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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645860 times)

Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3345 on: December 10, 2014, 03:33:34 AM »

Planetary surveys are wired back.

You can send crew to get valuable logs. Logs can be sold at 1000 credits per each with price increasing for stable markets (ending at ~2000 at highly stable ones). The worser the planet conditions are - the more logs you`ll carry back, but the more casualties you`ll get. Operation requires at least 1 shuttle (more shuttles = more yield) and some crew.

You can attempt to scan the planet for any anomaly using planet scanners (available at markets with electronics factory). Each attempt has 20% chance to find any and each new one increases the chances to lose your scanner (3 or more - almost 100% chance to lose it).

You now also have an option to use a Prober scanner ship. Each prober provides a single check for anomaly with 20% odds to find it, so the more you get - the more chances are to spot a useful something on the planet. Nothing is being put at risk here or being consumed.

Once you find an anomaly - you`ll have an option to recover whatever you have found. To do that you`ll need at least 3 special landers (shuttles) and some crew. Anomalies differ in type and yield, but all of them provide you with resources. You can lose some crew due to planet conditions... Again - the more shuttles you have - the better is the reward.
« Last Edit: December 10, 2014, 03:36:24 AM by Okim »
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Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3346 on: December 10, 2014, 03:35:14 AM »

Planet surveys and random asteroid/iceroid field generator is a large step towards randomly generated unclaimed systems` content )))

00lewnor

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3347 on: December 10, 2014, 07:22:04 AM »

Any plans for version checker compatibility?

http://fractalsoftworks.com/forum/index.php?topic=8181.0
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Maelstrom

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3348 on: December 10, 2014, 09:58:29 AM »

Is it fine if I say at the begining that it is offtopic? I thought i was fine since you were talking about that and it felt like a good idea to share my point since no one really talks about such a feature for starsector...
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Maelstrom

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3349 on: December 10, 2014, 10:20:53 AM »

Would really help stay on topic if you could make polls for what you would be willing to add and make people vote for what they would like to see, would make things much easier to stay on track to my opinion because sometimes it is just really not clear :/
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Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3350 on: December 10, 2014, 11:33:27 AM »

Any plans for version checker compatibility?

http://fractalsoftworks.com/forum/index.php?topic=8181.0

Hm. And what it does? Checks for the latest mod`s version? Hm...

Would really help stay on topic if you could make polls for what you would be willing to add and make people vote for what they would like to see, would make things much easier to stay on track to my opinion because sometimes it is just really not clear :/

Hah. Democracy in modding? No way :)
I do what i find most suitable for the mod and what i can do and most important - what i find the most enjoyable for me at the moment (working on what pleases my dark desires and ambitions). Asking community to vote is limiting my freedom and forces me to be oblidged in some way. That`s not how i mod  :P

Is it fine if I say at the begining that it is offtopic? I thought i was fine since you were talking about that and it felt like a good idea to share my point since no one really talks about such a feature for starsector...

You should have used the search before posting about 'tanksector' idea. It was brought years ago and even was accomplished in a nice mod. And talking about ideas completely out of the way of the mod is a bad tone :)

Maelstrom

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3351 on: December 10, 2014, 03:16:19 PM »

Thanks for the reply but could i have the link for the mod you were talking about please, sounds really interesting lol

Btw how far are you at progress wise?
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Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3352 on: December 10, 2014, 09:46:31 PM »

Thanks for the reply but could i have the link for the mod you were talking about please, sounds really interesting lol

Btw how far are you at progress wise?

http://fractalsoftworks.com/forum/index.php?topic=2861.75

Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3353 on: December 12, 2014, 09:53:33 AM »

Ironclads 8.3 is ready: http://www.lordsofthestars.com/other/Sector/ironclads8.3.zip

Changelog:  http://www.lordsofthestars.com/other/Sector/readme.txt

Note that trade disruption events may be too frequent due to the amount of the hostile fleets added. I`ve tried to modify the values behind that event to reduce their frequency and somewhat stabilise the economy. This wasn`t tested very well.

Ne features (like planet scanning) weren`t tested enough as well and may be buggy.

Enjoy, report issues and bugs.

Maelstrom

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3354 on: December 12, 2014, 09:59:59 AM »

Thanks for the link  :)

The mod looked a bit empty tho... but i guess it answers that question!

So will you publish 8.3 before christmas? Don't have to rush it, i rather wait and get more things than a rushed update which contains less features! Oh and one last thing, is it possible to make some ship extensions that attach to special attach points, for exemple, a custom sprite for a specific ship which is considered as a weapon to the game since you would attach it to the ship (it would just cange the layout of it), it would be locked so it doesn't move around or shoot since it would not be an actual weapon. The problem is how would you attach real weapons to that special upgrade and would it actualy be possible to set up some weapon attach points on the addon at the moment? I will try to ship what i mean with a sketch, might look bad...

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Maelstrom

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3355 on: December 12, 2014, 10:00:33 AM »

LOL as soon as i replied you posted the new version XD

will just draw the really simple sketch to show what i mean :P
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Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3356 on: December 12, 2014, 10:08:47 AM »

Forgot to mention that you CAN board AI, Aliens ships and even Rock Flies in current version, but you can`t put anything useful on these (all AI, Alien and Rock Fly weapons are built-in).

I might actually leave this in the mod (well, except for the obvious Rock Fly boarding which is odd).

Okim

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Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
« Reply #3357 on: December 12, 2014, 10:09:37 AM »

LOL as soon as i replied you posted the new version XD

will just draw the really simple sketch to show what i mean :P

And again you fail to do some searching... Look for the Twig Lib in modding forum.

P.S. and again you ask questions not directly connected to Ironclads...
« Last Edit: December 12, 2014, 10:11:18 AM by Okim »
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Maelstrom

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3358 on: December 12, 2014, 10:11:32 AM »

Guess i will have to get use to it, be back real quick :/
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Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3359 on: December 12, 2014, 10:13:09 AM »

Guess i will have to get use to it, be back real quick :/

Don`t be in a hurry  ;)

Start using your own thread or threads related to what you seek. This thread is only for Ironclads mod. How many more times i should really point on this to get your attention?...
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