Fractal Softworks Forum

Starsector => Mods => Topic started by: Okim on December 23, 2011, 01:13:05 AM

Title: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on December 23, 2011, 01:13:05 AM
HISTORY

The mod tells a story of humanity`s future. It is 206 years after the first FTL jump made by humans. As soon as the unmanned probe returned from the first FTL travel to a nearby star - it became clear that space contains a lot of riches that await to be harvested.

In 126 FTL (126 years after first FTL travel) the United Nations of Earth that lasted nearly for 150 years broke forming four dominant factions - Russian Stellar Federation, Interstellar States of America, Xing Lao Empire and United Interstellar Nations. Each faction began its own colonisation and expansion efforts, launched its own technological projects and developed its own drive, shield, power plant and other technologies.

At first expansion was peaceful with each faction looking at others` achievements and learning from them. But soon border tensions between RSF and ISA began to rise eventually resulting in open military aggression between the factions. Today in 206 FTL the borders of the two giants are rich in abandoned and destroyed factions and numerous sightings of battles. On these ruins a powerful pirate faction calling themselves The Marauders was born and began threatening the local space with their fast and deadly raiding parties.

While other factions pick up a peaceful way of coexistence - both XLE and UIN have their own troubles. XLE is constantly being assailed by restless mechanical race known simply as 'AI' and powerful space-bound creatures called 'Rock Flies' that appear to be quite interested in asteroid fields in XLE territory. UIN are being harassed by powerful Alien raiders who`s intentions are unknown.

Full Ironclads screenshot library (http://steamcommunity.com/profiles/76561198006799234/screenshots/?appid=sc_196854&sort=newestfirst&browsefilter=myfiles&view=imagewall)
NOTE! While the screenshots come from steam library - Starsector is NOT available on steam directly!

STARTING OPTIONS
Spoiler

Ironclads provide the player with 5 different career options to pick from at start - trader, smuggler, miner, bounty hunter and pirate. Each choice has an impact on player`s starting money, ship, relationships and further career options.

Traders will enjoy the boosted relations with some factions as well as a good starting amount of credits. Trading commodities in a vast randomised world may be profitable and at the same time ruining due to distances, so this start is considered 'hard one'. Starting ship is a small and slow freighter.

Smugglers are much like traders, but with a slightly better (and non-hostile!) relations with minor factions and pirates. A safer approach to trading and thus an easier one. Starting ship is a shuttle with hidden contaband bays.

Miners will immidiatelly gain access to otherwise expensive and hard to obtain mining vessel. Slow moving ship with poor armaments may not be the easiest way to start the game, so expect it to be a harsh start. However, a single trip may yield a lot of money if you are lucky.

Bounty hunters is the only suitable way for players to jump into military career with the any faction right from start. Obtaining commisions licence is a must when picking this choice. Starting ship is a decently armed and armored gunship.

Pirates are thus far the easiest option due to a powerful gunship you`ll get at start. However, all the major factions and free traders will be hostile to the player. On the other hand all the minor factions will happily accept you on their bases.

Character generation. Pick one (http://steamcommunity.com/sharedfiles/filedetails/?id=675215220)
Character generation. Pick two (http://steamcommunity.com/sharedfiles/filedetails/?id=675215260)
Character generation. Pick three (http://steamcommunity.com/sharedfiles/filedetails/?id=675215305)
[close]

FACTIONS
Spoiler

Mod replaces the original factions of Starsector with 4 major ones, 3 minors, 1 independent and pirates. Major factions can be directly picked by player as starting options (locations mostly), but all of the factions can be 'joined' by reputation. Upon each game start al the factions have randomised relationship with each other. However, RSF and ISA have good odds of being hostile, while XLE/RSF and UIN/ISA relationship can rarely be hostile. Minor factions are generally neutral to all with the exception of FFS always hating UIN/XLE.

Major factions are RSF (Russian Stellar Federation), ISA (Interstellar States of America), UIN (United Interstellar Nations) and XLE (Xing-Lao Empire). Each faction pursues it`s own ship, weapon and drive technologies providing player with a variety of ship and weapon options (over 100+ unique ships and the same amount of weapons are present in this mod).

RSF description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217123)
RSF ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675274751)
ISA description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217030)
ISA ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675275936)
XLE description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217174)
XLE ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675276711)
UIN description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217145)
UIN ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675275276)

Minor factions are generally considered outlaw / hostile. These also have unique ship sets, but only one of the factions has also a uniqe weapon set. These factions are Marauders (scavengers of old ISA/RSG war), Black Widows (ex pro-military ISA/UIN organisation) and FFS (Federation of Free Stars - ex UIN/XLE colonies).

FFS description (http://steamcommunity.com/sharedfiles/filedetails/?id=675216967)
FFS ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675274049)
Marauders description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217052)
Marauders ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675279691)
Black Widows description (http://steamcommunity.com/sharedfiles/filedetails/?id=675216933)
Black Widows ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675279022)

Pirates are randomly distributed over the map and cause major troubles to surrounding systems. They utilise whatever ships they can find - mostly civilian-grade ships though.

Free Traders is what you are starting as a part of actually - a legue of traders, mercenaries, miners and bounty hunters that have access to most of the systems in the game and operate in peace with all the major factions. They fly on their unique set of civilian-grade ships that are derived from each faction. Destroyer-class is the largest available for them. Directly attacking free traders will result in severe relationship issues with all the major factions!

Pirates description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217088)
Free Traders description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217003)
Civilian ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675286336)

There are also AI, Aliens and Rock Flies menaces that invade fringe worlds at some random rare odds. Encountering and defeating these yield some good loot, but nothing else.

AI ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675278289)
Alien ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675277932)
Rock Fly (http://steamcommunity.com/sharedfiles/filedetails/?id=675277606)


[close]

CAMPAIGN MAP
Spoiler

Ironclads introduce a completelly randomly generated map consisting of more than 100 stars. Names, coordinates and contents of which are always random. The only thing that is constant is map sector affinity to major and minor factions - so RSF is always at NE, XLE at NW, ISA at SE and UIN at middle-SW.

Each system has 1-5 randomly picked objects that can be planets, gas giants, asteroid/iceroid fields and nebulas. Part of these bodies can contain salvageble debris, abandoned stations and ships and other goodies that encourage player to go out and explore the vast universe.

NW part of the map (http://steamcommunity.com/sharedfiles/filedetails/?id=675216487)
NE part of the map (http://steamcommunity.com/sharedfiles/filedetails/?id=675216521)
SW part of the map (http://steamcommunity.com/sharedfiles/filedetails/?id=675216598)
SE part of the map (http://steamcommunity.com/sharedfiles/filedetails/?id=675216559)

Currently the destribution of hyperspace nebulas is predefined by this one spiral galaxy map. Later on there will be a few random nebula maps that the game will randomly pick from.

For ease of navigation and keeping track who is who each system that has a colony or station in it is colored by that faction`s main color. This includes minor factions.
[close]

FEATURES
Spoiler

Ironclads is not just about factions, ships and weapons - mod introduces new market conditions, commodities, new interaction options, harvestable and lootable objects and other stuff for player to play with.

Mining.
One of the old features of this mod is asteroid/iceroid mining with specialised ships. The ship is a dedicated mining vessel that you can pick from start or obtain at any planet of major factions (if you are lucky). It is a slow and poorly defended vessel that is hardly suitable for exploration - so before conducting any mining operations it is wise to locate at least one of the sources of harvestables - special asteroid or iceroid clusters.

Mining is text-based interaction with these cluster objects. You have to survey the fields for ores/volatiles first and only then be allowed to mine them. Mining results depend on crew experience, your skills, deposit richness and mining operation type picked. Richness depends on the survey type applied.

Locating a field is hard, but most of the time the presence of a gas giant in the system is a guaranteed success - so look for those first.

Note that to utilise mining to full capacity a fleet of freighter and additional mining ships is recommended. But be warned - without escorts your juicy freighters are an easy target for pirates! It is also a good idea to stockpile ored/volatiles somewhere for possible procurement missions to appear as ores themselves are not that profitable to sell just anywhere.

Mining. Harvestable asteroids (http://steamcommunity.com/sharedfiles/filedetails/?id=675209785)
Mining. Surveying resuls (http://steamcommunity.com/sharedfiles/filedetails/?id=675209815)
Mining. Mining operations (http://steamcommunity.com/sharedfiles/filedetails/?id=675209843)
Mining. Risky operations (http://steamcommunity.com/sharedfiles/filedetails/?id=675209895)

Salvaging.
A large amount of collectable/salvagable objects are randomly distributed all over the map in the mod. These can be easy to collect scrap, more risky and rewarding station wrecks and even recoverable ships. All of these require combat rating, crew and some lack to accomplish. Ship recovery/disassembly requires a repair ship to be present in the fleet.

Abandoned, but fully operational stations that player can easily access are also present at random on the map. Locating one may help player with future exploration or raiding/trading.

