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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638883 times)

Mavolio

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1725 on: October 05, 2013, 03:50:54 AM »

What do you think about 'manual' type items that contain tips on various assets of the mod? Like a 'mining manual' that expains bonuses for mining efficiency and supply consumption. Or 'wrecks manual' that tells you how dangerous it is to board a wrecked station, but how profitable it can be.

These items would be put into player`s inventory on start up (taking no cargo capacity and costing a few credits). Or should i just write a manual for all the stuff in the mod in one file?

Is there a way to get it into the Codex? I'm not sure if its possible to create another top level group for them but that would be a good place to put them.
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Gabriel_Braun

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1726 on: October 05, 2013, 03:52:23 AM »

Yep that's sorted the join issue out Okim g/j

I can't say about the trade options bug as I was unable to force it before but will keep trying to break everything else :D


As for manuals, what about an ingame manual using that fleet conference beacon mod Darloth made?  Afaik that could work and also be another first for SS modding :D
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Jonlissla

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1727 on: October 05, 2013, 03:56:41 AM »

Ironclads v. 6.2 is ready now

Hmm, I can't run the .exe. Says it's not compatible with my version of Windows. I'm using Windows 7 64x.

Edit: Nevermind, I used Winrar to open it instead, and it worked fine that way.
« Last Edit: October 05, 2013, 04:16:01 AM by Jonlissla »
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Anysy

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1728 on: October 05, 2013, 04:38:20 AM »

that reminds me - i dont suppose we can get the galaxy map on the hyperspace -> system gates too? Ideally id like some sort of system overview or information or something in that area, but I am not sure its modifiable in that degree.
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Okim

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1729 on: October 05, 2013, 04:40:43 AM »

How about Galaxy Map and trade routes and charts for beginners? The Fuel is too expensive to blindly explore the star systems. 

Map is available each time you jump into HS. Most profitable charts, no-hyperspace-routes and tips for trading i`ve already wrote. The first page of this thread cntains a link to these tips in 'CAMPAIGN'.

Vensalir

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1730 on: October 05, 2013, 05:27:37 AM »

Last hotfix fixed everything for me, both the "special offers" crash and the join military bug (for UIN), great job !
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Taverius

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1731 on: October 05, 2013, 05:42:10 AM »

The first page of this thread cntains a link to these tips in 'CAMPAIGN'.
The link to the tips for trading is wrong, looks like you tried copying the address in your address bar while you were still writing the post. use this instead:

http://fractalsoftworks.com/forum/index.php?topic=431.msg114380#msg114380
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No faction is truly established without a themed Buffalo (TAG) variant.

Okim

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1732 on: October 05, 2013, 05:53:45 AM »

Oh, man. I managed to bug even the simpliest link  :-[

Guess i need to take some rest now...

Taverius

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1733 on: October 05, 2013, 07:09:25 AM »

No worries man, get some rest.

By the way, the experience you grant with trading doesn't trigger level up. I think you're missing a step in the code that makes the game check if the player should gain a level, though I'm not sure what it is. Lazy Wizard can help, I'm sure :)

P.S. Medium stinger has 30 ammo, small has 2 ammo ... I think the latter might be a bug? :) Also the Rotary Assault Gun has enough ammo for 15 seconds of fire ... that's uh ... why would I ever mount it? :D
« Last Edit: October 05, 2013, 07:43:00 AM by Taverius »
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No faction is truly established without a themed Buffalo (TAG) variant.

Okim

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1734 on: October 05, 2013, 07:58:40 AM »

No worries man, get some rest.

By the way, the experience you grant with trading doesn't trigger level up. I think you're missing a step in the code that makes the game check if the player should gain a level, though I'm not sure what it is. Lazy Wizard can help, I'm sure :)

P.S. Medium stinger has 30 ammo, small has 2 ammo ... I think the latter might be a bug? :) Also the Rotary Assault Gun has enough ammo for 15 seconds of fire ... that's uh ... why would I ever mount it? :D

It does trigger level up. Its a basic exp gainage system used in the game.

Medium Stinger has 10 missiles. The large one - 30. The small one just two.

Rotary assault? Cause its cheap and makes for a good harassement weapon. Extended mags are the best friends of RAC and Reaper.

Barracuda

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1735 on: October 05, 2013, 08:02:17 AM »

Hey Okim for some reason your latest hot fix for you installer isn't working for me. Saying that my version of windows wont work with it.
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CAPFlyer

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1736 on: October 05, 2013, 08:06:31 AM »

Same here.  Can you upload as a normal ZIP or RAR instead of an executable?  There are too many issues with non-installer execuatables anymore.
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Jonlissla

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1737 on: October 05, 2013, 08:08:26 AM »

Same here.  Can you upload as a normal ZIP or RAR instead of an executable?  There are too many issues with non-installer execuatables anymore.
Hey Okim for some reason your latest hot fix for you installer isn't working for me. Saying that my version of windows wont work with it.

Right-click on it and use Winrar or any other extract software.
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Barracuda

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1738 on: October 05, 2013, 08:11:46 AM »

Thanks  ;D
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Okim

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1739 on: October 05, 2013, 08:14:56 AM »

Quote
By the way, the experience you grant with trading doesn't trigger level up. I think you're missing a step in the code that makes the game check if the player should gain a level, though I'm not sure what it is. Lazy Wizard can help, I'm sure

Hm.

Indeed it does not give a level. That`s odd.

I checked it in 0.6a and it worked...
« Last Edit: October 05, 2013, 08:16:44 AM by Okim »
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