I mentioned before, they were XLE and UIN fleets.

Can`t reproduce this. I get XLE/UIN ships appear in combat with all their combat ships/wings participating in battle.

Pushover

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3775 on: March 10, 2015, 01:58:21 AM »

Also when salvaging station wrecks, CR gets set to 100 after salvaging.

EDIT: On one of my saves, any time I try to open the trade menu on Dwarf, the game locks up and I have to kill it via Task Manager. No error comes up on the log, the game simply freezes. I can upload the save somewhere if needed. No other location gives me trouble (other than the station right next to Dwarf that is basically the same thing). I've had Dwarf work fine in other saves, there may be something specific to this save.

The end of the log:
Spoiler
31949 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Pirates for a rep change (509001.1, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the RSF for a rep change (0.0, 27000.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Free Traders for a rep change (263055.94, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the ISA for a rep change (0.0, 30000.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the UIN for a rep change (139585.77, 380581.66)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the XLE for a rep change (188735.05, 431419.38)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
32047 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [dwarf_freya]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
32194 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [shelezyaka_ftg_depot_rzhavaya]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
33246 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Ship Components(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Recreational Drugs(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Hand Weapons(Dwarf)
33550 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-faction_generic_market_01_neutral.ogg]
33550 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-faction_generic_market_01_neutral.ogg]
[close]
« Last Edit: March 10, 2015, 02:27:41 AM by Pushover »
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Okim

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3776 on: March 10, 2015, 02:30:54 AM »

Also when salvaging station wrecks, CR gets set to 100 after salvaging.

EDIT: On one of my saves, any time I try to open the trade menu on Dwarf, the game locks up and I have to kill it via Task Manager. No error comes up on the log, the game simply freezes. I can upload the save somewhere if needed. No other location gives me trouble (other than the station right next to Dwarf that is basically the same thing). I've had Dwarf work fine in other saves, there may be something specific to this save.

The end of the log:
Spoiler
31949 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Pirates for a rep change (509001.1, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the RSF for a rep change (0.0, 27000.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Free Traders for a rep change (263055.94, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the ISA for a rep change (0.0, 30000.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the UIN for a rep change (139585.77, 380581.66)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the XLE for a rep change (188735.05, 431419.38)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
32047 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [dwarf_freya]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
32194 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [shelezyaka_ftg_depot_rzhavaya]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
33246 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Ship Components(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Recreational Drugs(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Hand Weapons(Dwarf)
33550 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-faction_generic_market_01_neutral.ogg]
33550 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-faction_generic_market_01_neutral.ogg]
[close]

That what happens when I start tweaking the economy according to player`s desires...
The game can`t fill the market with excess commodities and thus hangs.

Now I`m forced to once again seek the proper balance between supply demand which eventually will lead to the pre Ironclads 9 economy system that worked pretty well.
« Last Edit: March 10, 2015, 02:33:45 AM by Okim »
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Okim

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3777 on: March 10, 2015, 06:32:37 AM »

Switched all fighters to unique limited-ammo rockets/guns. Must say that it is fun now.  Fighters are working as true space fighters should - get in fast, drop everything ASAP, run away before getting punished.

Gabriel_Braun

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3778 on: March 10, 2015, 07:30:33 AM »

You should send that over to Alex Okim  ;)
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Alzrius

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Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3779 on: March 10, 2015, 07:36:30 AM »

I finally had a chance to play the latest version for a couple hours and have a couple observations:

1) I was able to make over 4 million credits in about an hour of playing by trading between stations with the trade disrupted event.

2) Related to this, I think it would make sense for a faction which is blockading a station or planet to become hostile if the player trades with the blockaded station or planet.  It might be kind of difficult to get them to actually stop you, since you could still generally avoid the fleets since they're pretty slow, but at least there would be some downside to doing this.
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