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What do you desire most?

More ships
- 286 (55.5%)
More weapons
- 101 (19.6%)
Something else?
- 128 (24.9%)

Total Members Voted: 515


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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 454459 times)

MesoTroniK

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #105 on: January 12, 2016, 05:58:15 PM »

Or perhaps some new kind of vanilla-esque large missile that THI dug up somewhere?

 :)

Surge

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #106 on: January 12, 2016, 06:08:42 PM »

I'm telling you, triple Apsis integrated deep into the spine of the hull.
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Taverius

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #107 on: January 12, 2016, 06:56:57 PM »

if it doesn't have a super-apsis as a fixed spinal weapon I will be disappointed.
I approve of this message.

P.S. I've been reading lots of translated chinese novels, now I want a xianxia-themed Xu Boss, extremely profound, with some built-in weapons that, compared to the vanilla version, it is like the difference between heaven and earth. Please? :D

P.P.S. I love the ejected shells on the Macro Cannon XD
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No faction is truly established without a themed Buffalo (TAG) variant.

MesoTroniK

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #108 on: January 12, 2016, 07:52:56 PM »

Well, I have been thinking (not real hard) about some kind of big ass anti-ship missile that spews a bunch of decoys during its flight path to confound PD.
Eventually, more SS+ boss bounty ships might be made... Maybe.

No promises about anything appearing, just thinking out loud is all.

Surge

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #109 on: January 13, 2016, 11:55:26 AM »

a miniature Apocalypse MIRV? oh Meso, you spoil us.
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dertien

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #110 on: February 27, 2016, 05:02:46 AM »

Hi MesoTroniK,

First post although I have had this great game for quite a while. Just wanted to tell you that I like this mod and especially the addition to be able to retrofit ships at Shanghai.

I have a little question/suggestion:

Would it be in the scope of this mod to push this idea one step further and allow an extra button (in the trade screen between black market and storage) which would enable the player to refine the ores that he/she has mined using these ships ? In short, the same mechanic as with retrofitting ships:

You mine your ore
Haul it back to Shanghai
Press the Refine button
Sell the ores to them in that UI (your fee to use their services)
Wait for a number of days depending on what ore type or amount.
Get a message from the station that your ore has been processed into rare or common metals.
Collect the metals at the station again and sell them for a larger profit than just the ore either at Shanghai or somewhere else.

Greetings
« Last Edit: February 27, 2016, 05:27:02 AM by dertien »
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MesoTroniK

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #111 on: February 27, 2016, 02:14:58 PM »

Thank you for the feedback dertien, regarding your ore smelter suggestion.
I cannot really see doing it as that would be creating an "infinite money machine", perhaps in the future when industry gets added in vanilla? Though that remains to be seen if it would be a viable and balanced concept even then.

In other news from the futureā„¢
Update soon with:
0.7.2a compatibility
Random quality of life changes
Updated old art
Two new weapons
New fighter
Maybe a new frigate or two

dertien

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #112 on: February 27, 2016, 02:44:47 PM »

Ah, I understand (facepalm!), of course I oversaw the fact that you can actually exploit this by buying the ore instead of harvesting it from roids and convert it to metal paying a little fee and waiting for it to convert to something worth selling without going through the painful proces of mining and losing crew+damaging hulls.

It just felt like a viable thing a player should be able to do. Well, I don't mind waiting for the vanilla approach and see what the devs will come up for the mining mechanic.

Looking forward to the update, still playing 0.71a since a lot of mods are working with it.

Thanks for the quick response.

« Last Edit: February 27, 2016, 02:46:59 PM by dertien »
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Metadane

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #113 on: February 28, 2016, 09:06:59 AM »

Love the mod dude, thanks very much! :-)
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Anexgohan

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #114 on: March 05, 2016, 01:20:49 AM »

Hello,
I'm using your mod with version 0.7.2a-RC3, everything works except I get error sometimes in combat when I use the special power in one of my ships (Xu-Class Battleship -> Flux Override) and it CTD giving the following error, anyone have a clue how to fix this,

Fatal: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V

I understand you will be updating this soon, but could you point me in the direction for how to fix this as a short term fix for my current game.

Thankyou
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MesoTroniK

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #115 on: March 05, 2016, 01:36:25 AM »

Fixing that would require recompiling the code.

I will be updating the mod as soon as is practical for me and I work on it every day.

LeopoldStotch

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #116 on: March 08, 2016, 02:56:03 AM »

Please do. This is the last mod I need updated before I can continue my save :)
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Caricature

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #117 on: March 08, 2016, 12:03:58 PM »

Edit by Alex: this patch is no longer required as of the latest update of THI. Original post in spoiler below.

Spoiler
I also wanted to try Tiandong out in 0.7.2 and was bored last night, so I edited the code to account for the one method signature that was changed and made a JAR. Here's a link in case anyone wants it; no guarantees that there isn't some less obvious bug, I don't understand the mod like the author does. I hope you don't mind, Anexgohan.

https://drive.google.com/open?id=0B3x4iKd9Go6yby1HR29lbHNfVTQ
[close]
« Last Edit: May 16, 2016, 09:08:09 AM by Alex »
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radekplug

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #118 on: March 08, 2016, 01:02:17 PM »

thanx this file work and now i played as tiangdoing their sunder not cause crash
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Tartiflette

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Re: [0.7.1a] Tiandong Heavy Industries v1.0.6 - Updated 12/24/15
« Reply #119 on: March 08, 2016, 01:03:50 PM »

I also wanted to try Tiandong out in 0.7.2 and was bored last night, so I edited the code to account for the one method signature that was changed and made a JAR. Here's a link in case anyone wants it; no guarantees that there isn't some less obvious bug, I don't understand the mod like the author does. I hope you don't mind, Anexgohan.

You should take that link down and ask for permission beforehand. Firstly because it would be polite, and secondly because I'm fairly confident Mesotronik won't like it.

He is already working on the release, and he holds himself to the highest standards of bug-free releases. Having some untested version lying around potentially causing crashed in other people games is really something that might bother him, and personally I wouldn't like having to deal with that either.
« Last Edit: March 08, 2016, 01:25:39 PM by Tartiflette »
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