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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638866 times)

TrashMan

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3585 on: January 22, 2015, 10:54:42 AM »

Where are my lobsters? My precious lobsters?
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3586 on: January 22, 2015, 11:01:03 PM »

What`s wrong with the lobster?

Tommy

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3587 on: January 22, 2015, 11:20:36 PM »



Lobsters, being horded across endless space over and over again, got fed up with it. Henceforth, the movement shall be named as the the Lobster Revolution, when ordinary subjugated Lobsters took arms (kindly provided by Xing Lao) and claimed independence.
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3588 on: January 22, 2015, 11:53:55 PM »

Poor lobsters...

I once bought a pair of standard crayfishes to save them from being boiled. Even got them a huge aquarium. It was pretty cool to watch them, especially how they feed and change skins. They perished ~4 years ago and their home is now inhabited by this beauty (and her 'friend'):

Spoiler


She is ~4 years old. Got her when she was a 2 inch baby. Now she is a 6 inches monstrosity that hurls everything inside the aquarium with frightening ease...
[close]

Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3589 on: January 23, 2015, 01:25:32 AM »

I`m starting to work on ship requisition option for military bases and came up with three different approaches. I`d like to know your opinion on each of them. To get a requisition option you need to be friends with the faction and there should be a military market there.

1. I can make a simple order that does not go deep into specifics. You place an order for one of the ship classes and pay some sum of credits (2500 per class, for example). An order takes a week per ship size and once accomplished adds 1-3 random ships of the requested size to the military market. So, for example, if you pick a destroyer choice at RSF military station - you`ll get a choice of Kursks/Kazans added to the market.

2. Another way is to requisition specific ships paying their full price ahead + 50% of the price for delivery and weapons. Ships are added to the local store once the order is finished. They come in standard variants (with weapons). Surely I wont provide each of the 100 ships for this option as it will take ages to code all these options. Thus i will heavily limit the amount of ships - probably 2 per frigates/fighters and 1 per other classes. These extra 25% should be compensated by the fact that ordering cruisers/battleships will be done regardless of the current reputation level (these ships usually require cooperative).

3. The simplest way to do the ship order is actually to avoid making it :) Instead of ordering the ships - you can place a request for ship 'rotation' of sorts that deletes all the current ships and replaces them with new random choices. I can`t imagine anything lore-wise that can explain it, but this way is much easier to do.

So, what`s you thoughts?

Tommy

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3590 on: January 23, 2015, 02:09:01 AM »

Simply, 3.

Pay a nominal fee (that increases with your level) for a market "refresh" that happens in x game days from the payment.
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Gabriel_Braun

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3591 on: January 23, 2015, 02:54:05 AM »

Yeah you could do three but as you say it seems a little strange...   I'd go with option 1 personally but you could still do 3 and just imagine lore-wise that they're all always there but the market terminal only shows so many.

I'm not sure, will come back to this later ;)
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TrashMan

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3592 on: January 23, 2015, 02:58:04 AM »

What`s wrong with the lobster?

It's hard to find them, but I suppose that's good.

I used to be able to find 30-40 of them on planets that produced them.
Now I'm lucky to find 1-2
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3593 on: January 23, 2015, 03:03:23 AM »

Actually only 1 UIN colony produced them. Since demands/supply were reworked - poor lobsters get bought too fast :)

TrashMan

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3594 on: January 23, 2015, 06:53:14 AM »

I thought there was a XLE colony that also produced them?

Anywhoo, profits can be made on other stuff. Making a killing on meds. Trade disruptions are gold mines. Not as big as lobsters, but good enough
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3595 on: January 23, 2015, 07:01:32 AM »

That`s their purpose.

I`m afraid of adding a new pirate faction to RSF/XLE space due to increased chances to destabilize their sector.

TrashMan

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3596 on: January 24, 2015, 05:58:44 AM »

I used to make the biggest of killing by simply running Centronom->Vaynar.
Lobster prices could go into 4600 and cost only 900 to buy. Heavy profit (but that's with my mod).

but trade disruptions are opening opportunities for traders. Now more than before. So it's all good.
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3597 on: January 24, 2015, 08:09:21 AM »

Yet trading is a bit boring. I eventually shifted to bounty hunting and exploration in my trader`s play through.

alexng30

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3598 on: January 24, 2015, 06:12:08 PM »

Hey, just found out Ironclads was out for 0.65a and downloaded it. Once it started up I got a message about an error relating to a missing ship hull [buffalo]. I was wondering if its a problem with Ironclads itself or Starsector?
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Midnight Kitsune

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3599 on: January 24, 2015, 07:55:04 PM »

Hey, just found out Ironclads was out for 0.65a and downloaded it. Once it started up I got a message about an error relating to a missing ship hull [buffalo]. I was wondering if its a problem with Ironclads itself or Starsector?
Are you sure you are using the latest version of starsector? (0.65.1)
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