A range of salvagebles as well as their mechanics are subjects to change and be expanded in the future.

Ship requisition.
Ironclads introduces a simple, but useful system of ordering specific, though predetermined, ship classes from major factions. You need to locate that faction`s shipyard and be at least favourable by that faction to get access to that.

Requisition is a direct ship purchase system that has nothing to do with local market except that it always puts the ordered ships in local storage (which you have to buy access to!). Ships come mothballed, but in full default variants - so mindstorming with what to arm these is not necessary.

Only a limited list of options is available per faction! Available ship classes depend on your status with the given faction.

Accessing ship requisition (http://steamcommunity.com/sharedfiles/filedetails/?id=675215430)
Ship class options (http://steamcommunity.com/sharedfiles/filedetails/?id=675215458)
Frigate options (http://steamcommunity.com/sharedfiles/filedetails/?id=675215487)

Planetary surveys.
Each uninhabited world in Ironclads can be surveyed for valuable 'survey logs' that are equally demanded at any market. To survey a planet you need a shuttle class ship in your fleet and crew. Planet conditions increase the risks of surveying, but rewarding with more logs in return - so it is up to a player if he wants to risk his crew.

Each planet can also be scanned for anomalies, but don`t expect each of them having something of value - around 10% of systems (20% if you are using specialised scanner ships and 35% if special planet scanner is used) contain something.

The anomalies types vary from smuggler`s cash to weapons and strained crew and require shuttles to be recovered.

Reparations.
If at any moment you actions have dropped relationship with a given minor or major faction (or pirates) to inhospitable or hostile - it is possible to pay a sum of credits that is directly depending on the current statue with the faction. Paying reparations is possible at any market of the given faction and immidiatelly resets your relationship to cautious. From here you`ll have to repair your relations on your own.

[close]

INSTALLATION

Ironclads version 11 (15.04.2016) is available here: https://yadi.sk/d/9284bCG1qzpuv

Current version is meant for Starfarer 0.7.2a.

Code
---===  Version 11 (15.4.2016) ===---

1. random universe
1.1. 96 completelly randomly generated systems + 4 preset systems
1.2. random colony redistribution for all factions in their respective sectors
1.3. random amount of colonies per faction
1.4. random markets for each colony depending on planet type
1.5. random targets for rock flies, ai and aliens in their regions
1.6. randomly redistributed pirate bases all over the map (amount of bases is also random)
2. huge starmap with the size of -30000 to 30000 for x and y
3. marauders and black widows now have limited amout of colonies


---===  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


---===  Version 10.2 (13.1.2016) ===---

1. mining, surveys, wrecks, derelicts, scrap are back
2. commisions by RSF, ISA, UIN, XLE and FFS are in game
3. possibly fixed the personal bounties


---===  Version 10.1 (15.12.2015) ===---

1. re-enabled ship requisition
2. re-enabled reparation payments


---===  Version 10 (7.12.2015) ===---

1. stable release adopted to Starsector officer update.


---===  Version 9.1 (21.3.2015) ===---

1. all fighters that have balistic / missile weapons received their own unique versions of these guns/pods with limited unrechargable ammo. Some have tweaked characteristics (to make fighters be able to unleash their ammo in few seconds and then be forced to go back for reload).
2. reduced costs of Keepers and Regulators.
3. Micro-missile Pod (small version) renamed to launcher and has no regeneration ammo.
4. all rocket systems now have thier reload times increased (122mm, 220mm, 320mm). The large the weapon - the faster the reload (24s, 20s, 16s).
5. fixed doublicate ships being granted for risky station wrecks recovery.
6. removed shields from all RSF ships, increased armour to be 0.15x of hull (was 0.1).
7. replaced RSF extended mags on all ships that had it with a new unique ammo feeder hull mod (that increases rate of fire).
8. added flares to all RSF ships (that do not use drones).
9. removed flux generation from all non-driver type ballistic weapons.
10. increased all energy type weapons` damagy by +50% to balance them with ballistic and missile changes.
11. increased ammo capacity of all large ballistic weapons.
12. reworked economy system switching it to stability and population dependency (rather than market size).
13. removed any instances of FTG stations/depots.


---===  Version 9 (7.3.2015) ===---

1. functional ship requisition system that you can get access to at RSF/ISA/UIN/XLE shipyards if being at least favorable by owning faction.
2. did some rabalancing for commodities and conditions. Nothing major, but should have some impact on economics.
3. fixed bugged names of rewarded ships.
4. fixed Baliff and Justice.
5. added descriptions to Manticore and Baliff. Fixed some mismatching old descriptions.
6. fixed 'indexoutofboundsexception' issues which happened at some markets with hostile factions.
7. moved some missile launchers to use a clip system. If you see 'system' - this means that missile/rocket has unlimited ammo and no clips. If you see pod or battery - these have some starting amount of ammo and clips. Anything else is one shot/limited ammo.
8. removed fast missile racks system from the mod. There is no longer any effect of it.


---===  Version 8.7 (24.2.2015) ===---

1. reworked ammo for all ballistic weapons. Pay close attention to clip/ammo/reload characteristics when choosing weapons for your ship
2. added FFS Beiliff-class freighter. Basically a simplier version of Codex. Moved Codex to a higher tier.
3. added Manticore-class frigate to XLE. It is a reconfigured Hydra with 360 deg medium energy slot.
4. rebalanced weapons to make their characteristics a bit more user-firendly.
5. forced Widows, Marauders and pirates to be able to trade even if hostile. Both do not spawn bounties and have no inspection-capable patrols.


---===  Version 8.6 (3.2.2015) ===---

1. moved extended mags to level 3 Ordnance Expertise skill
2. added primitive faction-based portraits, replaced FFS logo
3. added special bounty type that provides ships as a reward. Ships come in special variants with enemy/allies guns installed. Max size - CR
4. made market`s stability influence the supply/demands of the market. Low stability markets will start to demand more and more hand weapons, supplies and food while high stability markets will switch towards increase of drugs, luxury and domestic demands. Low stability will also produce high amount of green crew (unemployed citizents).
5. added back the 'orbital habbitat' market condition. Demands food, meds and domestic goods. Produces a lot of crew. Each faction now has it`s own habbitat (except for FFS - these have no crew supplier).
6. made pirate bases a main source of drugs and organs. Increased their demand of hand weapons, metals and components. This is an attempt to make smuggling a bit more interesting and rewarding.
7. removed miner starting option. This is now considered to be a part of 'trader' carreer. Boosted mining to compensate the need of buying an expensive miner ship (which now also costs a bit more).
8. added automatic Prober-ship scans in visited system. Detects unusual signals and reports them via basic message (abandoned stations, wrecks, etc.). Runs only once per each system.
9. fixed Michigan having no launch bays.
10. expanded Prober autoscans to provide entity coordinates (like 'orbiting Pustosh I'). Works if you have more than 1 prober in your fleet
11. fixed UIN fleets spawning with 'AI BOTS' captain names.
12. removed pirates-marauders-widows relation ship update. WIll fix it later (the issue forced pirates to change relationship from hostile to neutral on the fly).


---===  Version 8.5 (20.1.2015) ===---

1. replaced all alien sprites with new ones (except for the mothership)
2. added phasing cloak to AI gunBOTS
3. added ship derelict interaction dialogue (loot, scrap or repair), introduced the demand of repair & salvage ships
4. removed Black Widows Supporter barge (the sprite looks ugly)
5. fixed some missile trails (alien missile, torpedoes)
6. fixed issues with pirates being too much 'forgivable' to player
7. moved RSF/UIN/XLE cruiser-class carriers to medium carrier choice (increasing their availability in fleets)
8. reduced the amount of credits awarded for both standard bounties and person bounties
9. increased supply/demand values for basic ores. Price should not drop too fast while selling large amounts of ores
10. reintroduced the 'husk-removal' script that instantly destroys 50% of all fighter hulls. Made 100% destruction rate for the drones just in case
11. fixed the 'repayment' option not checking if the player has enough  money
12. improved AI/Alien weapons a bit to make them deadlier
13. increase XP required for level ups (2x times for now, will see how it works), returned back the xp for trade value (was 0.05 of profit, now 0.25)


---===  Version 8.4.1 (28.12.2014) hotfix ===---

1. fixed a crash occuring on several markets (like Cold Sands)
2. rebalanced the supply/demand in order to achieve the crash fix


