Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 167 168 [169] 170 171 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645533 times)

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2520 on: February 18, 2014, 04:33:23 AM »

Hm.

I`ll look into it. I never used trading past mid game - just for initial fund raising. At first levels getting XP with trading required quite a bunch of trips, so that looked pretty much ok to me.

I see a couple of ways to adress this issue:

1. simply reducing the amount of XP generated per item sold
2. making a fixed max value of XP gained, so that large trade runs will not pump you up several levels
3. making XP degrade per player level, so that at higher levels you get less XP per trip
4. removing XP at some specific level or when you get high enough trading skills
5. removing XP for trade at all
« Last Edit: February 18, 2014, 04:35:37 AM by Okim »
Logged

Dr.Noid

  • Lieutenant
  • **
  • Posts: 79
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2521 on: February 18, 2014, 09:12:06 AM »

Am I right in that XP for trading is based on the value of the sold items?
Instead of the pure value of the item, maybe basing it on the profit percentage would be better. That way, selling a full load of expensive items for 20% profit doesn't net you more XP than selling a full load of cheap items for 20% profit...
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2522 on: February 18, 2014, 09:29:51 AM »

You need to store the prices at which you bought the specific items and this is not worth the coding effort and extra memory usage, trust me :)

Dr.Noid

  • Lieutenant
  • **
  • Posts: 79
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2523 on: February 19, 2014, 03:37:35 AM »

But do buy prices actually fluctuate much? My impression is that besides the 10% discount on some stations, stuff costs the same where ever it is sold. (I could be mistaken of course) Prices change when you put points in Trade, but that change is small enough to just ignore. So when someone sells trade goods, you basically know what they bought it for.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2524 on: February 19, 2014, 03:48:46 AM »

Prices are unique per resource and per faction. One tonn of rare minerals has 8 prices - 4 for buy and 4 for sell. You can see these prices in journal on financial info page.

Through your journey you could buy the given resource at one station and then move to another and then visit the third one that grants you a 10% discount for being friendly and etc. Storing info on each transaction is not worth it.

Look, if it would be so easy to do - i would have already done it along with introducing the trading system itself. Those 5 options of solving this issue that i listed previously are the only ones possible.
« Last Edit: February 19, 2014, 03:51:04 AM by Okim »
Logged

oranoron

  • Lieutenant
  • **
  • Posts: 85
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2525 on: February 19, 2014, 09:56:26 AM »

Is there some kind of bug where the factions will never go to war? I've been playing my current play through for around 40 in game days as UIN Military and there have been no inter-factional hostilities the entire time.

I would like to point out that I've built my fleet up to the point it is now unsustainable fighting only Pirates because its to large and slow to chase them down. I've had to reload to an earlier point twice now because the fleet has starved to death without bigger targets. 
« Last Edit: February 19, 2014, 10:02:04 AM by oranoron »
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2526 on: February 19, 2014, 10:07:27 AM »

There were never any wars in the mod except for RSF/ISA conflict. UIN/XLE are fighting only pirates, aliens, ai and rockflies.

If you wish to pick other factions as targets for your fleet - buy some Scramblers at pirate bases. These will allow you to kill any fleet without anyone becoming hostile to you.

Lcu

  • Commander
  • ***
  • Posts: 213
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2527 on: March 01, 2014, 01:10:46 AM »

Hmm, i don't know if this is a bug or not, but when i started a game and joined ISA the background of the systems is white, pure white.
Logged
Spoiler
66766766
66766766
66666766
66766766
66766766
Ctrl+F, type 6
[close]

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2528 on: March 01, 2014, 07:33:42 AM »

I think that means you need more memory. Did you change the vmparam numbers?
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2529 on: March 01, 2014, 02:27:32 PM »

Try to search for white screen or white background bugs on the forum. I do remember seeing a thread with similar issues quite some time ago.

It surely has nothing to do with the mod, but might be caused by extreme mod`s memory requirements as Toxcity said.

Lcu

  • Commander
  • ***
  • Posts: 213
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2530 on: March 02, 2014, 04:28:07 AM »

I changed it just like what Okim said in the OP, change the numbers into 1024.
My Pc's RAM is 3 GB, CPU is 1.7 GHz, running Windows Server 2008 (32 bit system)
Logged
Spoiler
66766766
66766766
66666766
66766766
66766766
Ctrl+F, type 6
[close]

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2531 on: March 02, 2014, 05:53:28 AM »

And what GPU does your Windows Server PC has?

Lcu

  • Commander
  • ***
  • Posts: 213
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2532 on: March 03, 2014, 03:24:48 AM »

It's..... a pretty bad one,
Mobile Intel 945 Express Chipset Family is what it says in the Device Manager.
Logged
Spoiler
66766766
66766766
66666766
66766766
66766766
Ctrl+F, type 6
[close]

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2533 on: March 03, 2014, 03:36:34 AM »

That`s probably the one to blamed for your graphical issues.

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2534 on: March 05, 2014, 11:13:00 AM »

It's..... a pretty bad one,
Mobile Intel 945 Express Chipset Family is what it says in the Device Manager.

Integrated GFX is no good for Ironclads, sadly. There are just too many assets involved. Even with the memory boost, virtually every game will start up without a background (though I find that the menu often has a background as it's the first part of the game to get one). If you save a game, the sheer size of the map and all the systems that Okim has laid out may end up causing hangs as the game runs out of memory while loading and crashes while still playing music. Comes with the territory, I'm afraid. No babby shop-bought PCs here. Need some good RAM and need an actual GFX card to run Ironclads.
Logged
Pages: 1 ... 167 168 [169] 170 171 ... 281