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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1562475 times)

Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3165 on: November 15, 2014, 05:49:34 AM »

Note that you`ll have to start a new game.

For a trader i`d reccomend you to start in UIN territory. You`ll get instant access to free traders military market (due to favourable starting rep with them and the only FTG-controlled station with military market in the mod being in UIN space) and some easy trade lanes (they get an exotic luxury and a legal vice product as well as an abundancy of many other high-value commodities).

For a bounty hunter i suggest XLE - their starting ship is quite powerful and new starting options can make it a bit more powerful.

For a smuggler ISA have the best starting ship with shielded cargo holds and a burn drive (as well as some extra weapons).

For a pirate RSF starting ship and adwanced weapon choice will be the most devastation option.

Gabriel_Braun

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3166 on: November 15, 2014, 06:30:44 AM »

Typo in electronics, 'poferful processor units' :)
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3167 on: November 15, 2014, 06:38:10 AM »

Noted. Thanks.

Oathseeker

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3168 on: November 15, 2014, 08:22:24 AM »

Starting as a pirate with advanced weapon, I got an energy weapon I could not actually fit on my starting ship. Not sure if that's intentional or not, but it seems weird.
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3169 on: November 15, 2014, 08:28:05 AM »

What is your starting faction? In 8.1 you should be able to install your plasma cannon on any starting ship unless i missed something.

jupjupy

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3170 on: November 15, 2014, 08:32:15 AM »

What is your starting faction? In 8.1 you should be able to install your plasma cannon on any starting ship unless i missed something.

plasma cannon

*gasp* I MUST PLAY PIRATE
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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.

Nanao-kun

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3171 on: November 15, 2014, 08:54:40 AM »

Playing 8.1, I also see planets with Food costing 1.
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3172 on: November 15, 2014, 08:57:54 AM »

Post a screen with the planet`s supply/demand screen and food selected.

Angelwing

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3173 on: November 15, 2014, 08:58:32 AM »

Is it normal that stations don't sell fuel ?  ???
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3174 on: November 15, 2014, 09:03:05 AM »

Yes and no. Most markets don`t have fuel on open market 'reserving' it for faction`s use. If you don`t have it at black market that it is odd.

Delta_Com

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3175 on: November 15, 2014, 09:19:31 AM »

It appears that at Argos, the communications relay and shipyard spawn on top of one another, so you cannot reach the shipyard.
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3176 on: November 15, 2014, 09:22:05 AM »

It appears that at Argos, the communications relay and shipyard spawn on top of one another, so you cannot reach the shipyard.

Thanks. Fixed it.
« Last Edit: November 15, 2014, 09:56:34 AM by Okim »
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3177 on: November 15, 2014, 09:31:40 AM »

Added a new 'Ressuply Depot' market condition that tries to store up to 250 fuel and 500 supplies per market size. Will add this one at each system`s major colony to mitigate no-fuel-no-supplies effect.

Not sure how this will work though.
« Last Edit: November 15, 2014, 09:33:11 AM by Okim »
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dmaiski

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3178 on: November 15, 2014, 10:07:15 AM »

btw okim

I was fiddling with your mod a bit, and i noticed TradingEffect1 does not have any effects... the 2% off purchases is pureley dosent happen from what I can see
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3179 on: November 15, 2014, 10:38:38 AM »

Re-read the readme file (or changelog - call it whatever you wish) and everything will be clear.

I wonder how many more such things from 'not in current version' part of it will come up here :)
Do people actually read it?
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