iFleet problems
19 years 2 months ago #13587
by Ironman
Replied by Ironman on topic iFleet problems
Is there a min # of Marines needed to capture a
Tug? =
Patcom=
Dreadnaught=
Destroyer etc.
Should the targeted ships be disrupted first? or just cripple them with cannon fire ( Oh Yeah! .... Oooops )<font face="Arial Black"></font id="Arial Black"><font size="6"></font id="size6"><font color="black"></font id="black">
Thanks again fo your help.
Tug? =
Patcom=
Dreadnaught=
Destroyer etc.
Should the targeted ships be disrupted first? or just cripple them with cannon fire ( Oh Yeah! .... Oooops )<font face="Arial Black"></font id="Arial Black"><font size="6"></font id="size6"><font color="black"></font id="black">
Thanks again fo your help.
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19 years 2 months ago #13591
by Shane
Replied by Shane on topic iFleet problems
The battle is pseudo-randomized. Sometimes you can capture a tug with very few marines. Other times it takes an enormous amount.
Disrupting a ship is the best way to disable them if they're hostile. If you can catch them just sitting around you can dock to them and then initiate hand-to-hand combat. Just be ready to defend yourself if the boarding party fails.
IIRC, the Jeep class freighter (troop carrier) was the ultimate in hauling marines. Held more than any other ship type.
Disrupting a ship is the best way to disable them if they're hostile. If you can catch them just sitting around you can dock to them and then initiate hand-to-hand combat. Just be ready to defend yourself if the boarding party fails.
IIRC, the Jeep class freighter (troop carrier) was the ultimate in hauling marines. Held more than any other ship type.
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19 years 2 months ago #13594
by Ironman
Replied by Ironman on topic iFleet problems
How do the ships we capture get Marines, to be able to board and attack in waves for the larger ships? I captured 2-3 tugs and then "jumped to them" and docked the tugs, to the Ritz ststion the the GUI screen didn't allow me to buy anything.
Thanks again for all your help.
Lost in space
Thanks again for all your help.
Lost in space
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19 years 2 months ago #13596
by Shane
Replied by Shane on topic iFleet problems
I can't remember how to shift marines to another ship... it's been a long time. But I'm pretty sure it's accessed via the GUI screen at the station where you purchase them.
@Oren: Yes. I meant Outlaw stations. The engine uses the faction Underworld for these and I tend to slip into that mode of thinking.
@Oren: Yes. I meant Outlaw stations. The engine uses the faction Underworld for these and I tend to slip into that mode of thinking.
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19 years 2 months ago #13624
by Oren
Replied by Oren on topic iFleet problems
hey shane, can you do me a small favor? somehow i can't find the readme file with the instructions of the ifleet mod in it, donno how i lost it
thank u
thank u
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- SoupDragon
- Offline
- Moderator
19 years 2 months ago #13626
by SoupDragon
Replied by SoupDragon on topic iFleet problems
Hello! Welcome to Version 5! To use this place the zip file "iFleetMod.zip" in your mods directory and activate it on your extras screen.
This mod REQUIRES Stephen Robertson's Multimod to run.
In addition, there are numerous Keybinds that are needed as follows:
[iFleet.StartBoardingAction]
Keyboard, K
[iFleet.RippleFireMode]
Keyboard, K, ALT
[iFleet.StationTradeToggle]
Keyboard, U, SHIFT
[iFleet.AddToGroup1]
Keyboard, 1, ALT
[iFleet.AddToGroup2]
Keyboard, 2, ALT
[iFleet.AddToGroup3]
Keyboard, 3, ALT
[iFleet.AddToGroup4]
Keyboard, 4, ALT
[iFleet.AddToGroup5]
Keyboard, 5, ALT
[iFleet.SelectGroup1]
Keyboard, 1, CTRL
[iFleet.SelectGroup2]
Keyboard, 2, CTRL
[iFleet.SelectGroup3]
Keyboard, 3, CTRL
[iFleet.SelectGroup4]
Keyboard, 4, CTRL
[iFleet.SelectGroup5]
Keyboard, 5, CTRL
[iFleet.GroupStatus]
Keyboard, 1, SHIFT
[iFleet.GroupDefendMe]
Keyboard, 2, SHIFT
[iFleet.GroupAttackTarget]
Keyboard, 3, SHIFT
[iFleet.GroupDefendTarget]
Keyboard, 4, SHIFT
[iFleet.GroupApproachTarget]
Keyboard, 5, SHIFT
[iFleet.GroupHalt]
Keyboard, 6, SHIFT
(Note, these are only suggested binds, you can copy and paste them into your config as is though)
Ripple Fire Mode is quite simple. Hitting the key once will activate it, every time you fire your target will change to a new hostile (until you have gone through every hostile in the area). Hitting it again will deactivate it.
Start Boarding Action is a multipurpose keybind. It works off your current target.
- If your target is a ship that is not part of your fleet and you are currently docked to it your valiant marines will attempt to capture it.
- If your target is a ship in your fleet then this key will tell them to prepare to board another ship. If you hit the key again they will stop waiting for a target. If they are preparing to dock, they will cancel their boarding attempt.
- If your target is an enemy ship you are not docked to, and you have a ship waiting to board, this command will order that ship to drop whatever it is doing at proceed at best speed to dock with your target and begin the boarding attempt.
