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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642051 times)

Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1680 on: October 03, 2013, 05:23:28 AM »

Its a drone carrier, not a standard carrier.

UIN still have to rely on Germany cruiser for carrier support.

Gabriel_Braun

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1681 on: October 03, 2013, 05:36:56 AM »

Aww Okim, that's SO EXPENSIVE!!!

At least the rockmaster has a flightdeck and it's only 18k  ::)
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1682 on: October 03, 2013, 06:19:21 AM »

The same goes for RSF - they too get a powerful carrier at cruiser level (not counting Scimitar ofcause).

Gabriel_Braun

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1683 on: October 03, 2013, 06:39:27 AM »

Yeah don't worry dude it's your baby after all it's just that I love being a carrier *** and the Germany is in that elite price bracket:  When you can afford one, you've basically won anyway!

How hard would it be to generate fleets targeting the player made up of
-Moved to new thread :)
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1684 on: October 04, 2013, 08:31:14 AM »

Ironclads 0.6.1a is released.

For the full list of changes use this file.

You should expect a working trading system with prices set per station, 3 ways to join military of any faction, enemy-of-the-state system (when navy becomes hostile for crimes agains its civilians), pardon system that allows to reset rels with civilians to neutral (at security stations), lets-be-friends system that allows a player to set rels to friendly at any civilian station (for a price), one-time-visit system for pirate stations, joining pirates for money or valuables, bounty system (exchange salvaged armour plates with emblems for money), discount system (10% resource buying prices for friends), 4 hidden salvagable datacores (a key to any non-hostile military in the game), reworked wrecks salvage (that is done fully by dialogs), improved hacking for supply depots, asteroid mining system, 5 conversion options for each faction (with 1-2 of them being civilian and some available only to military friends), new ships and systems. The whole sector will be overpopulated with numerous traders, patrols, police and pirates running all around doing their own business. Mohership and Rock Fly are now in game.

The version wasn`t tested enough, so expect it to have problems. And don`t forget to report them.
« Last Edit: October 04, 2013, 08:48:46 AM by Okim »
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echosierraalpha

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1685 on: October 04, 2013, 08:42:17 AM »

link doesn't work for me  :(
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1686 on: October 04, 2013, 08:49:06 AM »

Fixed.

Gabriel_Braun

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1687 on: October 04, 2013, 08:58:24 AM »

Sweet, just in time for the weekend!  Thanks Okim :D
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echosierraalpha

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1688 on: October 04, 2013, 08:58:52 AM »

Indeed. Huzzah!
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Okim

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1689 on: October 04, 2013, 09:13:25 AM »

Hope its less buggy than previous Ironclads version ;)

Gabriel_Braun

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1690 on: October 04, 2013, 09:19:34 AM »

You had to jinx things didn't you  :D

Spoiler
647484 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.RSF.VegaMinersSpawnPoint.spawnFleet(VegaMinersSpawnPoint.java:45)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

*EDIT:

Has happened 3 times now during normal gameplay.  Once visiting a station, once jumping into hyperspace and lastly just flying in solar space
« Last Edit: October 04, 2013, 09:31:03 AM by Gabriel_Braun »
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Okim

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1691 on: October 04, 2013, 09:36:08 AM »

Sorry.

Replace in VegaMinerSpawnpoint file 'Silent' with 'Silent Lands'

Gabriel_Braun

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1692 on: October 04, 2013, 09:41:46 AM »

Hey don't apologise man, got to catch them all!

Also, UIN "Mechanical Engineer Test" exploitable for unlimited free Bulgarias :D
« Last Edit: October 04, 2013, 10:57:23 AM by Gabriel_Braun »
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Okim

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1693 on: October 04, 2013, 11:06:08 AM »

How is that? You just don`t register as UIN friend or what?

EDITED: found and fixed. That`s what happens when there is many things added at such short period of time.

Get me one more bug and i`ll release a fixed version :)
« Last Edit: October 04, 2013, 11:13:09 AM by Okim »
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Gabriel_Braun

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Re: Project Ironclads, version 6.1a (for 0.6.1a)
« Reply #1694 on: October 04, 2013, 11:15:46 AM »

Haha okay, it's a deal :D

AAAAAND:

Spoiler
   java.lang.RuntimeException: Ship hull variant [AI-gunbot_variant] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.combat.systems.do.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.systems.do.advanceImpl(Unknown Source)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

[close]

Also the same AI scouts often forget to raid and just sit in position north of Uomoz :)
« Last Edit: October 04, 2013, 11:32:22 AM by Gabriel_Braun »
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