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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645809 times)

Nicke535

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3255 on: November 29, 2014, 05:40:19 AM »

Redownload the archive. It is save compatible, so just load your game pre-crash and interact with the station once again.

There was also a minor issue with asteroid mining that is also fixed.

BTW, are all these space junk/asteroid cluster entities spottable? I`ve tried my best to ensure that space junk is well hidden inside orbiting junk fields and asteroids/iceroids are blending with the surroundings. I`m sattisfied with what i`ve got :)

They are spottable. To be completely honest, they look glorious. There is one thing i have to ask you about, though; is it intentional that only the crew gains experience during mining operations?

Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3256 on: November 29, 2014, 06:27:55 AM »

You mean 'why just crew - why not a player?'. I`ll add some XP for player for both mining and salvaging. Probably even today :)

I just don`t want mining to be a too powerful tool for a player to gain money/xp.

Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3257 on: November 29, 2014, 06:35:42 AM »

Ok. Player XP for mining/wreck salvagin is done. Basically you get the same amount of XP as your crew. For mining it is based on the amount of ores mined. For salvaging it is a random value that tripples if you select a risky approach.

Have anyone found two surprises in the game? Two entities not yet interactable? :)

Nicke535

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3258 on: November 29, 2014, 08:46:27 AM »

I just don`t want mining to be a too powerful tool for a player to gain money/xp.

True that.

Gabriel_Braun

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3259 on: November 29, 2014, 11:07:07 AM »

Okim:

Salvaging station wrecks is completely unbalanced in the current iteration.  Weapon components can spawn in large quantities as a result of station wreck salvage operations and since their market price is generally between 1500 and 4000, salvaging just one wreck that gives them can provide hundreds of thousands in cargo loot.

I understand that without the skill trait you can only do it once per wreck but it's still game-breaking at this point.  Not sure how to solve this, perhaps make it like mining where you can repeatedly salvage but for much lower reward per cycle with a chance event to 'exhaust' the wreckage of useful salvage depending on skill level/crew experience? 
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Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3260 on: November 29, 2014, 11:29:36 AM »

Is it true just for weapon components? Or the whole loot.

So far i managed to get about ~6000-9000 credits per one ride. And that was merely anough to cut the supplies expenses and crew hiring cost (regulars cost money, while cheap greens result in low salvage and higher incident odds).

Ubik

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3261 on: November 29, 2014, 02:09:05 PM »

Nexus system seems to be so close to the Lomonosov system that whenever I kill a pirate in Nexus I get bounty from both systems (when both have one up).
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Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3262 on: November 29, 2014, 02:32:58 PM »

It is due to the relay stations. I`ve upped their coverage a bit so that you can get intel from some distant systems.

Just assume that both so deeply hate pirates that are eager to pay twice for their heads :)

Ubik

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3263 on: November 29, 2014, 03:07:39 PM »

Not going to complain about earning a few extra credits.  ;)

Btw, the "Electronics" commodity consists of "replaceble chips to poferfull processor units".

Edit:
Scimitar Class Custom Escort Carrier <-- 0 flight decks
« Last Edit: November 30, 2014, 04:28:39 AM by Ubik »
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Gabriel_Braun

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3264 on: November 30, 2014, 03:12:52 AM »

Okim;

Yeah it's just the weapon components commodity due to the high value
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TrashMan

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3265 on: November 30, 2014, 10:13:48 AM »

Okim, your mod is confusing the ever-loving s*** out of me.

How come you have no scripts folder?
The planets should be defined in data/config/planet.json, but you don't have it.
the scripts to defined the star system, data/scripts/world. Not there.

I don't even get it how you mod works properly, when I couldn't find a single place where you defined the systems OR planets.
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Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3266 on: November 30, 2014, 10:25:12 AM »

Everything is packed into a JAR file. A single file to rule them all :P

Scout890

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3267 on: November 30, 2014, 12:02:16 PM »

I miss civ ships not being brown :(
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Gabriel_Braun

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3268 on: November 30, 2014, 12:05:20 PM »

I miss civ ships not being brown :(

It's poo :D


Edit:
More seriously though, I can't find an Astrakan at all (RSF carrier) and fighter acquisition for RSF is really hard, loads of omsks and novgorods but the fighters are seemingly rare-  is this intended?
« Last Edit: November 30, 2014, 12:07:31 PM by Gabriel_Braun »
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TrashMan

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3269 on: November 30, 2014, 01:32:05 PM »

Everything is packed into a JAR file. A single file to rule them all :P

why pack them as .class files? .json files are easily editable, .class files are not.
Or is that a change made to StarSector 6.5?
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