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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645456 times)

Anysy

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1980 on: October 17, 2013, 12:39:48 AM »

I just kinda sit in ISA space blowing up freighters all day without bothering to loot. Not really sure if its faster, but making shopping trips is boring. at 2k+ per freighter, and usually enough supplies and fuel to keep going immediately onto killing the next freighter

IRC 6.2 will give some random escorts to some of the freighters. These will be randomly added by script at fleet`s creation.

Yeah, i`m making 'easy money' not so easy to farm.
are you 'fixing' trade routes then?

I feel like removing the ability to do simple freighter farming would make the early game far too tedious.. On he bright side, itll make trading the only actual way to make money when you start, which I think is what you were going for.

I dunno, it feels like a really odd move.
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TrashMan

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1981 on: October 17, 2013, 01:15:04 AM »

Do what real pirates do - pick your targets carefully.
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Okim

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1982 on: October 17, 2013, 02:55:39 AM »

I just kinda sit in ISA space blowing up freighters all day without bothering to loot. Not really sure if its faster, but making shopping trips is boring. at 2k+ per freighter, and usually enough supplies and fuel to keep going immediately onto killing the next freighter

IRC 6.2 will give some random escorts to some of the freighters. These will be randomly added by script at fleet`s creation.

Yeah, i`m making 'easy money' not so easy to farm.
are you 'fixing' trade routes then?

I feel like removing the ability to do simple freighter farming would make the early game far too tedious.. On he bright side, itll make trading the only actual way to make money when you start, which I think is what you were going for.

I dunno, it feels like a really odd move.

What i did is 1. replaced odd credits after battle with loot that gives you more money, but needs to be hauled (thus - needs a freighter, thus - some way to increase its speed) and 2. gave 50% of lone traders in the mod a single gunship or a wing of civilian fighters as escorts to make killing them a bit difficult.

You still will have your freighter farming, but now you`ll have to invest in cargo, speed and some anti-fighter defences in case of getting an escorted trader. You can get an ASN card, a freighter and just sit around the nearest storage facility to bring your loot there. You can even leave you cargo ship on it and focus of hunting with hauling loot once in a while.

Okim

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1983 on: October 17, 2013, 07:51:06 AM »

Added a Stellar Chance Lottery that can be accessed in Special Offers of any trading stations.

A ticket costs 1000 credits and provides a very slim chance of winning either a ship or a couple of guns or a sum of money or a skill point or an ASN access card. Chances of getting one of listed things are 1/5, but chances to get something from a lottery itself are slim. Very slim :)

Okim

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Re: Project Ironclads, version 6.3 (0.6.1a)
« Reply #1984 on: October 17, 2013, 09:30:47 AM »

Uploading a new 6.4 version.

As usual - changelog here: version.

Note - this version (and i believe that actually 6.3 and 6.2 either) do not require Lazy Lib. The amount of changes, however, will render your current save incompatible (at least it did for me). If it didn`t ruin your save - that it might bug or even crash it at some point (due to new system for reactivation/salvaging/hacking).

Changes not included in changelog:
- Hack-Master-2100 can now be used to permanently hack either supply depot or storage facility.
- Station Activation Chip now costs 7500, but can not be reused.
- added a new ship to the Marauders and a new fighter wing to ISA. these are in changelog actually

Warning - build is not properly tested an may contain broken dialogues and similar stuff. Report if you find anything.
« Last Edit: October 17, 2013, 09:33:06 AM by Okim »
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1985 on: October 17, 2013, 10:11:10 AM »

Updated OP with some screenshots of trading, mining, salvage, reactivation etc. Just to show how this looks in the game.

warponeyz

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1986 on: October 17, 2013, 12:34:39 PM »

i know this is a little delayed but miss last patch notes thank u sooo much for the chance of fighters not leaving hulls around omg was sooo annoying lol
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1987 on: October 17, 2013, 01:38:22 PM »

Yeah, but i think i did smth wrong with it - i don`t see fighter hulls at all now  ???

TimeDiver

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1988 on: October 17, 2013, 02:05:16 PM »

1. Just had to point out that there are 3 extra .jar files within the 'IroncladsDialogs.jar' file whose checksums match those from vanilla v0.6.1a.

2. A whole truckload of .variant files have a blank 'displayName' field, thus leading to a fairly irritating visual gaffe on the ship refit screen.