---===  Version 8.4 (26.12.2014) ===---

1. reduced the amounts of trade disruption events, now to get a disruption a trade 'lane' should loose more than 75% percent of sent fleets (was ~25%)
2. increased the chances for all factions to spawn a person bounty, person bounties have a chance to spawn fleet consisting of local faction`s ships or nearby pirate subfaction even if they spawn a 'notorious pirate'
3. fixed Marauder Scavenger not being counted as a miner-capable ship
4. readjusted economy to be generally more stable, made price flactuation less bizarre resulting in more balanced prices for all commodities (including fuel/supplies/crew)
5. added FFS faction (4 systems, 4 colonies, some stations, rock farm producing rock blast drugs, raiding fleets)
6. increased loot drop rates from AI, Aliens and Flies
7. for modding purposes - moved out timespawner plugin that calls for various time-related events (like Marauder scavengers, faction miners and etc)
8. added UIN/XLE Expeditionary Fleets that invade FFS space
9. increased number of RSF/ISA invasion fleets
10. rock blast, psi-clones and recreational drugs are all considered drugs for demand purposes, brights are now luxury goods for demand purposes too (this is made to shorten the demand list)
11. added a random system content generator and > 15 unclaimed systems that use this generator to spawn planets/asteroids/specials in it


---===  Version 8.3 (12.12.2014) ===---

1. set up to 1 military base per system for each faction to increase cruiser/capital ship probability odds (Vega has no MB)
2. added 1 FTG trading hub per each faction to ensure person bounties
3. added a couple of FTG resupply depots to distand systems (to make obtaining supplies/fuel a bit easier and stimulate named bounties generation)
4. added ISA/RSF invasion fleets. These will spawn a owner`s colonies and invade their enemy`s territory seeking a colony to blockade
5. added back AI, Alien and Rock Fly menaces. These are spawned at some slow rate and invade their corresponding faction`s systems. Rocks seek for asteroid clusters and thus may interfere with mining operations. AI survey planets at random and attack some random XLE/RSF colony if allowed to return to their spawn point in large numbers (not being intercepted). ALiens do the same, but in UIN/ISA space and pick only colonised planets as targets. All menaces currently carry basic resources based on their origin for the purpose of the loot/reward. Rocks can drop some brights!
6. added Black Widows to the game. They operate in ISA/UIN space and use the generic pirate relationships with player. They get some high-tech ships based on ISA/UIN hulls
7. all asteroid/iceroid clusters and space junk are now randomly generated in systems that are supposed to contain these (names are random)
8. buffed a bit the overmining procedure output and experience gained by player for mining
9. added the Marauders and a system for their hideout. Marauder fleets scavange the nearby abandoned stations, wrecks, space junk and scrapping facilities
10. brought back planetary surveys and planet scanner. Introduced scans with Prober scanner ship (the more you have - the better are the odds to find something of value). Survey logs can be sold anywhere for ~1000 credits

---===  Version 8.2 (28.11.2014) ===---

1. another economy rebalance effort. Added new depot condition to mitigate supply/fuel shortages on planets
2. 32 new sprites that are used by FTG and pirates
3. fixed reported text errors
4. fixed shipyard and relay occupying a single slot
5. added a lot of asteroid clusters and iceroid clusters in multiple systems that player can mine
6. added space junk in multiple systems that player can salvage for free
7. added back mining procedures (surveys, scanninig with a device/scanner ship, mining/overmining operations with mining ships) and mining skills. Mineral scanner can be bought at any markets that produce electronics
8. reconfigured almost all variants and some hulls
9. removed unnecessary ship hulls (mostly freighters from each faction and extra miners/tugs)
10. reconfigured Scrapper miner into a construction ship
11. increased salvage a bit after battles
12. made AI/ALien weapons unsalvageable at all - will eventually add hybrid weapons at some point
13. introduced a random picker for station sprites at game creation (for the generic non-shipyard stations). Still only RSF sprites for all factions.
14. added a new 'pirate hideout' market condition. It disables black market and storage submarkets and unlocks military one. It also provides some demand and supply of basic resources that pirates and smugglers might be interested in
15. tweaked 'here and there' to make pirate be more numerous. Can`t say if it works though.
16. added back station wreck salvaging and salvaging skills. Wrecks can be salvaged twice per game if you have high enough skills. The choice is either to do it safe or risk some incidents in the process (but get much better loot). 1 wreck per faction space + 1 in Gladisar.
17. added new sound effects for 408mm gun family (credits go to SniZupGun and his sound depot thread - http://fractalsoftworks.com/forum/index.php?topic=8265.0).



---===  Version 8.1 (14.11.2014) ===---

1. economy system rebalanced, food shortage events removed, market conditions adjusted to allow markets to have more of their products for sale.
2. added two new market conditions 'unhealthy conditions' and 'luzury demand' that increase medicaments reuqirements and luxury requirement respectively.
3. removed all FTG stations except the one in UIN space to balance the markets.
4. joined all stations and colonies they orbit to prevent exploits.
5. resprited the custom ship skins to closely match the RSF civilian ships. Skins still retain all their original properties.
6. allowed FTG to excessively use low-cost variants of custom ships (those skins that are listed above).
7. fixed some typos, texts and etc.
8. added some sattelites and ministations for decoration purposes. These orbit colonised planets and some other planets and can`t be interacted with.
9. fixed visual oddities with some planets (mostly repositioned them, improved ring bands representation and etc.).
10. added some custom entities in several systems. These have no effect in campaign yet, but already have unique sprites and some primitive interaction dialogues.
11. added some sprites for RSF stations (currently all factions are using them - will be replacing the sprites once i finish it).
12. lowered tariffs for all factions so that trading is a bit more profitable without the food shortage event.



---===  Version 8.0 (0.65.1a compatible) ===---

1. economy system with several new commodities and market conditions
2. 4 major factions and 2 minors (free traders and pirates). Each major has own overproduction/shortages of commodities.
3. reworked starting options that allow you to pick the starting location, relationships and even start as a pirate.
4. 25 new black-red ship skins with different modified properties. Mostly used by pirates.
5. some custom decorations for stations.


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Paypal.me in case you wish to drop a penny to the author: https://www.paypal.me/IOARK :P
Title: Re: Ironclad Dreadnaught
Post by: Ivaylo on December 23, 2011, 02:57:21 AM
That's really awesome ;D
Title: Re: Ironclad Dreadnaught
Post by: Lopunny Zen on December 23, 2011, 05:47:35 AM
i...wish i could..test it for you :)
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 23, 2011, 11:08:44 AM
Wow! That's a fairly large ship there, heheh. In theory that ought to be fine, but since that hasn't been tested, I fully expect something to at least mildly break with a ship that big. Which I would be more than willing to fix, when it comes up.

It is a huge ship (300/1000 pcx) taken from my other modding project. Was just curious on how large the ships can be in SF (but can`t actually test it right now due to 'pixel format not accelerated' issues with my outdated GeForce 4 card :)

Are your video drivers up to date? That particular error is usually resolved by updating them, I think I've only heard of one case where that did not help (and numerous cases when it did).
Title: Re: Ironclad Dreadnaught
Post by: Thana on December 23, 2011, 12:00:48 PM
Oh. Oh, my! That sure is pretty!  :o
Title: Re: Ironclad Dreadnaught
Post by: Zarcon on December 23, 2011, 01:44:40 PM
Very nice!  :)  But where is the 3rd Heavy Ballistic mount noted in the Codex screenshot?  Looks like it would go nicely a little behind those three flak cannons near the front of the ship. 

I can't wait to get to try this and any other ships you come up with, once 0.5a comes out, I'm hoping that a new slew of mods gets put out there for us all to mess around with.   ;D
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 23, 2011, 02:05:56 PM
In that config i replaced the third LBal with a laser PD.

This design, btw, sucks awfully. Enemy just get into my back and slowly tear it apart while i try to maneuver.

The new design has both lasers replaced by large ballistic guns (gauss cannons), all cannons replaced with mass drivers and all autolasers with impulse laser beams. Try now to sneak behind, nasty little bastards ;D
Title: Re: Ironclad Dreadnaught
Post by: Zarcon on December 23, 2011, 02:09:52 PM
In that config i replaced the third LBal with a laser PD.

This design, btw, sucks awfully. Enemy just get into my back and slowly tear it apart while i try to maneuver.

The new design has both lasers replaced by large ballistic guns (gauss cannons), all cannons replaced with mass drivers and all autolasers with impulse laser beams. Try now to sneak behind, nasty little bastards ;D

Awesome.  :) heh heh

Also, isn't it nice how well Alex's A.I. takes advantage of things like that?  Pretty cool in my opinion, makes you have to think about fields of fire, and full coverage etc.   ;D
Title: Re: Ironclad Dreadnaught
Post by: Krelian on December 23, 2011, 04:14:40 PM
wow! Okin the second I saw the ship I recognized it from the thread of my favorite SOTS mod. Its great to know you may be doing stuff arround here too.
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 23, 2011, 05:01:38 PM
Very cool to see some action shots! It's safe to say I'm looking forward to seeing more :)

Hmm... a design this long compared to its width, I think the AI will misjudge how close it needs to get from the side to be in weapons range - so you might see it getting shot at from beyond effective weapons range. The ship itself won't have this problem, though. I'm seeing it become a bit of a problem for the Odyssey (http://fractalsoftworks.com/2011/12/08/introducing-the-paragon-and-the-odyssey/), which probably has just half the height:width ratio. I'll have to fix that somehow.


... Alex's A.I. ...

