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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645857 times)

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3075 on: November 05, 2014, 08:08:07 AM »

Main risk to trading runs are pirates. They are now mixed into one huge faction and use all the available civilian and pirate-specific ships. I`ll eventually revise their ships and will probably add some skins for them (to make more variety of fast raiders, better eqquiped smugglers and just low-luck gangers flying on cheap stuff).

As for cores - i haven`t decided yet. This whole new system renders them a bit overpowered. Probably i`ll make them a high-value loot that pirates and militaries would be most interest in.

SCC

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3076 on: November 05, 2014, 08:23:39 AM »

No "you gave us our precious data core, we will not longer hate you, just attack on sight" thing? It would save ass sometimes.

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3077 on: November 06, 2014, 02:49:18 AM »

Little progress update.

Added UIN faction (4 systems). Map starts to get some shape. The shape is dictated by the intel screen, so it is wider and lower that is was earlier.

ISA and FFS as well as menaces and pirates are next. Don`t know how to add random market-independent fleets with the new 0.65a. Old ways should work, but who knows if this is 'legal' with all the new fleetfactory stuff.

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3078 on: November 07, 2014, 05:49:10 AM »

Another small progress update.

Finished adding ISA systems and markets. I think that I`ll release Ironclads in few days so that you could test the mod`s economy and fleet compositions.

Its gonna be a very raw implementation of the vanilla game mechanics without any interactions with wrecks, mining, conversions, bounties, journal and everything else that was in the mod before.
« Last Edit: November 07, 2014, 05:54:22 AM by Okim »
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3079 on: November 07, 2014, 02:54:58 PM »

Ok. Time for some screenshots.

Player generation dialogue:
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ISA starting system:
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Supply/demands on ISA recreational colony:
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UIN aquatic colony. Psy-Clones being bought by player:
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Hidden asteroid cluster. Currently just a non-interactable placeholder:
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Hidden abandoned station (not visible on TAB map):
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Map.
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Factions.
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« Last Edit: November 07, 2014, 04:18:50 PM by Okim »
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CrashToDesktop

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3080 on: November 07, 2014, 03:09:46 PM »

Seems as if you're missing the UIN faction screenshot  - the one in it's place is the ISA recreational planet (which happens to have a stability of 1, could you explain why?  I'm curious).  The market description also mentions the Hegemony.

God, I love the Medicaments commodity description. :D Speaking of commodities, lower tariffs?  Only 18% compared to the 30% of vanilla.
« Last Edit: November 07, 2014, 03:12:08 PM by The Soldier »
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Toxcity

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3081 on: November 07, 2014, 03:51:02 PM »

The Medicaments commodity also looks really good.
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Nanao-kun

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3082 on: November 07, 2014, 03:56:41 PM »

Man this is great. Can't wait to see how the full thing will look. Also, is it just me, or does the Sector itself seem bigger compared to 0.6.2a?
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3083 on: November 07, 2014, 04:24:47 PM »

Fixed UIN screen.

As for market - it has high demand of various stuff due to high population and most of it being unmet by basic 100 economic fleets.

Sector has 20 stars right now, so its just 5 fleets per system to meet all it`s demands. Guess these 5 fleets can`t do anything significant to keep stability at normal levels :)

Meds are David`s biospeciments converted a bit. All credits to him.

Tarifs are faction based. UIN and Free Traders have the lowest while RSF has the highest (though still less than 30%).

Descriptions are almost left untouched or slightly modded for experementation purposes. That`s why i wish to use you as a bug-hunting force with current version.

Sector map and intel map are currently not matched in vanilla (intel being much smaller and more of rectangular shaper rather then square. Here is how it looks in intel:

Spoiler
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System positioning is not final, btw.
« Last Edit: November 07, 2014, 04:32:29 PM by Okim »
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CrashToDesktop

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3084 on: November 07, 2014, 05:50:42 PM »

Ah, that's nice to know - although that might lead to some stuff like grinding trade routes (although hey, it was in the mod before this update hit, so it's not too much of a biggie - just a personal thing).

And for some reason, the fact that ALL the star systems have star colors that match their faction color (green for XLE, red for RSF, white for ISA, and bluish for the UIN) is picking at my mind (if indeed the stars are all what they match - white stars for the ISA, red giants for the RSF, etc.).  I could be wrong, and each star could be different when you see it in the campaign screen, but I'm just curious.

