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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638443 times)

Piemanlives

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3990 on: December 08, 2015, 01:26:23 AM »

If I remember correctly (As it has been a while since I last played) there are a number of utility vessels available for purchase that allow you to perform these actions. When it comes to stations I do believe that it simply requires a number of personnel and supplies to perform though I may be remembering that wrong.
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This is called me throwing my missile swarm at you, and by swarm I mean massacre, and by missiles... I actually just mean missiles, there's actually not much to it really.

RAV

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3991 on: December 08, 2015, 04:35:58 AM »

Great mod but i cannot download version for 0.7.1a, can someone send me email with ironclads mod folder? or Okim can You make other way to download Your mod. Thank You. (can i order alien mothership? or being hunted by factions that are vengeful?)
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elmarko123

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3992 on: December 08, 2015, 04:57:06 AM »

If I remember correctly (As it has been a while since I last played) there are a number of utility vessels available for purchase that allow you to perform these actions. When it comes to stations I do believe that it simply requires a number of personnel and supplies to perform though I may be remembering that wrong.
Thanks, I had two salvage & repair vessels & for the stations j don't get any popular,  I just fly towards them & my fleets sits on top of them with no messages to do anything.
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hunterkiller725

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3993 on: December 10, 2015, 04:04:02 AM »

If I remember correctly (As it has been a while since I last played) there are a number of utility vessels available for purchase that allow you to perform these actions. When it comes to stations I do believe that it simply requires a number of personnel and supplies to perform though I may be remembering that wrong.
Thanks, I had two salvage & repair vessels & for the stations j don't get any popular,  I just fly towards them & my fleets sits on top of them with no messages to do anything.

i bleieve the maker said he had to turn off stuff like that for now till he can make sure it works
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Kebabtschi

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3994 on: December 11, 2015, 09:24:24 AM »

Hi,
I got a little problem. I allready searched the the Forum for a solution but couldn't find anithing.
After some time of trading i decided to go mining. I bought a mining ship, took some of my frighters and a prober-class custom scanner ship. I also tryed to find some mininglasers, but there are none on the markets (on none). After entering different systems the scanner ship tells me there are minable resources in the system. After engaging the asteroid clusters it shows me just the standart interaction as if i'm docking to an abandoned station and if i click on the small asteroids (i tryed a lot of them) the happens nothing. So what am i doing wrong?
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ChaseBears

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3995 on: December 12, 2015, 05:31:44 AM »

Hey there,

After noticing that every ship was using default supply values, I edited the shipdata csv to add the new fields and chose arbitrary values for each ship based on vanilla starsector.

Should be identical otherwise.

[attachment deleted by admin]
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If I were creating the world I wouldn’t mess about with butterflies and daffodils. I would have started with lasers, eight o’clock, Day One!

hunterkiller725

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3996 on: December 13, 2015, 05:55:39 AM »

Hi,
I got a little problem. I allready searched the the Forum for a solution but couldn't find anithing.
After some time of trading i decided to go mining. I bought a mining ship, took some of my frighters and a prober-class custom scanner ship. I also tryed to find some mininglasers, but there are none on the markets (on none). After entering different systems the scanner ship tells me there are minable resources in the system. After engaging the asteroid clusters it shows me just the standart interaction as if i'm docking to an abandoned station and if i click on the small asteroids (i tryed a lot of them) the happens nothing. So what am i doing wrong?

the extra stuff is disable as far as i can tell
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Okim

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3997 on: December 15, 2015, 01:37:51 AM »

Ironclads 10.1 is available: https://yadi.sk/d/HURFZDISmEgD2

Re-enabled ship requisition and reparation options at stations.

TrashMan

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Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
« Reply #3998 on: December 15, 2015, 05:33:14 AM »

YAY. ;D

Say, did you fiddle with sector generation scripts or ship/weapon stats? Just so I know if I have to update them again.

b.t.w. - I'm preparing a bigger portrait pack and have searched specifically for things that would fit ISA/XLE/RSF/UIN. Just in case you want it.


Also one note:
I'd double the prices of all commodities if I were you. The profit margin is just way too low on most commodities. Usually the Mega Lobster is the only thing worth trading, especially since you don't have a lot of cargo capacity early on.

Also, it seems the bounty system is out of whack. Probably has nothing to do with your mod, but the core game. From the start of the the game I'm only getting 7500$ bounties, all of them fleets.
Since you start with a gunship, it is impossible to do any bounty hunting given that all marks are too strong. Later it becomes very unprofitable since it's still 7500$, and you're hunting down powerful fleets.
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SpacePoliticianAndaZealot

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Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
« Reply #3999 on: December 15, 2015, 07:59:42 AM »

That's very strange. I have the normal system bounties pop up as usual, and they work as intended (same as vanilla), with the same calculations regarding ship sizes, and only getting a part if you engaged the target fleet with the help of another one.
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Nanao-kun

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Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
« Reply #4000 on: December 15, 2015, 10:37:15 AM »

Is it intentional that burn speeds seem to vary from 5 to 9?
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Weltall

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Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
« Reply #4001 on: December 17, 2015, 05:22:59 AM »

That moment hen I try to play this mod and I die no matter which direction I start with. <- Yeap, that's definitely realistic.
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Ignorance is bliss..

Okim

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Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
« Reply #4002 on: December 17, 2015, 06:24:54 AM »

Stick to populated systems of the faction that you picked at start. Patrols are your best friends!

TrashMan

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Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
« Reply #4003 on: December 17, 2015, 06:26:12 AM »

That's very strange. I have the normal system bounties pop up as usual, and they work as intended (same as vanilla), with the same calculations regarding ship sizes, and only getting a part if you engaged the target fleet with the help of another one.


Odd indeed.
I'm still only getting 7500... :-\
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Weltall

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Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
« Reply #4004 on: December 17, 2015, 06:33:26 AM »

Stick to populated systems of the faction that you picked at start. Patrols are your best friends!

Actually that is what i did and got myself a gunner ship, even if I got no loot. Wit hthat I managed to find a small pirate convoy and thanks to the advanced charged cannons, along with the rest weapons on the gunner, I took down 4 ships and got a lot :D

I am definitely enjoying your mod already XD Thanks for creating such a vast mod :)
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Ignorance is bliss..
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