StationTradeToggle will bring up a trading GUI (that's actually a shameless hack of Stephen Robertson's Location Finder Mod, kudos to Stephen) if you're docked to a 'seedy' station. That is, a Gambling Den, Casino, Pirate Base etc., the Ritz in Santa Romera is one example. You'll know you're at to the right place if you get a welcome message when you dock. Currently you can purchase marines for 5 manufacturing units a piece for any of your ships. Also, using this when not docked to a station will bring up the command pallette. This will allow you to select which group a ship ship is in (The numbered buttons at the bottom do this), Target a ship, or jump 'into' any of your ships and control it directly. If you jump into a ship and it is destroyed you will be placed back in your ship.
All of the wingman commands have been replaced by Group commands, the binds provided leave them in the same place as the Wingman commands only they require the SHIFT key to activate. The one Wingman command not in is Wingman Dock, this has been by Group Approach Target (self explanatory). The ALT #1-5 keys will add a ship to a group. And the CTRL #1-5 will select that group for orders. Note that giving orders to a ship that is preparing to board will nullify that boarding attempt, hence it is a good idea to place ships that are boarding in there own group.
One last EXTREMELY important thing. Stations are now made vulnerable with this mod and a replacement set of station INI files has been provided reducing their hit-points. Stations CANNOT be rebuilt yet, so use this at your own risk. If you do not want vulnerable stations, simply delete the iFleetSystem.pkg file from the packages directory of the Mod zip.
Enjoy!
-Mehrunes
This mod REQUIRES Stephen Robertson's Multimod to run.
In addition, there are numerous Keybinds that are needed as follows:
[iFleet.StartBoardingAction]
Keyboard, K
[iFleet.RippleFireMode]
Keyboard, K, ALT
[iFleet.StationTradeToggle]
Keyboard, U, SHIFT
[iFleet.AddToGroup1]
Keyboard, 1, ALT
[iFleet.AddToGroup2]
Keyboard, 2, ALT
[iFleet.AddToGroup3]
Keyboard, 3, ALT
[iFleet.AddToGroup4]
Keyboard, 4, ALT
[iFleet.AddToGroup5]
Keyboard, 5, ALT
[iFleet.SelectGroup1]
Keyboard, 1, CTRL
[iFleet.SelectGroup2]
Keyboard, 2, CTRL
[iFleet.SelectGroup3]
Keyboard, 3, CTRL
[iFleet.SelectGroup4]
Keyboard, 4, CTRL
[iFleet.SelectGroup5]
Keyboard, 5, CTRL
[iFleet.GroupStatus]
Keyboard, 1, SHIFT
[iFleet.GroupDefendMe]
Keyboard, 2, SHIFT
[iFleet.GroupAttackTarget]
Keyboard, 3, SHIFT
[iFleet.GroupDefendTarget]
Keyboard, 4, SHIFT
[iFleet.GroupApproachTarget]
Keyboard, 5, SHIFT
[iFleet.GroupHalt]
Keyboard, 6, SHIFT
(Note, these are only suggested binds, you can copy and paste them into your config as is though)
Ripple Fire Mode is quite simple. Hitting the key once will activate it, every time you fire your target will change to a new hostile (until you have gone through every hostile in the area). Hitting it again will deactivate it.
Start Boarding Action is a multipurpose keybind. It works off your current target.
- If your target is a ship that is not part of your fleet and you are currently docked to it your valiant marines will attempt to capture it.
- If your target is a ship in your fleet then this key will tell them to prepare to board another ship. If you hit the key again they will stop waiting for a target. If they are preparing to dock, they will cancel their boarding attempt.
- If your target is an enemy ship you are not docked to, and you have a ship waiting to board, this command will order that ship to drop whatever it is doing at proceed at best speed to dock with your target and begin the boarding attempt.
StationTradeToggle will bring up a trading GUI (that's actually a shameless hack of Stephen Robertson's Location Finder Mod, kudos to Stephen) if you're docked to a 'seedy' station. That is, a Gambling Den, Casino, Pirate Base etc., the Ritz in Santa Romera is one example. You'll know you're at to the right place if you get a welcome message when you dock. Currently you can purchase marines for 5 manufacturing units a piece for any of your ships. Also, using this when not docked to a station will bring up the command pallette. This will allow you to select which group a ship ship is in (The numbered buttons at the bottom do this), Target a ship, or jump 'into' any of your ships and control it directly. If you jump into a ship and it is destroyed you will be placed back in your ship.
All of the wingman commands have been replaced by Group commands, the binds provided leave them in the same place as the Wingman commands only they require the SHIFT key to activate. The one Wingman command not in is Wingman Dock, this has been by Group Approach Target (self explanatory). The ALT #1-5 keys will add a ship to a group. And the CTRL #1-5 will select that group for orders. Note that giving orders to a ship that is preparing to board will nullify that boarding attempt, hence it is a good idea to place ships that are boarding in there own group.
One last EXTREMELY important thing. Stations are now made vulnerable with this mod and a replacement set of station INI files has been provided reducing their hit-points. Stations CANNOT be rebuilt yet, so use this at your own risk. If you do not want vulnerable stations, simply delete the iFleetSystem.pkg file from the packages directory of the Mod zip.
Enjoy!
-Mehrunes
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