3. Also, being something of a tinkerer, no longer being able to tweak the current mining efficiency of/add additional ships to the list of valid mining ships is a tad annoying, so I put forth the following request/inquiry:

In a future release, would it too much trouble to ask for the appropriate .java file(s) that specify the above, to be re-located to the mod's 'data\scripts' folder for said tinkering, or does the new dialog-driven approach mandate the pre-compiled scripts in the .jar file?
« Last Edit: October 17, 2013, 02:40:22 PM by TimeDiver »
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Trylobot

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1989 on: October 17, 2013, 02:38:50 PM »

I believe that it's entirely possible to have some mod scripts in a jar, and some not (untested)
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Zaphide

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1990 on: October 17, 2013, 02:53:19 PM »

I believe that it's entirely possible to have some mod scripts in a jar, and some not (untested)

Yep you can.

But I have found that classes 'outside' a jar (as in, just as separate .java files) can't be referenced from classes housed 'inside' a jar; it appears to be a class-path issue (at least that is as far as I got. It should be possible but it appears StarSector overrides/doesn't use any classpath settings you specify for a jar). Classes outside the jar can obviously access those inside a jar.
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Sproginator

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1991 on: October 17, 2013, 03:05:37 PM »

I just spent a long ass time, bashing away at this goddamn lone Blood Skulls destroyer, Took it on (WHILE IT HAD LOW *** CR) in a heated battle with my destroyer, 2 frigates and a fighter wing

I FINALLY scored the damn kill, got no option but to board it, okay. Figured *** it, may aswell.

"The ship blew up all your assault teams and got away, lol *** you"

Right, whatever, reload and just blow it up instead then

So i reloaded the save file, attacked and and instead chose to just destroy the damn thing first as last

Then, when I choose to Engage the Ship from a distance

THE *** THING GETS AWAY!

I BLEW IT UP, IT DIED, I SAW IT!

I chase that *** ship around the map, Catch up to it, decide to hard dock and board it to see what THAT would do,

BOOM, IT ACTIVATES ITS SELF DESTRUCT, BLOWING UP MY 2 FRIGATES AND DAMAGING MY DESTROYER?!?!?!?!?

I *** HATE this game now. Congrats Alex, Way to ruin it

(I'm making this into a topic too, *** sakes)

Yes I know I swore alot, but today I saw the game I fell in love with do a giant goddamn U-Turn and ruin itself. Whatever
« Last Edit: October 17, 2013, 03:09:55 PM by Sproginator »
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1992 on: October 17, 2013, 03:09:10 PM »

Quote
1. Just had to point out that there are 3 extra .jar files within the 'IroncladsDialogs.jar' file whose checksums match those from vanilla v0.6.1a.

Seems like source libraries got copied to the output jar. Will see the settings if its possible to get rid of them.

Quote
2. A whole truckload of .variant files have a blank 'displayName' field, thus leading to a fairly irritating visual gaffe on the ship refit screen.

Freighters mostly, but i`ll see to it.

Quote
3. Also, being something of a tinkerer, no longer being able to tweak the current mining efficiency of/add additional ships to the list of valid mining ships is a tad annoying, so I put forth the following request/inquiry:

In a future release, would it too much trouble to ask for the appropriate .java file(s) that specify the above, to be re-located to the mod's 'data\scripts' folder for said tinkering, or does the new dialog-driven approach mandate the pre-compiled scripts in the .jar file?

Not going to happen. Whatever has got into jar has no comming back (and eventually the majority of the mod will end up there).

To be honest - someones tinkering with the mod is a much less priority than mine comfortable and easy to do coding. IntelijIDEA provides all i need, but it requires all the source files be put inside the jar.
« Last Edit: October 17, 2013, 03:23:15 PM by Okim »
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1993 on: October 17, 2013, 03:15:35 PM »

I just spent a long ass time, bashing away at this goddamn lone Blood Skulls destroyer, Took it on (WHILE IT HAD LOW *** CR) in a heated battle with my destroyer, 2 frigates and a fighter wing

...

I walltext of rambling :)


Yeah. I hate it too. Especially when you get a juicy CR trying to run away. Boarding it most surely will result in a BOOM that will take a lot of ships with it. Trying to blow it would result in it running away with tons of juicy loot on board.

I usually don`t bother trying to board anything.

EDITED:
I actually had an idea not so long ago to make a hull mod or probably even a specialised ship that is best suited for boarding. I know where to dig out the boarding code and what exactly is used in it (btw, a lot of random i must say). So putting extra lines in there regarding a hull mod/new ship is not so difficult. Not a priority though.
« Last Edit: October 17, 2013, 03:18:06 PM by Okim »
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Sproginator

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #1994 on: October 17, 2013, 03:20:18 PM »

I had no CHOICE but to board, if i try to blow it up, it gets away and i lose everything and have 0 *** CR and no supplies to recover with.

If i board it, I lose 2 frigates, and it dies. But I have pretty *** supplies and no hope of reaching a friendly base

That's not bad luck, that's ***
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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)
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