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Messages - Cpt.Ohu

#166
Quote from: cesarjunior233 on April 27, 2017, 09:48:11 AM
And , how to make servitors or skullprobes ?

You can't, because that's not implemented yet.

New version is up and running, your errors should be fixed.
#167
Quote from: DarkShadowp on April 26, 2017, 07:26:29 PM
hey!

I got a situation were the panws envolved in loading the ship get in a permanent state of wandering.
I don't know why this happens but it only happens if i change the haulers number on the bottom of the loading screen to a specific number.

anyone got this situation?

This shouldn't happen with the latest version. There are several checks in there where the job to load the ship gets cancelled. I cannot reproduce that, even with 10 haulers and 0 passengers my pawns work normally. In that case, it's probably a mod conflict.

Quote from: Man_Jones on April 26, 2017, 05:56:47 PM
Has the download been updated yet?

Yes
#168
@sidfu:

Thank you for providing the files and error reports.

Traded pawns should now stay on the ships. Only humanlike pawns get listed as passengers. Mass calculations are still a bit off, so atm you can buy more stock than should fit into the ship. Enjoy it while it lasts ;)

I added a check for ships in orbit, so no gameover should pop up if all your pawns are traveling.

The texture-thing I can't explain from the base mod, since the paths are ok.

The bug about rising numbers during loading seems to occur after trading. I haven't yet gotten to the bottom of this unfortunately.



@ SpaceDorf:
What do you mean by performance boost?

Mountains are indeed not listed as passable yet because I'm still unsure what to do with those areas and how to handle stationary ships on the worldmap in general. I'll probably set it so they drain fuel until you either land them or they crash, and landing in high mountains isn't recommended as far as I know. This setting will probably stay in.
#169
Note to self: Don't release a mod that might be popular and start a new job in the same week...

Uploaded a quick update that autmatically creates the shiptracker if it isn't present yet. That should fix the adding during play. I had the fix on the computer already and just forgot the final click to upload.

There seem to be problems with clearig the Lord that manages shiploading and the reloading of cargo into the ships after trading. I can look into it tonight.

Though I can say that pawn slots are indeed limited. I'll probably try and do a better system of differentiating between human passengers and animals, so animals get assigned to the cargo bay and don't stay behind.
#170
Quote from: dziwigor on April 25, 2017, 06:41:25 AM
I mean when you return to "home base" "docking area" :)

If a map exists on the target tile, you can select the location you want the ship to target. Of course it's difficult to get the exact position, so there may be an offset by several cells, or an entirely different location in general it can't find a fitting place.

Quote from: bonmar14 on April 25, 2017, 08:30:07 AM
Hi I have an error when I assign a ship to a fleet
this error pops up

Was a small oversight left over from changing some texture paths. It is fixed now.

Quote from: Man_Jones on April 25, 2017, 11:22:50 AM
I ask because for some reason when my guys finished building it I essentially voided my resources.

Harmony gets installed with the mod. I'm unsure what caused that error, I'll look into it.

Quote from: jecrell on April 25, 2017, 11:11:57 AM
You magnificent bastard, you did it.

Thank you good sir. I reccon this mod just cries for a millenium falcon  ;)
#171
It's just XML modding. You need to add your own thingefs, one for the actual ship and one for the leaving animation. The cargo capacity is defined in the Compproperties_Ship part, as well as passenger seats, fuel type and fuel capacity.
#172
Well, you can. It just means that you will experience duplicate items, resources, weapons and factions.
#173
Quote from: Wendigo on April 24, 2017, 02:24:37 PM
Do you have plans for additional aircraft, or variants of the standard unit in the basemod?

I kinda hope I've opened the floodgates for aircraft ideas, so people start making their own. The dropship is just there to show what can be done.

What kind of ship would you want to see?
#174
Working on that, the code is almost finished.
#175
Looks like no Textures are loaded at all. Are they missing? Go to the mod folder and to Textures to see if images are present. If not or the error occurs regardless, redownload the mod, and replace it in your mod directory.
#176
Quote from: AngleWyrm on April 23, 2017, 06:08:00 PM
Prepare Carefully isn't throwing errors, it's just that the drop-ship doesn't happen with that mod installed. Colonists arrive by normal drop-pod instead, with no ship in sight.
In that case either the ship ScenPart gets removed or doesn't fire properly. I'll have to take a closer look.

Quote from: Robloxsina66 on April 23, 2017, 06:38:01 PM
the textures doesn't appear

Like, at all? Please send me a screenshot and/or log via PM.

Quote from: ChaosChronicler on April 23, 2017, 06:53:15 PM
Sorry if this is a bit foreword but are any of us allowed to submit ship designs?

Sure  :)
#177
You'd have to expand the vanilla enum, which isn't that easy.

Atm I'm removing the vanilla arrival ScenPart to prevent it from firing. If EDB is throwing errors, this may be the reason. I'll look into delaying the removal of the ScenPart to a later moment. Alternatively I think I know how to get around this, but it means more detours.
#178
Ok, I got a quick fix in that might work in most cases.
#179
Shipyard


These are extra ship types that have been created for the base mod.

How to install:
- Unzip the contents and place the directories 'Def' and 'Textures' in the base mod folder.


Firefly


Known from the series Serenity, this Firefly-class ship is an unarmed freighter.

Authors:  Raizen (Artwork)
              Cpt.Ohu (XML)


Download Firefly







Industrial Locomotion Pack

An early game option for air travel, these industrial era vehicles will go neither far nor fast, but still beat going on foot by a longshot. If you like the style, check out the WIP Industrial revolution mod.

Author:  Inverness (Artwork, XML)


Download Industrial Era Planes Standalone


#180
Quote from: SpaceDorf on April 23, 2017, 06:50:15 AM
....If you could use them completely as single item or if the core is still required.

Simply put: Yes, the Corruption core is required. The factions and their pawns have some specifics that only work with the core assembly present and turning them into vanilla factions is out of the question.

Items are tied to the factions. So without any Imperial factions, no Imperial items. I'm not making another weapon mod, there are more than enough out there already.

Regarding Faction packs: This would still require a lot of work because these factions are controlled by a central story tracker (set up to modify faction relations later and take colony interactions into account), so I'd have to implement tests to see which factions are even installed and then how to treat all possible combinations. My factions are hidden and have low raid commonalities (could even set it to 0). Almost all items are set to not appear on vanilla traders or pawns of non-faction members. Since I intend to control my advanced factions by custom incidents, map conditions etc. I may even get to the point where you'll never interact with any things or pawns from the mod unless I want you to (or you create custom scenarios, in which case, that's on you ;) ).

I don't see real value in putting in the effort to retroactively modularize anything other than the ships, and in this case only because this was developed with the intent of being independent. The other mechanics were designed to interlock one way or another.

Quote from: Rocket_Raccoon on April 23, 2017, 10:35:29 AM
I can only speak for myself, but ships are a far better way than droppods imo and can fit in basicaly in any scenario apart from tribals. Plus they should be easy to separate and use :)
So if you could upload the ships separatly that would be great :) ( the sooner the better, so i can start a colony with it)

On a side note, i managed to play with a crapton of mods and your 40k mod :D
For a while atleast :p

Good to know! May I ask what end this playthrough found?

And: Ships are out!