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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638849 times)

Weltall

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4050 on: January 16, 2016, 08:10:24 AM »

The only way I saw More than one tug being useful was with Starsector+. The Locomotive bonus seems to Stack with the Ox one. But afar from that, indeed the ships can only be boosted by one tug.
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Dark.Revenant

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4051 on: January 16, 2016, 01:20:26 PM »

The only way I saw More than one tug being useful was with Starsector+. The Locomotive bonus seems to Stack with the Ox one. But afar from that, indeed the ships can only be boosted by one tug.

The Ox and the Locomotive do not stack.  Unless you tried using SS+ with Ironclads, I guess; that combo is not supported.
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Canute

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4052 on: January 17, 2016, 09:03:24 AM »

Not sure of this is know yet, i didn't saw anything about that the last pages.

The Alien Stalker frigate, does i need special Alien crew to fly it ?
I just capture one, but crew don't get assigned onto it.
Ok, i can understand that Alien/AI ship would be hard to fly for human's but then it should be impossible to capture them too.
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SpacePoliticianAndaZealot

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4053 on: January 17, 2016, 09:12:41 AM »

Not sure of this is know yet, i didn't saw anything about that the last pages.

The Alien Stalker frigate, does i need special Alien crew to fly it ?
I just capture one, but crew don't get assigned onto it.
Ok, i can understand that Alien/AI ship would be hard to fly for human's but then it should be impossible to capture them too.

No idea where you're coming from with this one. I' ve captured a few alien/AI frigates that are crewed by my crew afterwards, as intended.
Screenshots pls?
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Canute

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4054 on: January 17, 2016, 09:25:47 AM »

Damn, now it is working.
I just put the ship at the storage before.
Then i took it out to give you the screenshot, and the ship take the crew from the pool now.

After i captured it, the ship stay at 0% CR, don't accepted any crew, repair on bases don't got any effect.

I use 10.2, with 64 bit java, no other mod's.
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SpacePoliticianAndaZealot

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4055 on: January 17, 2016, 09:39:56 AM »

Well, no offence to Okim but that really sounds like a "works as intended"  Ironclads hiccup :D

Is 10.2 stable?
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Canute

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4056 on: January 17, 2016, 01:06:25 PM »

Ohhhkay, i got the same issue again.
After a fight the Stalker got damaged, and now again 0% CR and no crew.
You see 40/25 crew.


Another thing i notice.
When you help another fleet, you allways just get faction boost from the faction you joined.Never for the faction you helped.
At this way you only can raise the attitude with trades.


[attachment deleted by admin]
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SpacePoliticianAndaZealot

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4057 on: January 17, 2016, 01:10:54 PM »

Ohhhkay, i got the same issue again.
After a fight the Stalker got damaged, and now again 0% CR and no crew.
You see 40/25 crew.

That's Ironclads for ya ;D
If you've found a way to workaround the issue, use it.

Another thing i notice.
When you help another fleet, you allways just get faction boost from the faction you joined.Never for the faction you helped.
At this way you only can raise the attitude with trades.
Yeah, noticed that too. It sucks :/
But do keep in mind, Okim rushed out this mod version when .7a came out, and is stuck at fixing some major bugs ever since.
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TrashMan

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4058 on: January 18, 2016, 04:00:41 AM »

Damn, now it is working.
I just put the ship at the storage before.
Then i took it out to give you the screenshot, and the ship take the crew from the pool now.

After i captured it, the ship stay at 0% CR, don't accepted any crew, repair on bases don't got any effect.

I use 10.2, with 64 bit java, no other mod's.


When you capture a ship it is "monthballed".
You have to un-mothball  it first.
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Black Crag

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Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
« Reply #4059 on: February 19, 2016, 12:25:36 PM »

Okay nice update for the mod, i have one question though: How does the Commission work?
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ArcingRope

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Hey,

I'm not sure if this is an Ironclads issue or what, but I'm just flying about minding my own business, but sometimes a fleet from a friendly faction will encounter my fleet repeatedly (and won't leave) causing the dialog to open every time, but they don't want anything from me. Sometimes they follow me into hyperspace as well. After I either outrun them or for another unknown reason they leave by themselves.

Anyone else encounter this or find out how to get rid of it?
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ArcingRope

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Hey,

I'm not sure if this is an Ironclads issue or what, but I'm just flying about minding my own business, but sometimes a fleet from a friendly faction will encounter my fleet repeatedly (and won't leave) causing the dialog to open every time, but they don't want anything from me. Sometimes they follow me into hyperspace as well. After I either outrun them or for another unknown reason they leave by themselves.

Anyone else encounter this or find out how to get rid of it?

Apparently from going back to the base game and trying other mods, I think this is an issue with the latest Ironclads release. Does anyone have a copy of the next oldest version on hand I can use for the time being?

Never mind, found it.
« Last Edit: March 21, 2016, 03:51:14 PM by ArcingRope »
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nopifogo

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What did you do to fix it?

Same thing happens to me
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Weltall

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Like he said, he was looking for an older version that does not have that issue. What he means with "I found it", is the older version of the game. If you want 10.1, you can download it from this link; https://yadi.sk/d/HURFZDISmEgD2

After a look it seems the only things he changes between 10.1 and 10.2 is in the events he changed    "person_bounty": "script":"data.scripts.events.PersonalBounty", to "person_bounty":{"script":"com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent",, since there was a problem with personal bounties. I am not sure though this brought back the old bounties. It seems he fixed and cleaned a bit the market conditions and he altered all faction files, with the biggest change being the custom part of it.

Here is for example the custom of RSF from 10.1
Spoiler
Quote
   "custom":{
      "investigatesPlayerForGoodRepWithOtherFactions":true,
      "worthInvestigatingPlayerForGoodRepWith":true,
      "exemptFromFoodShortages":true,
      "willTradeWhenHostile":false,
      "noPatrols":false,
      "ignoreTradeWithEnemiesForReputation":false,
      "postsNoBounties":false,
   },
[close]

and here from 10.2
Spoiler
Quote
   "custom":{
      "offersCommissions":true,
      "engagesInHostilities":true,
      "investigatesPlayerForGoodRepWithOtherFactions":true,
      "worthInvestigatingPlayerForGoodRepWith":true,
      "exemptFromFoodShortages":true,
      "willTradeWhenHostile":false,
      "noPatrols":false,
      "ignoreTradeWithEnemiesForReputation":false,
      "postsNoBounties":false,
      "engageWhenEvenStrength":false,
      "offerMissionsWhenHostile":false,
      "allowsTransponderOffTrade":false,
   },
[close]

Honestly, because I love this mod, I still play the perfectly functioning 9.1 version, for Starsector 0.65.2a. Sadly 0.7 broke a couple of things that changed the game experience for me.
« Last Edit: March 22, 2016, 01:43:42 AM by Weltall »
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Okim

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---===  Version 10.3 (28.3.2016) ===---

1. scanner ship now provides a huge bonus to fleet`s scanning range
2. amplified sensor hull mod increases fleet`s sensor range a bit
3. re-enabled fully working person bounties (non-ship yet)
4. enabled procurement missions
5. rebalanced the entire economy making prices for trading extremely diverse between factions
6. introduced a randomiser for stars locations (step 1 towards totally random map)
7. added hybrid/composite/synergy mounts to faction ships
8. added new ship systems from 0.72 to certain ships
9. re-enabled miner starting option
10. added a 'hired an escort' option for career options

New Ironclads 10.3 version can be found here: https://yadi.sk/d/NrGxmPGBqXfsV
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