Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 207 208 [209] 210 211 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1644730 times)

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3120 on: November 12, 2014, 08:35:30 AM »

Two issues with pirates and merc. Both are related.

There is a script in vanilla that creates either pirates or independent (FTG) mercs with pirate ship layout. Later these fleets may turn side. I noticed this when i was chasing a pirate fleet and all of a sudden it turned into independents that were neutral to me. The other day i was moving some food in freighters towards well-defended system and got assaulted by a newly-turned merc group (indies turned into pirates in the midst of other indie fleets).

This script is rather difficult to remove, so i`m forced to figure some other way to get rid of them.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3121 on: November 12, 2014, 08:37:37 AM »

I might actually attempt to remove FTG all together and see how it works.

jupjupy

  • Commander
  • ***
  • Posts: 123
    • View Profile
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3122 on: November 12, 2014, 08:39:21 AM »

Not sure if intended, but these prices are absolutely insane.

http://imgur.com/F1C20Fy
Logged
You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
Normally, you only need to see what's happening on stage. That's how reality works.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3123 on: November 12, 2014, 08:52:12 AM »

Hm. Why is that? RSF have just 1 heavy machinery production site (or it is 2?) and machinery is required everywhere form a mere mine to a shipyard facility.

This is what happens when you get more than 6 systems with markets and factions are intended to have their own shortages :)

Try to exploit it and see what happens.

jupjupy

  • Commander
  • ***
  • Posts: 123
    • View Profile
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3124 on: November 12, 2014, 09:11:40 AM »

Hm. Why is that? RSF have just 1 heavy machinery production site (or it is 2?) and machinery is required everywhere form a mere mine to a shipyard facility.

This is what happens when you get more than 6 systems with markets and factions are intended to have their own shortages :)

Try to exploit it and see what happens.

Tried to fly around, didnt find a single place with heavy machinery for sale before prices normalised. Organs, on the other hand, I got like... ten. I think something is out of whack with the demand or something.
Logged
You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
Normally, you only need to see what's happening on stage. That's how reality works.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3125 on: November 12, 2014, 09:23:28 AM »

Machinery is produced at Washingtonia. It should at least (if it`s own demands are met and there are not so many freighters picking up the machinery).

Ghostsniper64

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3126 on: November 12, 2014, 12:59:24 PM »

I'm receiving an error every time I try to boot up the game. The message reads:

"Fatal: Ship Hull variant [shepherd_Frontier] not found! Check starsector.log for more info."

I'm using a fresh install of .65.1a-RC1 in the default install location, and Ironclads is the only mod installed. Suggestions? I'm running it as an admin, Windows 7 64-bit.


Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3127 on: November 12, 2014, 01:17:57 PM »

Redownload and reinstall the mod. If the wont help - reinstall the update. As a last resolt action - reinstall everything :)

Lord0Trade

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3128 on: November 12, 2014, 05:07:58 PM »

Hey Okim, I've been trying to edit the vmparams file to change the -Xmx1024 to -Xmx2048 but I keep having either just the code itself come up or it saying "error reading vmparams file. See the screenshot below. I've tried notepad, wordpad. Nothing seems to work.

Note: in the screenshot the Xmx1024 was when I tried to change it back. I did not do editing of spacing or anything like that.

[attachment deleted by admin]
« Last Edit: November 12, 2014, 05:09:41 PM by Lord0Trade »
Logged

Barracuda

  • Lieutenant
  • **
  • Posts: 70
    • View Profile
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3129 on: November 12, 2014, 06:46:19 PM »

In my game, the number of pirates running around was insane. Trade was impossible. There was disrupted trade everywere... I just want to profit off of others misfortune  :'(
Logged

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3130 on: November 12, 2014, 07:04:56 PM »

Hey Okim, I've been trying to edit the vmparams file to change the -Xmx1024 to -Xmx2048 but I keep having either just the code itself come up or it saying "error reading vmparams file. See the screenshot below. I've tried notepad, wordpad. Nothing seems to work.

Note: in the screenshot the Xmx1024 was when I tried to change it back. I did not do editing of spacing or anything like that.

I believe the first "Xmx" is supposed to be "Xms".

That specific part for me is this:
Code
-Xms2048m -Xmx2048m

Also, I wasn't able to run my game with the standard launcher after I changed it to that.  I just use the .bat file in starsector-core now - just as good, and I changed it to use my own Java file instead of the one used by the game.
« Last Edit: November 12, 2014, 07:08:39 PM by The Soldier »
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3131 on: November 13, 2014, 03:39:29 AM »

RSF station sprites.



Guard Station, Habitat Station, Industrial Station, Ship Yard, Abandoned Station, Station Wrecks.

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3132 on: November 13, 2014, 05:27:45 AM »

RSF station sprites.
Two questions:
- will we see this beauties in campaign?
- will some of them have some shootas and boltas attached?
Logged

frogbones

  • Lieutenant
  • **
  • Posts: 55
    • View Profile
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3133 on: November 13, 2014, 05:38:04 AM »

Dude...those stations, are.....well AWESOME!
Logged

jupjupy

  • Commander
  • ***
  • Posts: 123
    • View Profile
Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3134 on: November 13, 2014, 06:52:03 AM »

Alright, been fighting lots of fleets and I think I might have found something. I've encountered a lot of spots where enemy ships simply dont put up their shields, letting me plaster them with shots as I wish.

Looked around for what might be in common between ships and it seems like this happens a lot with ships that have very low flux capacities (like the Skullcrusher).

EDIT: Also, the Particle Pulse Cannon description states that it fires three shots, but it fires four.
« Last Edit: November 13, 2014, 06:56:22 AM by jupjupy »
Logged
You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
Normally, you only need to see what's happening on stage. That's how reality works.
Pages: 1 ... 207 208 [209] 210 211 ... 281