Also, you mentioned having an exploration system - could things like entire star systems be hidden?  Realistically, stars like WISE 0855?0714 could evade being detected due to it's extremely low temperature - having an entirely hidden system like that would be really nice to find, especially if it's position was randomized whenever you start a new game. :D

As a final note, I do kind of think that having close to 20 system with a trade fleet limit of 100 is in that odd spot between epic gameplay and being able to run the game.  Having any more than 100 trade fleets means that a lot of people can't run the mod, and having fewer system means less content to explore.  I personally feel as if it should be bumped down to 3 or 4 per allied faction like the UIN and XLE, as they technically are the smaller factions compared to the RSF and ISA to cut down on the sheer amount of memory needed (and, to overall improve the stability of stations :P).  But hey, in the end, it's your mod.
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3085 on: November 08, 2014, 12:52:11 AM »

Grinding is indeed possible, but it is really difficult to achieve. Markets are just too 'living' to allow you to do that.

For example - i`ve got a new price update that tells me about low prices for meds in my local UIN system. I found that there is a nice price for selling meds in RSF system, so i filled my cargo space with meds and moved on. Right before i reached the system a huge FTG trading fleet carrying food, meds and some other stuff got to station before me.

Needless to say that price immidiately dropped for meds at that destination to the point where i had to go to black market in order to at least cover my expenses.


Intel and TAB map star icons are coloured as it was always in Ironclads. The star itself is either yellow, orange, red, white or blue. It is just much easier to figure out whom to expect in that system.


Hidden systems is a NO. Hidden stuff for now will always remain hidden on TAB map (code implications). So if you found a wreck and left it to collect some stuff needed to salvage it - you`ll have to scoup the system once again to find it.


In Ironclads 7.2 there were 8 stars for RSF, 7 for ISA, and 5 for each XLE/UIN. Today we have 6 for RSF, 5 for ISA and 4 for UIN/XLE.
I think that i`ll eventually cut off 1 more system per faction leaving us with 5/4/3/3 - 15 systems +3 for FFS and 2 for unique pirates hideouts leading to 20 systems with markets. Think that i`ll move some generic pirate markets inside faction`s territory to save some space.

The leftover space will be used by systems with randomly generated contents including wrecks, minable asteroids, hidden stashes and etc. Systems will be pregenerated and named, so there will always exactly the same number of systems in the mod.

I`m thinking of making it possible for a player to 'invest' into local market expansion. Like pay 100000 credits to create a new condition based on planet type and etc.

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3086 on: November 08, 2014, 01:15:22 AM »

Pirates and traders.

FTG has a trading hub in one of the systems of RSF/ISA/UIN/XLE. This hub sells everything available in the mod that is considered LEGAL by FTG. Black market can eventually have some illegal goods.

In one of the UIN systems there is a FTG headquarters station which has a military market, so that you can benifit from your good reputation with them.


Pirates are divided into 4 factions. Generic pirates is the dark grey guys you see raiding the systems. They are eager to trade with you regardless of your relationship with them (as it is now).

Other 3 pirate factions are: Marauders that inhabbit RSF-ISA warzone, Crimson Snakes that operate near XLE space and specialises in Rock Blast Drugs production and Black Widows that raid ISA/UIN territory. All will have their faction-specific ships or skins and their own bases which you wont be allowed to dock with unless you are a friend of the generic pirates.

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3087 on: November 08, 2014, 07:05:10 AM »

Hidden systems is a NO. Hidden stuff for now will always remain hidden on TAB map (code implications). So if you found a wreck and left it to collect some stuff needed to salvage it - you`ll have to scoup the system once again to find it.

Essentially what I was asking - nice to know that there's a chance of that happening. :D

And the 4 pirate factions - nice to know that there's some support for actually being a pirate now in Ironclads.  In vanilla, it's nigh impossible to do that.
« Last Edit: November 08, 2014, 07:17:17 AM by The Soldier »
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3088 on: November 08, 2014, 07:29:47 AM »

4 pirate factions eventually might be too much taking into account that there are dessident-like FFS in the mod.

In current dev mod there is already a significant pirate overspam and that`s just with 1 base! Seems that pirates spawn at least 1 fleet per each market in the game.

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3089 on: November 08, 2014, 11:24:01 AM »

And? I like more to have many pirates than like it is in Starsector: you have almost no chance to get attacked by pirates! There just isn't enough pirates to make them a threat - most time you spend hunting them, not the other way round... Okay, there might be too many pirates, but I want trading to have more risk than tolls.
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