I'm not a robot! *bzzt* *chirp*
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 24, 2011, 09:10:42 AM
That mass driver turret looks real mean. Love the new background, too, it has a very distinct feel.

Looking forward to getting my hands on this, whenever it's ready!
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 24, 2011, 09:28:34 AM
I can upload it right away. Three ships and a weapon are ready with all graphics including icons. There is also a randomised mission with those ships at one side and original ships as enemies.

I`m working on other ships now and some weapons as well as a new mission where you`ll have to deal with Ironclad ships while playing Conquest with random fleet setup.
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 24, 2011, 04:14:29 PM
Strange, after adding fighters the game began to crash sometimes with '/ on zero' error.
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 24, 2011, 05:52:32 PM
Strange, after adding fighters the game began to crash sometimes with '/ on zero' error.

If you can email me the logfile (or just post the last stack trace from starfarer.log here), I might be able to help. My guess is it's *probably* something to do with the data definition, as stock fighters don't cause the crash.

Hmm... I can see an unset "collisionRadius" or "shieldRadius" cause something like that (even if a ship/fighter has no shields). That might make sense for fighters, though it could well be something else.
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 01:58:08 AM
Set shield and collision radius on all ships, but the game still crashes.

Here is the log file (but it doesn`t seem to contain any info on crash): http://www.okim.nickersonm.com/SF/starfarer.log
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 03:33:46 AM
I think i`ve found the problem!

Game crashed each time my fighters were about to land on dreadnaught which had two launch bays (not one with multiple entry points, but two with one entry point on each side of DN). Both my launch bays appeared to have the same id name  ::)
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 25, 2011, 09:20:51 AM
I think i`ve found the problem!

Game crashed each time my fighters were about to land on dreadnaught which had two launch bays (not one with multiple entry points, but two with one entry point on each side of DN). Both my launch bays appeared to have the same id name  ::)

Excellent! Thanks for posting the logfile - it did have a (very helpful) stack trace above the performance metrics dump, though it's not exactly human-readable. Just fixed up the code so that it hopefully wouldn't crash in the same scenario, and just land fighters in the middle of the ship instead.

Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 10:09:22 AM
Well, after i made a single launch bay with multiple locations everything runs smooth and nice. Fighters land in all set locations as intended.

BTW, is there any way to assign a specific cost to a ship variant (not wings)? I doubt that a ship armed with double machineguns should cost as the same ship with mass drivers.

And can we have some kind of AI behavior option per variant? Say i want a specific variant of a frigate to be solely a PD escort while other - a strike craft and the third - a long range support.
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 25, 2011, 11:02:59 AM
BTW, is there any way to assign a specific cost to a ship variant (not wings)? I doubt that a ship armed with double machineguns should cost as the same ship with mass drivers.

Yeah - that will be reflected in the campaign, in terms of the actual costs of buying & equipping ship hulls. As far as the fleet points cost, it seems reasonable to me that it's fixed per hull, since part it reflects the leadership ability needed to command a given ship, its logistical requirements, things like that.

And can we have some kind of AI behavior option per variant? Say i want a specific variant of a frigate to be solely a PD escort while other - a strike craft and the third - a long range support.

The AI actually takes these things into account. It'll look at the weapons a variant has equipped when deciding what combat assignments its suited for ("fire support", "light escort", "strike", etc. The weapons also affect its piloting - it knows about getting in range for its lower-ranged weapons (but no closer), staying out of enemy weapons range, etc.
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 11:33:18 AM
Well i noticed that enemy HILs equipped ships are particularly annoying as they don`t like to get into close combat. Hunting them with fighters/bombers and bringing salvoes of missiles at them is quite funny!

I also noticed and enjoying much the fact that your ships cease fire to prevent friendlies being hit. And the fact that fighters ignore all possible damage from your capitals/other fighters is also great. At first i was ceasing fire when my wings approached my target, but now guns are ablaze non-stop :)

BTW - fighterd after-return is also a very helpful feature! And fighters equipped with single-shot ordnance returning to rearm are so damn realistic.

After playing weird worlds, distant worlds for a while and starcons/moos on a constant return-to basis - i feel that this game will be my favorite. All it needs is a multiplayer to share the joy with the others!
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 25, 2011, 12:00:13 PM
Thank you, glad you like it!

Hate to say it, but multiplayer just isn't something I could reasonably add to the game - time and design constraints and all that. Sorry! :)
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 12:48:08 PM
Perhaps MP could be an addon after the game sales and such? :) I think many people will gladly pay for such a feature.

Meanwhile here is an adversary for Ironclads - the Greys Mothership:

(http://okim.nickersonm.com/SF/UFO.jpg)
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Alex on December 25, 2011, 02:53:27 PM
Whoa, very cool! (the mothership, too, but I meant the mod being out!)

The flagship certainly lives up to the name - seeing it get hit by a torpedo and only take middling armor damage is disturbing.

Btw, tip - if the frame rate gets low, toggle off the firing arcs display by pressing '~'. That can actually be a big performance hog, especially for ships with lots of long-range guns. I need to fix that.

Well, then, I'm off to play some more :)
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 25, 2011, 02:56:03 PM
The first version of the mod is released. Enjoy! Archive is in the first post.

P.S.: moved the majority of shots to the first post to make this thread a bit lighter on images. ALso removed irrelevant posts consisting only from images...
Title: Re: Ironclad Dreadnaught
Post by: Flare on December 25, 2011, 03:36:59 PM
Perhaps MP could be an addon after the game sales and such? :) I think many people will gladly pay for such a feature.

Meanwhile here is an adversary for Ironclads - the Greys Mothership:

(http://okim.nickersonm.com/SF/UFO.jpg)

That thing just screams "THROW YOUR MISSILES AT ME". Nothing is going to miss against this :D, although I'm not sure whether there's enough ammunition to kill this thing.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 25, 2011, 04:30:16 PM
It is not a final variant yet. It will have some extra small/medium guns as well as hardpoints added :)

Besides Greys will have very cheap and numerous fighter wings. Cheap, numerous, but weak. But powerful enough to deal with missiles.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 26, 2011, 12:10:42 AM
Alex, i`ve noticed that the game allows to equip energy weapon on any ballistic/missile (and visa-versa) slot without any problems. Also it allows for a large weapon to be placed in medium slot.

If a make a ship hull with one type of weapons and create some variants for it with weapons of different types - will it cause problems with future updates? I ask because i don`t want to clone a single hull in order to make it use another weapon type.

Also a suggestion on weapon types - can we have a universal slot? The one that can be equipped with anything you`d like?
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: mendonca on December 26, 2011, 01:34:02 AM
I can't wait to get home and try this out.

Are you using anything in particular to create your graphics? They have an unusual style, almost like they have been computer generated in some fashion, or like bits of clipart (for want of a better word) or something. I don't mean it in a bad way, I think they're great (in case there was any doubt) - just curious, that's all.

At the minute the weapon slots aren't checked for compatibility in the way variant files are set up, however the refit screen (upcoming) will do so. I'm guessing that's the point at which strange things will start to happen...
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 26, 2011, 01:40:04 AM
Those are top view shots of 3-d models for my other mod (look at signature).

I`ve just added a new ship and all of a sudden i get a persistent 'Key [style]' error. I`m at my work using XP wordpad for csv, variant and ship files.

P.S.: ignore this. The game read two files from hulls folder that were not yet set up and mentioned in ships_data.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Alex on December 26, 2011, 09:12:39 AM
Alex, i`ve noticed that the game allows to equip energy weapon on any ballistic/missile (and visa-versa) slot without any problems. Also it allows for a large weapon to be placed in medium slot.

If a make a ship hull with one type of weapons and create some variants for it with weapons of different types - will it cause problems with future updates? I ask because i don`t want to clone a single hull in order to make it use another weapon type.
At the minute the weapon slots aren't checked for compatibility in the way variant files are set up, however the refit screen (upcoming) will do so. I'm guessing that's the point at which strange things will start to happen...

Right, the files won't ever be checked for "correctness" - it's the job of the refit UI to ensure that, since it has to take account character skills and such when deciding what's valid or not.

What will happen in the refit screen is you'll be able to remove the weapon, but will only be able to put back in weapons of the matching type. So that's not exactly a problem, but on the other hand, if you want to make the new ships fit in alongside existing ships in the campaign, that's a possible issue. I don't know that making all the slots "universal" would help much - it'd be harder to make sure the ships weren't overpowered, and you'd be leaving yourself less room to differentiate hulls.


Also a suggestion on weapon types - can we have a universal slot? The one that can be equipped with anything you`d like?

Hmm. That's come up before, and I think it's a good idea. I'll add it to the list, though I can't make any promises - need to take a look and see what that entails... there might be some unexpected consequences. Would also have to go back through the existing hulls and sprinkle in a universal slot here and there, too.


