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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645898 times)

Sproginator

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1920 on: October 13, 2013, 09:13:02 AM »

But I want to blow stuff up!
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A person who's never made a mistake, never tried anything new
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Okim

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1921 on: October 13, 2013, 09:24:58 AM »

As i said - pick a merc during player creation. With it you can hunt down freighters much easier a thus - get credits faster.

Once you have some credits - just buy a larger ship or a couple of similar small once.

Sproginator

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1922 on: October 13, 2013, 09:55:34 AM »

A merc? What options do i take to get that?
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A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Okim

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1923 on: October 13, 2013, 10:19:59 AM »

Have you got a 6.3 version? There is a last question in player generation procedure that makes it possible to either get money or cargo or freighter or ASN card or merc ship or simply more skills.

EDITED: tons of typos, apparently i was drunk (which is imposible due to me never drinking) while writing it...
« Last Edit: October 13, 2013, 11:20:42 AM by Okim »
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Sproginator

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1924 on: October 13, 2013, 11:29:00 AM »

I got that version yes, Just got the police escort ship as-well or whatever.

But even with that, traveling to another sector is strange because I can't take on any kind of fleet :P
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A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Okim

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1925 on: October 13, 2013, 12:26:53 PM »

I got that version yes, Just got the police escort ship as-well or whatever.

But even with that, traveling to another sector is strange because I can't take on any kind of fleet :P

Man, i can`t help you with that if you can`t fight. Even a simple shuttle is more than enough to kill civilian freighter.

Gabriel_Braun

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1926 on: October 13, 2013, 02:45:20 PM »

Lol sproginator I know trolling when I see it!

To keep to standards of forum etiquette though:  Spawn as before with the merc gunship and sell all your fuel and starter shuttle ensuring that it's crewed with regulars to the skeleton level and you have a hold full of supplies.  Leave the station and stay in system using time acceleration and checking the starmap every few seconds until you see a solo trader/tanker...   Go and kill it and since it's on path to the station there's no chance of a chase.  Once you have disabled the ship be sure to execute the innocent survivors of your act of terrorism (automatic) before stripping the husk of cargo.  Sell it at the station and pocket ~9500Cr for your crimes against the civilians of whoever you robbed and go from their depending on your personal preference :)
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Sproginator

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1927 on: October 13, 2013, 04:45:37 PM »

I'm not trolling, Gabriel. I'm a long time fan of this game and this particular mod. Please don't jump to conclusions like that.

As for your suggestion, which tanker are you referring to? As the only ones I see in system are usually that of my allied faction?
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A person who's never made a mistake, never tried anything new
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As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

nikoarg26

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1928 on: October 13, 2013, 06:16:34 PM »

Hi, i have this error when enter in combat:

java.lang.RuntimeException: org.json.JSONException: JSONObject["tooltipSelectFlagship"] not found.
   at com.fs.starfarer.loading.StarfarerStrings.Ó00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getString(Unknown Source)
   at data.scripts.IroncladsFleetInteractionDialogPluginImpl.getString(IroncladsFleetInteractionDialogPluginImpl.java:1753)
   at data.scripts.IroncladsFleetInteractionDialogPluginImpl.updatePreCombat(IroncladsFleetInteractionDialogPluginImpl.java:1460)
   at data.scripts.IroncladsFleetInteractionDialogPluginImpl.optionSelected(IroncladsFleetInteractionDialogPluginImpl.java:595)
   at com.fs.starfarer.ui.D.private$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.D.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: org.json.JSONException: JSONObject["tooltipSelectFlagship"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   ... 15 more
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thetrader4

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1929 on: October 13, 2013, 08:24:26 PM »

Where is the vmparams folder on a mac? I have tried to load my savegame, but I keep getting an error message saying that my save is incompatible, can anyone help?
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thetrader4

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1930 on: October 13, 2013, 08:36:54 PM »

EDIT: I found it, it is in /contents and is called info.plist
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Okim

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1931 on: October 13, 2013, 10:09:41 PM »

EDIT: I found it, it is in /contents and is called info.plist

Thanks, i`ve added this info to the OP.

Could you sent me this file, please? I`ll try to add both these files into archive to make mod instalation easier.

NoImageAvailable

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1932 on: October 14, 2013, 01:29:29 AM »

Okim, can you please fix the trading at some point so you can buy larger amounts at once? Loading 4000 exotic minerals one mineral at a time is really annoying and if its not fixed I'm gonna have to bill you a broken mouse button.
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Okim

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1933 on: October 14, 2013, 01:52:31 AM »

I might make a check that updates quantities ('buy 1' > 'buy 5' > 'but 10') if you have enough money, but 10 will still be the cap.

Anysy

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1934 on: October 14, 2013, 02:17:14 AM »

any particular reason you are adverse to a 'fill cargo bay with this resource' button?

My main thought is that you dont intend for players to be able to print money quite as effectively,particularly from mining bases and factories (i can make ~30% profit on my entire bank account on a mining -> factory run, and another ~25% on hightech -> sy.. sy->mining is pretty low in comparison). The mechanics just arent there yet. How deep do you plan on going with it? Will stations store these resources and actually build their outputs with them over time?
are resources intended to be sunk somewhere other than trading, with some minor sy interactions? (is there a sy interaction self help menu somewhere?) and abandoned stations?

can I carry around a factoryship that produces random things out of resources? (I know you mentioned planning around owning a station somewhere that did something like that, so maybe thats it?)

Im just kinda randomly spitballing here, I am sure you have some plans, and I would certainly be interested in hearing them, but dont spill all of your secrets ;)
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