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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638549 times)

Oathseeker

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3180 on: November 15, 2014, 11:08:33 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?

TLDNR

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.

I think it was Russia (got high and forgot what its called..). I'll see if I can reproduce it to be sure.

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

I didn't realize that was a bug, but most planets I visited sell food for 1-3. Most markets either have LOTS of food, or no food. Only a few are at 100 - 1500 food.

Edit: Merged posts
« Last Edit: November 15, 2014, 11:14:36 AM by Oathseeker »
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3181 on: November 15, 2014, 11:38:53 AM »

Food low cost isn`t a 'bug'. It is an issue with prices getting low to a bare minimum due to overproduction of the current colony and almost-zero exports for any reasons.

Price for food is 25 at it`s base, so if a colony has >50000 in free access it will drop prices significantly.
Also prices are connected to stability of the planet. If it is unstable - prices will be extremely low even if they have a high demand for it, but this should not be the case for food exporting colonies.

The thing that everyone should understand is that what you get in market is what is left after demand is met + some % of allowed goods to slip into the markets (10-15% of the demand met IIRC). So having no food at a market means that it has not met high enough value or is not receiving the required goods at all due to not having any established connections.
« Last Edit: November 15, 2014, 11:41:21 AM by Okim »
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Gabriel_Braun

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3182 on: November 16, 2014, 05:06:31 AM »

Okim, UIN Devastator drones ship system has no description ;)

edit:

Also, Pulsar-PX torps disappear too quickly after their initial burn...   I know there was a post about something similar to this some time ago but after skimming the previous pages I couldn't find it so I'll assume the first case was fixed but not this one, flight time ought to be increased about 600% imho?
« Last Edit: November 16, 2014, 05:47:59 AM by Gabriel_Braun »
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SCC

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3183 on: November 16, 2014, 11:35:39 AM »

Dude

You can't even properly abandon station.
And, besides that, tried to be a trader. I'm trading with everything I can get and I don't even care about events, they are unnecessary right now to get profit from trading. Still supplies are typically 2x more expensive than in vanilla, but that doesn't bother me, especially with fuel <20 credits per... erm, unit. So far there is still enough food to make it not wanted anywhere.

Sabaton

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3184 on: November 16, 2014, 02:17:00 PM »

 Why were the paint jobs of (C) ships changed from black and red to shades of poop?
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3185 on: November 16, 2014, 02:50:42 PM »

Why were the paint jobs of (C) ships changed from black and red to shades of poop?

You`ll see in the future releases.


Quote
I'm trading with everything I can get and I don't even care about events, they are unnecessary right now to get profit from trading.

So, is it bad or good? Or what?

SCC

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3186 on: November 17, 2014, 02:31:55 AM »

Sorry. I just meant that there is no need to wait for any event because markets are live enough by themselves.

Gabriel_Braun

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3187 on: November 18, 2014, 04:00:23 PM »

Wow this place has been quiet!  ???

Couple of things I've noticed over the past couple of days Okim;

a) Markets for the UIN seem to stall after some time, especially supplies that end up costing ~490 but bringing them in costs too much to make a difference.
b) Fighters are impossible to use due to supply costs for anyone but RSA?
c) Pirate fleets end up petering out after around 6 months, they just spawn and fly to rock for resupply indefinitely
d) Hungary is too supply thirsty- Even with rank 10 logistics and a rating of 166%, one battle drains far too much regenerating CR on a Hungary
e) Civilian ISA light destroyer (Iowa) is far tougher both in weapons and armour than the military UIN light destroyer
f) Possibly bad luck but in 8 games as pure UIN have yet to see an Italy for sale-  are they even implemented yet?

Looking forward to the next update in any case dude, keep up the good work! ;)
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Toxcity

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3188 on: November 18, 2014, 04:11:10 PM »

The Italy is a prototype ship. It'll probably be implemented when aliens/AI are.
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3189 on: November 18, 2014, 11:50:41 PM »

Thanks. Will see to it. Especially the fighter issues.

Regarding supplies/fuel - there is a new market condition that stockpiles some S/F for sale in current dev version. I haven`t checked if it is working properly - busy with mining scripts and pirate/FTG overhaul right now.

As for prototype ships - these are not in campaign right now and wont be in it for quite some time.

About Iowa and Enforcer - these were designed for two different roles. Iowa is a 'true' military ship now while Enforcer is an escort ship. UIN destroyers are generally tougher than ISA ones, but not in this case (as actually Peacekeeper and Peacemaker UIN frigates - these are too much less durable than other UIN frigates).

Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3190 on: November 19, 2014, 01:53:01 AM »

Ok, guys. I need coding help with properly setting up the freaking progress indicator to mining operations...
I`ve spent several days of trying to figure out it for myself while constantly harassing Alex, but I really don't understand how to do that. So if anyone there is willing to give me a hand with it (by at least providing a working example which I can use) - I`ll be very appreciated.

I can, of cause, avoid using these indicators at all, but that will make my mod a bit 'outdated' and 'low-techy' compared to the progressing vanilla :)

jocan2003

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3191 on: November 19, 2014, 02:29:14 PM »

Ok, guys. I need coding help with properly setting up the freaking progress indicator to mining operations...
I`ve spent several days of trying to figure out it for myself while constantly harassing Alex, but I really don't understand how to do that. So if anyone there is willing to give me a hand with it (by at least providing a working example which I can use) - I`ll be very appreciated.

I can, of cause, avoid using these indicators at all, but that will make my mod a bit 'outdated' and 'low-techy' compared to the progressing vanilla :)
Release it low techy and update as you learn how to do it instead of getting stuck ( just my point of view here ).
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hunterkiller725

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3192 on: November 19, 2014, 04:30:55 PM »

Ok, guys. I need coding help with properly setting up the freaking progress indicator to mining operations...
I`ve spent several days of trying to figure out it for myself while constantly harassing Alex, but I really don't understand how to do that. So if anyone there is willing to give me a hand with it (by at least providing a working example which I can use) - I`ll be very appreciated.

I can, of cause, avoid using these indicators at all, but that will make my mod a bit 'outdated' and 'low-techy' compared to the progressing vanilla :)
Release it low techy and update as you learn how to do it instead of getting stuck ( just my point of view here ).

im with him on this im so exited to play with the added stuff!
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PerfectDeath

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3193 on: November 19, 2014, 11:13:14 PM »

Release it low techy and update as you learn how to do it instead of getting stuck ( just my point of view here ).

We meet again Jocan. Attracted to quality mods I see.
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3194 on: November 20, 2014, 02:59:40 AM »

Ok, guys. You managed to persuade me.

Mining script without progress indicators and with instant results is ready (of sorts, needs balancing/polishing).

There are going to be 2 types of minable objects - Asteroid clusters for mining ores and rare ores. And Iceroid clusters for mining volatiles and organics. These are floating in asterdoid fields or in ice rings respectively.

There will be a third 'minable' object called 'space junk'. It will be harvested by any fleet type and will provide very limited amounts of metals/rare metals/ship components/electronics/weapon components and in some very rare occasions - weapons (one type at random picks). These will be present in areas of RSF/ISA former and current battles, in XLE/UIN invaded space and floating in the scrap yard`s junk fields.
« Last Edit: November 20, 2014, 03:44:54 AM by Okim »
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