Edit: In the process of checking into it, I kinda accidentally added it. Ooops! So, that'll be in the next release :)

UI-wise it's not exactly nice - the list of weapons to pick from gets huge, but that's just in the test refit UI where *all* the weapons are available. Within the campaign it's a lot more manageable since it's restricted to what you actually have available.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: ollobrains on December 26, 2011, 01:02:34 PM
if u have a universal weapon slot u may also want to put some drawbacks on it say 10% reduced damage or some other modifiers to offset the jack of all trades nature of using it
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Alex on December 26, 2011, 03:57:28 PM
Funny you should mention that - the universal slots will have a slight drawback. Normal slots allow you to place a weapon one size smaller into the slot, while universal ones require the weapon size to match exactly.

Both helps clean up the number of available weapons dialog, and balances the universal slot a bit.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Lopunny Zen on December 26, 2011, 04:05:48 PM
hey alex...you should use his Heavy velocity cannon idea...it looks cool and has good firepower and range....plus it takes a big slot it can make you choose between long range and firepower
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: ollobrains on December 26, 2011, 07:10:14 PM
Long range snipe low damage shots
Short range explosive shots against big targets , however small targets can ignore inclose big explosions

For that youd have to field fighters or point defense cannons or light missile subtypes
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 26, 2011, 11:34:47 PM
hey alex...you should use his Heavy velocity cannon idea...it looks cool and has good firepower and range....plus it takes a big slot it can make you choose between long range and firepower

That`s just a 3 barrelled version of the original High Velocity Driver. All differences are in its size, burst of 3 following shots, longer recharge and slower turning speed. No changes to damage/range etc. were made, so there is no my idea in it :)

It was made for the dreadnaught primarly.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 27, 2011, 05:12:12 AM
Alien Mothership in game:

(http://profinstrument.ru/mothership01.jpg)
(http://profinstrument.ru/mothership02.jpg)
(http://profinstrument.ru/mothership03.jpg)

Huge, pretty and deadly, isn`t she? :)
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Flare on December 27, 2011, 06:15:00 AM
It looks better burnt out I'm afraid to say :P.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on December 27, 2011, 07:21:57 AM
Updated the mod to 1.1 (see list of changes in the first post).

Gone to Siberia until January, everybody Happy New Year! :)
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Zarcon on December 27, 2011, 08:27:20 AM
Funny you should mention that - the universal slots will have a slight drawback. Normal slots allow you to place a weapon one size smaller into the slot, while universal ones require the weapon size to match exactly.

Both helps clean up the number of available weapons dialog, and balances the universal slot a bit.

This idea makes me very happy.  :)  More flexibility is something I really enjoy.
Title: Re: Project Ironclads, version 1.1!
Post by: ollobrains on December 27, 2011, 09:35:58 AM
Liking the alien mothership thing
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on December 27, 2011, 10:57:31 AM
That looks great! Loving the new background, too, combined with the mothership, makes for some very pretty shots.

Also, apparently it's so big that the "ship disabled" explosion couldn't do enough damage to, well, damage most of it. Heheh.
Title: Re: Project Ironclads, version 1.1!
Post by: ollobrains on December 27, 2011, 09:20:06 PM
need a mothership killing weapon now
Title: Re: Project Ironclads, version 1.1!
Post by: Lopunny Zen on December 28, 2011, 06:07:18 AM
seriously...some of these new weapons should be a consideration for the starfarer game and campaign...love the heavy velocity turret :)
Title: Re: Project Ironclads, version 1.1!
Post by: Lopunny Zen on December 28, 2011, 06:12:33 AM
btw...that Dreadnaught is invincible....no joke...let 9 large ships surround me and attack but my hull is so powerful i take pennies worth of damage and all my guns demolish them...you need to weaken the armor lol
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on December 29, 2011, 01:56:11 AM
Ships both Ironclad and Alien require some balance. I need to play more to better understand the game.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on December 29, 2011, 06:44:08 AM
Some Ironclad and alien hulls/weapons:
(http://www.okim.nickersonm.com/SF/pic11.jpg)
(http://www.okim.nickersonm.com/SF/pic12.jpg)
(http://www.okim.nickersonm.com/SF/pic13.jpg)
(http://www.okim.nickersonm.com/SF/pic14.jpg)
(http://www.okim.nickersonm.com/SF/pic15.jpg)

New shotgun weapon:
(http://www.okim.nickersonm.com/SF/pic16.jpg)
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on December 29, 2011, 07:52:30 AM
Oh oh, is that a space shotgun of doom I see in that final screenshot?!?!?!   :o

That looks like some fun.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on December 29, 2011, 07:54:49 AM
Its primarly role is PD. Good against fighters, great against MIRWs and torpedoes. Can quickly overload frigate-class ship if scores a good hit. But otherwise - much less powerful than flechette cannon :)
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on December 29, 2011, 08:29:16 AM
Its primarly role is PD. Good against fighters, great against MIRWs and torpedoes. Can quickly overload frigate-class ship if scores a good hit. But otherwise - much less powerful than flechette cannon :)

Sounds pretty interesting!

Also, in case I haven't mentioned before, the Sword of the Stars mod in your link is my favourite mod of that game. (The only real downsides to it are the way planetary conquest magically makes the planet perfect for the conquering race and the way drones are implemented. Oh, and the guided torpedoes seem overpowered.)
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on January 01, 2012, 03:34:47 AM
Huh. I think the difficulty level "extreme" in the Beast Hunt mission where you kill four alien motherships seems off. I got an 84% score on my first try. Granted, I got it by by exploiting a combination of factors (the alien motherships' extreme slowness, the player ships' beam range that was longer than any but the alien ships' missiles which I could just wait until they ran out of) to keep it occupied and near full flux at all the time while a wing of bombers flew back and forth between a carrier and the enemy currently in the field to slowly but methodically reduce them to scrap metal. I lost two heavy fighter wings, a torpedo bomber wing and my initial ship. After losing my ship I transferred into the cruiser on the field and that lasted me the rest of the fight.

I wouldn't want to fight them with anything that didn't have a range advantage, however..!
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 01, 2012, 11:07:27 AM
It was set to EXTREME before i added gunboat and fighter to the Aliens. Now it is closer to extreme as fighters do a good job at tearing down your ships :)

(http://www.okim.nickersonm.com/SF/lightning.jpg)

A flight of these tears apart FRs and DEs in seconds. Especially heavy skimmer armed with two light pulse lasers and homming torpedo!

New light carrier codenamed Mule (based on Mauler hull):

(http://www.okim.nickersonm.com/SF/mule.jpg)

BTW, i`m planning to remove shields from the ironclads and add more armor to them to simulate early tech-level of the 'humans' piloting them.
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on January 02, 2012, 04:34:33 AM
Okay, that sounds interesting in the sadistic kind of way - when are you planning to release the new version with the alien fighters? (And you're right, it does sound like "extreme" would probably be a fitting difficulty description at that point.)
Title: Re: Project Ironclads, version 1.1!
Post by: Flare on January 02, 2012, 06:03:15 AM
I think I've pinpointed what it is about your ships' appearance that's bugging me. It's those red immaculate plates you're using. It's very weird in contrast to the rest of the ship's design and manufacture.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 02, 2012, 07:48:10 AM
Yes, those plates were the latest addition to the design before upload. A last-time scetch. Without those ships looked dull.

A new update is going to be available after i finish a set of new ships (e-fighter, bomber, lancer and crossbow gunships, light and spinal frigates, barrage destroyer) and rework shield/armor for clads...
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 04, 2012, 01:55:02 PM
New ships/weapons.

Hunter fighters with Unguided Rocket Racks:
(http://www.okim.nickersonm.com/SF/pic20.jpg)

Lancer gunships with two Laser Cannons / Laser Beams:
(http://www.okim.nickersonm.com/SF/pic18.jpg)

Crossbow missile boats with two Hunter x3 MRMs / Pilum x3 LRMs:
(http://www.okim.nickersonm.com/SF/pic21.jpg)

Blazer variants with Turbolaser Cannon / Laser Tri-Beam:
(http://www.okim.nickersonm.com/SF/pic17.jpg)

Dreadnaugh variants with Laser Tri-Beams, Heavy Laser Beams, Laser Beams / Turbolaser Cannons, Gatlinglasers, Laser Cannons:
(http://www.okim.nickersonm.com/SF/pic19.jpg)

This is a new DN that replaces old outgunned one ;)

Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 04, 2012, 05:20:14 PM
Wow, talk about bristling with guns :)
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 05, 2012, 12:51:38 AM
ISA "Alabama" Class Cruiser:

(http://www.okim.nickersonm.com/SF/pic23.jpg)(http://www.okim.nickersonm.com/SF/pic22.jpg)

ISA - Interstellar States of America. All Ironclad ships will be renamed and given to RSF (Russian Stellar Federation).



:)
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on January 05, 2012, 02:43:55 AM
You seem to be working towards a full conversion mod here. (Which, considering your SotS modding, may not be a huge surprise, but interesting nonetheless.)
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 05, 2012, 03:19:06 AM
Nah, i`m just tunning my 2d drawing skills (Alabama is the first fully hand-made 2d image, which i`m proud of currently) :P
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 05, 2012, 07:54:25 AM
Alabama was reduced to a destroyer size (it turned out that its actual pixel dimensions are equal to Mauler).

A new Missuri Missile Destroyer was added based on Alabama hull.

(http://www.okim.nickersonm.com/SF/pic24.jpg)
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on January 05, 2012, 08:30:37 AM
Nah, i`m just tunning my 2d drawing skills (Alabama is the first fully hand-made 2d image, which i`m proud of currently) :P

Wow, really nice man.  :)  I like the Alabama a lot!  Does it have any PD remaining on it though?  Could get tricky without a little bit of course.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 05, 2012, 11:50:38 AM
Four small energy turrets will be used as pd weapons. The proper combat/pd small energy weapon for ISA is still in design though, so currently Alabama/Missuri are equipped with tactical lasers.
Title: Re: Project Ironclads, version 1.1!
Post by: Flare on January 05, 2012, 05:17:14 PM
Loving those prongs.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 07, 2012, 03:02:39 PM
Iowa class frigate.
(http://www.okim.nickersonm.com/SF/pic26.jpg)

Heavy Plasma Cannon (ISA answer to turbolasers).
(http://www.okim.nickersonm.com/SF/pic25.jpg)

This Alabama variant is just for testing purposes. Alabama wont have large energy weapon :)
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on January 08, 2012, 12:22:15 AM
Speaking of large weapons, this is an awkward time to work on new ships and mods since the next version is intended to redesign most if not all ships' weaponry to make small and medium slots more common and meaningful. Of course, if you don't intend for the mod ships to interact as much with the base game ships, that's not a problem.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 08, 2012, 02:53:11 AM
Ironclads have 1-2 large weapon per DE and 2-3 per CR/BS which is not that much as vanilla (eagles for example and onslaught) have.

That weapon and turbolaser are primarly for BS/DNs. The shot above just shows how it looks (actually it takes the whole flux capacity of alabama to fire that two shots).

There is no way currently to sepparate modded ships/weapons from vanilla ones except for missions. I hope that 0.5 will provide more control on which vanilla items are included/excluded to/from mod.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 10, 2012, 01:21:08 AM
New Stiletto Graphics (made from scratch using photoshop).

(http://www.okim.nickersonm.com/SF/pic28.jpg)

ISA F-135 Fighters and B-202 Bombers. Those are much smaller that ironclad fighters and almost matching in size vanilla ones.

(http://www.okim.nickersonm.com/SF/pic27.jpg)

F-135 is an E-Fighter (energy figter) carrying two new autoblasters (you can see greenish turrets for those weapons on Iowa Frigate on the first picture).
B-202 is a missile shuttle carrying one torpedo, 2 unguided missile launchers and two sabot missiles (which will be replaced by something new as well as torpedos).
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 10, 2012, 08:07:13 AM
Nice! Looking forward to trying these guys out, especially the new weapons.
Title: Re: Project Ironclads, version 1.1!
Post by: Lopunny Zen on January 10, 2012, 10:35:18 AM
does this mean theres going to be 3 teams in one fight :D?
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 10, 2012, 08:58:44 PM
1. Currently this means that there will be three different factions - two human and one alien. Each will be using its own equipment (including different types of missiles). There will be a set of missions for both RSF and ISA where they fight each other and missions with combined forces fighting aliens.

2. It also means that RSF are going to be redrawn from scratch :)

3. Which probably means that i`ll wait for Starfarerer 0.5 to be released...
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 11, 2012, 09:44:21 AM
Made some new weapons for both sides.

ISA:

1. Stinger launcher (1 shot, 2 ammo, small, powerful)
2. Stinger Battery (2 shots, 16 ammo, medium, powerful)
3. Blizzard SRM launcher (1 shot, 3 ammo, medium, powerful)
4. Blizzard SRM battery (1 shot, 30 ammo, large, powerful)
5. UGR-16 (unguided rockets, 1 shot, 16 ammo, small, fast fire rate)

RSF:

1. Strela launcher (1 shot, 2 ammo, small, fast)
2. Strela battery (1 shot, 12 ammo, small, fast)
3. Osa SRM launcher (1 shot, 3 ammo, medium, fast)
4. Osa SRM battery (1 shot, 24 ammo, large, fast)
5. NURS-12 (unguided rockets, 1 shot, 12 ammo, small, powerful, fast fire rate)
6. NURS-24 (unguided rockets, 1 shot, 24 ammo, medium, powerful, fast fire rate)
7. 50mm Dual Cannon (kinetic, 2 shots, medium, range 800)
8. 125mm Battlecannon (explosive, 1 shot, medium, range 600)

New mauler and stiletto with new weapons.
(http://www.okim.nickersonm.com/SF/pic29.jpg)

Mauler and Alabama no longer have large turrets. It turned out that vanilla DEs didn`t have any large weapons except one with fixed energy. So i decided to replace one large turret with 2-3 medium turrets. Mauler is now purely broadside fighter with weapons grouped per bank.

P.S.:

Osa = Wasp
Strela = Arrow
NURS = UnGuided (NeUpravlyaemie) Rocket System
UGR = UnGuided Rockets
Title: Re: Project Ironclads, version 1.1!
Post by: Flare on January 12, 2012, 06:18:34 PM
Those red plates look fantastic :o as does everything else, in fact, rivets makes everything cool.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 13, 2012, 09:16:31 PM
ISA B-202 launches a Hellfire light torpedo.

(http://www.okim.nickersonm.com/SF/pic30.jpg)

ISA Alabama-class destroyer with new ISA weapons.

(http://www.okim.nickersonm.com/SF/pic31.jpg)
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on January 14, 2012, 08:08:34 AM
Man, this is exciting, it is amazing how much cool stuff you are getting done, and the game isn't even out yet, the Modding community for this game is going to be sick in the long run.   ;D
Title: Re: Project Ironclads, version 1.1!
Post by: TheWoodenBlock on January 14, 2012, 03:29:16 PM
This Mod isnt working for me :/
Is this Mod Mac compatible ?

 
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 14, 2012, 03:47:58 PM
There's a bug with mods on OS X - workaround here (http://fractalsoftworks.com/forum/index.php?topic=473.msg4348#new).
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 15, 2012, 01:15:04 AM
I highly doubt it. I don`t know which file types does SF use on mac and how those are orginized.

You can copy/paste for example the content of a heavy autocannon (3-barreled cannon) here. If you can open it... Damn, i don`t even know what mac is using to open text files. Definitely not notepad or wordpad :)
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 15, 2012, 08:52:07 AM
Damn, i don`t even know what mac is using to open text files. Definitely not notepad or wordpad :)

TextEdit :)
Title: Re: Project Ironclads, version 1.1!
Post by: Kilvanya on January 15, 2012, 09:07:57 AM
I'm not sure but I think I broke something, I went into data to find the big ***ed ships
info and now it spazs when the battle starts flux is constantly maxed, while all the guns keep
firing nonstop.  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on January 15, 2012, 09:16:46 AM
I'm not sure but I think I broke something, I went into data to find the big ***ed ships
info and now it spazs when the battle starts flux is constantly maxed, while all the guns keep
firing nonstop.  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(

Oh oh, sounds like a reinstall would be a good idea about now if a backup of the modified file was not created, prior to further edits to the original files, a quick backup of said files would make recovery from an editing error even more rapid.   ;)
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 19, 2012, 12:39:11 PM
RAF Moscow-class Heavy Cruiser (this is a renewed crusher, all other hulls will also be named after major Russian cities).

(http://www.okim.nickersonm.com/SF/pic32.jpg)

The large turrets are triple 125mm battlecannons. The other variant uses 408mm battlecannons as primary ornament. The cruiser turned out to be exceptionally well-armed, but bad maneurability makes it an ideal target for B202 torpedos and UGRs.

Improved model of Arisona support destroyer (fromer Missuri. I decided to name similar size ships after the US states starting from the same letter). Arisona was given a hangar bay to proide support for b202 bombers.

(http://www.okim.nickersonm.com/SF/pic33.jpg)

SUGGESTION: Alex, can you implement a hangar bay size, please? Small sized hangar should support only drones, medium - interceptors and fighters, large - every type of fighter/bomber. It could provide additional challange to a fleet commander. And a B202 landing on that tiny Arisona`s bay looks weird :)
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 19, 2012, 08:52:10 PM
Wow, looks very cool.

SUGGESTION: Alex, can you implement a hangar bay size, please? Small sized hangar should support only drones, medium - interceptors and fighters, large - every type of fighter/bomber. It could provide additional challange to a fleet commander. And a B202 landing on that tiny Arisona`s bay looks weird :)

Not likely, sorry - actually considered that early on, but it's just too much of a complication. You can bet there would be all sorts of confusion regarding "but why can't this fighter wing land on a carrier", and the UI would have to try very hard to make that clear. And would probably still fail :)
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 19, 2012, 10:21:01 PM
I see your point :)

BTW, I wanted to ask about ordnance points, but every time i forget about it - what are they exactly? Is it a restriction on how much weapons a ship can get based on weapon ordnance point value?

This probably was already asked, but i fail to find any reference on 'ordnance points' by searching.
Title: Re: Project Ironclads, version 1.1!
Post by: Ivaylo on January 20, 2012, 04:14:55 AM
Ordnance points are used not just for weapons but all hull mods along with capacitors.

Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 20, 2012, 09:57:00 AM
Ok. I think the time to release a new version of this mod has come.

http://www.okim.nickersonm.com/SF/ACM12.rar (http://www.okim.nickersonm.com/SF/ACM12.rar)

This version introduces factions (RSF and ISA), some new ships and weapons for both factions, a new mission where you can command ISA forces.
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on January 20, 2012, 10:50:31 AM
Ok. I think the time to release a new version of this mod has come.

http://www.okim.nickersonm.com/SF/ACM12.rar (http://www.okim.nickersonm.com/SF/ACM12.rar)

This version introduces factions (RSF and ISA), some new ships and weapons for both factions, a new mission where you can command ISA forces.

Ohh!  :)  I can't wait to give this a shot, awesomeness!  Thanks for all the hard work you have put into this Mod/Project.   ;D
Title: Re: Project Ironclads, version 1.2
Post by: Kilvanya on January 20, 2012, 11:30:11 AM
no shields on new ships?
Or am I missing something obvious?

Oh, why, oh why do my heavy bombers
insist on firing at fighter squadrons at 0.0000001m range?!
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 20, 2012, 11:55:18 AM
1. yeah, no shields. Forgot to mention this :)
2. hmm, perhaps the lack of standard weapon is causing it.
Title: Re: Project Ironclads, version 1.2
Post by: evil713 on January 20, 2012, 12:09:54 PM
hi, just trying this mod for the first time.

2 things, 1 version number of the download says 1.1 in the mod manager, and readme says 1.2

2 tri-beams seem wonky to me. they just barely charge and give a very faint beam then power down. its hard to tell range or damage with them firing.
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 20, 2012, 12:28:26 PM
Ah those tri-beams...

I experimented with beam alternating from different muzzle points, but got a tri-beam weapon instead. The last option was to set them to alternating_bursts. Replace those with LINKED and you`ll get the tri-beam working as intended.
Title: Re: Project Ironclads, version 1.2
Post by: evil713 on January 20, 2012, 01:10:27 PM
Ah those tri-beams...

I experimented with beam alternating from different muzzle points, but got a tri-beam weapon instead. The last option was to set them to alternating_bursts. Replace those with LINKED and you`ll get the tri-beam working as intended.

changing to LINKED in tlc file did nothing, ship file for beam dreadnaut says linked already

gun charges to 40%, weak beam fires, then begins recharge cycle form 100%

did i go after the wrong file?
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 20, 2012, 02:45:54 PM
In weapon file, not in variant :)
Title: Re: Project Ironclads, version 1.2
Post by: evil713 on January 20, 2012, 05:53:24 PM
Yeah thats where I went. No effect on tri-beam misfire.
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 20, 2012, 09:23:31 PM
Found the problem. Fixed it.

Any comments on abscent shields? Is it fun or should i put the shields back?
Title: Re: Project Ironclads, version 1.2
Post by: Kilvanya on January 21, 2012, 08:43:07 AM
sorta fun but reeeeaaaallllyyyyy easy to get insta-gibbed by torpedoes, which none of the
ships seem to have enough pd to stop those and everything else it tries to fire at as well,
would be usefull to tell the autofire pd - "Shoot only missiles!", "Shoot only fighters!", "Shoot everything!",
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 21, 2012, 10:39:57 AM
Hmm. I always assign pd frigates to DEs and CRs. This helps alot. Also in 'Ironclads' mission i launch lots of MIGs and SUs before the main wave. Those can dramaticaly reduce the number of torpedo bombers before the big boys get into fight.

I`m very afraid of torpedo Onslaught though. This one kills my CRs in few small strikes.
Title: Re: Project Ironclads, version 1.2
Post by: evil713 on January 21, 2012, 11:26:51 AM
without shields it does make the game more intresting, but you lose the ability to overload your opponent's flux.


how about really small shields, 15-20° tops.a spot of protection.
Title: Re: Project Ironclads, version 1.2
Post by: Flare on January 22, 2012, 01:36:07 AM
"Shoot only missiles!", "Shoot only fighters!", "Shoot everything!",

This came to mind when I read these words :D

http://www.youtube.com/watch?feature=player_detailpage&v=9Sj89hMVYhI#t=25s
Title: Re: Project Ironclads, version 1.2
Post by: SgtAlex86 on January 23, 2012, 12:21:12 PM
is it just me or... isnt the flteet focused too much on the dreadnoughts? i mean average battle goes like this  ::)
u spawn light ships cap flags, spawn dreadnought, take command all, other ships die within 5-10 mins then u finish mission with dreadnought at half health... by killing everything 8)
fighters need more protection from missiles those swarm missiles rip whole squadrons apart with single volley q.q maby tail guns for PD?
(talking about the red ships have not tried the blue ones)
frigates & dessies could use some more armor or speed to increase survivability...
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 24, 2012, 05:43:18 AM
The first two missions indeed were based on using capital ships, but as the mod progressed more and more ships appeared. Now you can play using your DN or using smaller ships or using both. I tend to leave the DN for last option and only if i`m totally bitten. In Hunt mission you`ll need Frigates to beat the first alien skimmer waves. Otherwise your capitals will sunk in seconds :)

The last mission (Grey Mist) is supposed to be the first among many with sides limited both by ship and fleet size.
Try playing this mission as it is currently the most balanced.
Title: Re: Project Ironclads, version 1.2
Post by: SgtAlex86 on January 24, 2012, 07:32:47 AM
was playing "ironclads" so against vanilla ships...  :-X
normal enemies propabably dont have as much missiles?  :D
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 28, 2012, 11:39:48 PM
New version is available! Download here: http://www.okim.nickersonm.com/SF/ACM13.rar

---=== 1.3 (29.1.2012) ===---

1. fixed a problem with three-beam laser.
2. added RAF torpedo bomber TU-610 (using ISA torpedoes currently).

Change list isn`t that large due to lack of time. Sorry :)
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 31, 2012, 01:09:33 PM
Added ISA F-61 interceptor and ISA Michigan-class Energy Frigate.

(http://www.okim.nickersonm.com/SF/pic35.jpg)
(http://www.okim.nickersonm.com/SF/pic36.jpg)

F-61 is armed with a single cannon and a launcher of 2 Stinger anti-fighter missiles (AFMs).

Michigan in its basic configuration carries a single fixed plasma cannon and several blasters for point-defence. Plasma cannon is a powerful energy weapon with moderate accuracy and range.

Also i reintroduced shields. RAF uses front arc fixed fields with good set up speed. ISA utilize OMNI shields with a smaller arc but better efficiency. Plasma cannon impact can disable a Kiev-class frigate`s shield in one hit, second hit is usually a certain death-blow to it.
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 31, 2012, 03:10:09 PM
Just finished working on ISA Kentuki-class Cruiser. Took me 2 hours to draw... Compared to RSF Heavy Cruiser Kentuki looks solid enough.

(http://www.okim.nickersonm.com/SF/pic37.jpg)(http://www.okim.nickersonm.com/SF/pic38.jpg)

This will have 4 plasma cannons, 2 large ballistic cannons, variety of small ballistic and energy weapons and two cruise missile launchers.
Title: Re: Project Ironclads, version 1.2
Post by: Zarcon on January 31, 2012, 03:26:22 PM
Very nice indeed, this mod is really coming together!   ;D
Title: Re: Project Ironclads, version 1.2
Post by: hairrorist on January 31, 2012, 06:23:10 PM
This mod is extremely high quality, great work Okim!

Are you balancing against vanilla or just internally?  These ships are much more powerful than the vanilla ones.
Title: Re: Project Ironclads, version 1.3
Post by: Okim on January 31, 2012, 08:50:21 PM
In future versions i`ll separate my ships from vanilla by removing the Ironclads mission. Those ships are intended to fight each other and indeed may be a bit more powerful than vanilla.
Title: Re: Project Ironclads, version 1.3
Post by: Okim on February 01, 2012, 04:27:49 AM
In-game shots of ISA Kentucky cruiser. I haven`t yet made cruise missiles, so this one uses Hellfire torpedoes instead. I should mention that in this configuration Kentucky is already deadly :)

(http://www.okim.nickersonm.com/SF/pic39.jpg)
Title: Re: Project Ironclads, version 1.3
Post by: Alex on February 01, 2012, 09:19:04 AM
Every time I stop by here, the ships look better and better :) Awesome work!
Title: Re: Project Ironclads, version 1.3
Post by: Thana on February 01, 2012, 10:44:38 AM
Every time I stop by here, the ships look better and better :) Awesome work!

Can't say I disagree...
Title: Re: Project Ironclads, version 1.3
Post by: mendonca on February 01, 2012, 11:56:41 AM
Every time I stop by here, the ships look better and better :) Awesome work!

Can't say I disagree...

Yeah, it's really looking great :)
Title: Re: Project Ironclads, version 1.3
Post by: Apophis on February 01, 2012, 03:27:32 PM
In the codex mosquito and blizzard SRM show wrong DPS value. You have to set chargedown to 1.
Title: Re: Project Ironclads, version 1.3
Post by: Prof_Omnom on February 01, 2012, 06:31:53 PM
The ceiling is white......... I painted it green..............  :P
Title: Re: Project Ironclads, version 1.3
Post by: Okim on February 02, 2012, 05:19:57 AM
The ceiling is white......... I painted it green..............  :P

And what does it suppose to mean?
Title: Re: Project Ironclads, version 1.3
Post by: Okim on February 04, 2012, 12:13:09 AM
Arkansas-class Assault gunship.

(http://www.okim.nickersonm.com/SF/pic40.jpg)

The large cannon on its prow is a rotary assault cannon (explosive damage). This gunship is better used combined with other fast vessels.
Title: Re: Project Ironclads, version 1.3
Post by: Okim on February 10, 2012, 09:42:41 AM
New version is available. (http://www.okim.nickersonm.com/SF/ACM14.rar)

Changelist:

1. added new Kentucky cruiser for ISA.
2. added new Arkanzas gunship for ISA.
3. replaced blaster effect with more pretty-looking one.
4. added new heavy ballistic weapon for ISA.
5. balanced all of the ballistic guns (based on DPS).
6. reintroduced shields for RSF and ISA. RSF uses fixed frontal shields, while ISA uses omni-shields, but with lesser arc.

Ah. Forgot to mention - there is only one mission currently available which brings ISA against RSF forces. And all ISA ships have been renamed.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Thana on February 10, 2012, 10:33:13 AM
The Kentucky is a powerhouse. Those light plasma blasters are incredible for overloading enemies - I was overloading enemy cruisers in two vollies!  :o
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: SgtAlex86 on February 10, 2012, 11:07:14 AM
:o thank you
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Rhyden on February 11, 2012, 08:28:43 AM
Hey, I've been playing this game for a while now, just haven't bothered to register. I'm having trouble with the Ironclads mod; whenever I start it, it says: Fatal: Fatal: weapon_data.csv I don't know how to fix it, tried reinstalling and some other things but it won't work. Any help would be appreciated, thanks.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Okim on February 11, 2012, 09:54:05 AM
1. If you are using Mac - please look at the first post for the solution.
2. If not - than its a bad download you probably have here.
3. If not - that just reinastall the game, perhaps you`ve corrupted it somehow.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Rhyden on February 11, 2012, 11:05:50 AM
 Yeah, my OS is Windows XP, after trying more things I just uninstalled starfarer, going to reinstall it and all the mods and see if I can't get it working again, because lately this game has been taking all my time =]. thanks for the response, though.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Rhyden on February 11, 2012, 11:41:13 AM
Yep, must have corrupted it or something, just reinstalled everything. Works just fine now, now I may go back to enjoying this awesome mod and game.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Apophis on February 11, 2012, 03:02:44 PM
@ Okim: I have sent you a PM.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Foxd1e on February 19, 2012, 04:30:49 PM
will this work with 0.5a? I love the ship designs, absolutely awesome!
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: megadylan on February 19, 2012, 06:21:44 PM
It works but there isn't anything in the campaign yet.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Okim on February 19, 2012, 10:51:56 PM
The mission will work (though some new things that i haven`t yet figured out will be defaulted to something set by Alex).

To make a campaign i first need to play the 0.5, figure out what`s and how`s there. And of cause create sufficient number of hulls and weapons for both factions to make more choices for player and balance it a bit.

Right now i`m very busy creating a table-top Fallout strategy game (civ-like with resources/units/hexagonal explorable map/mutants and villains/leaders/caravans/quests/items/techs etc.) and honestly abandoned everything else including Starfarer and other games :)
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Okim on February 20, 2012, 02:03:04 PM
Version 1.5 is available!
http://www.okim.nickersonm.com/SF/ACM15.rar (http://www.okim.nickersonm.com/SF/ACM15.rar)

Change log:

1. improved ISA arkanzas flux capacity.
2. increased ISA interceptor and e-fighter costs.
3. added Hellmaker plasma torpedo and Tigershark Cruise Missile to ISA.
4. added Palitca torpedo for RSF (small and medium mounts)
5. added various hull mods to both factions (RSF using combination of armors, ISA - shield mods)
6. added rotating barrels animation to gatling laser
7. switched laser cannon, gatling cannon and turbo-laser cannon to kinetic damage type. Now those weapons are mainly used to maul enemy shields
8. various changes to variants and hulls

(http://www.okim.nickersonm.com/SF/gatlas.gif)

No campaign yet, but i`m closer to it now :)

Some shots:

(http://www.okim.nickersonm.com/SF/pic41.jpg)
(http://www.okim.nickersonm.com/SF/pic42.jpg)
(http://www.okim.nickersonm.com/SF/pic43.jpg)
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on February 21, 2012, 02:57:27 AM
Okim seeing you here made me buy this game haha i hope you eventually mod SotS2 when its finally playable to! always love your mods.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 21, 2012, 03:37:32 AM
Thanks :)

I`m actually waiting for SOTS2 modding tools as well as "game`s ready" announcement to return back to SOTS modding.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: ReverendSin on February 21, 2012, 04:36:50 AM
very interesting set of ships and weapons, however the main ship(i haven't tried any others) seems to overload flux almost constantly even with shields down
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 21, 2012, 05:40:23 AM
That`s the drawback of using all weapons on auto-fire :)

20mm rotary cannons generate lots of flux. Those should be used in specific situations (under bomber attack, getting spammed by missiles etc). Also both plasma cannons on missile variant and all 4 light plasmas on torpedo variant generate lots of flux per shot to balance their firepower.

In any case in future updates when i`ll get to mod campaign i`ll look into weapon loadouts more precisely.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 23, 2012, 07:19:21 AM
Getting this error after modifiyng my weapons for 0.5 format:

ERROR com.fs.starfarer.combat.O0OO  - java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.10
java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.10

It occurs after processing the same weapon each time. I`ve checked if i forgot smth to add, but everything looks ok.

EDITED: fixed this problem.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 27, 2012, 11:18:07 AM
Re-imaged RSF gunships.

Rostov - basic variant that can be armed with 4 small ballistic weapons and 2 of any small type.
Rostov-M - a missile boat variant that can carry 2 medium missiles and 2 small weapons of any type.
Rostov-E - an advanced modification that has two medium energy weapons for RSF pulse and beam lasers.

All three are quite nasty and have at least 2 variants suited for different tasks.

(http://www.okim.nickersonm.com/SF/pic44.jpg)

Some good news for all those who is waiting for Ironclads campaign. I`ve almost finished testing it now (only two ships are left to test - both RSF and ISA cruisers) and i`m enjoying what i`ve got very much.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: XpanD on February 27, 2012, 11:24:04 AM
Can't wait to play around with these ships in the campaign. I love the mod's idea, I love the way the mod seems to be done so far, I'll probably love playing it in campaign once that's out. :D
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Thana on February 27, 2012, 12:27:30 PM
Some good news for all those who is waiting for Ironclads campaign. I`ve almost finished testing it now (only two ships are left to test - both RSF and ISA cruisers) and i`m enjoying what i`ve got very much.

Ooh, goody-goody! *jumps up and down, excitedly clapping his hands with a big, stupid grin on his face*
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on February 27, 2012, 06:16:08 PM
Be sure to add pirates or someone with the standard ships in there so i can enjoy the dreadnaughts.

*Wanted to add, the single shot missiles are rather silly unless they cost next to nothing and their effective. I can see a fighter which can dock inside a ship having an expendable missile but a frigate and bigger would require a space walk to strap another missile on there. All missile pods should have atleast 5-6 missiles and be damn worth it and bigger ones should have even more ammo.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 27, 2012, 08:52:26 PM
1. They cost somewhere about 250-350 creds, so they are quite cheap.
2. A single Mosquito missile deals 600 points of kinetic damage and can easily overload a single frigate.
3. A single Wasp after that can deal 600 points of explosive damage making further combat a lot easier.
4. UGR/NURS rockets fire 6-8 projectiles when used on small mounts. That`s roughly an equivalent to a single Wasp.
5. Arrow/Stinger 2-missile launcher kills 1-2 fighters out from a wing of 3 if hits. Meaning that even 2 missiles can provide some protection.
6. Ships don`t have specialized small missile mounts - these are universal meaning that player can choose between missile, ballistic or energy. I just like to use balanced frigates with combined kinetic and explosive ballistics and back this all with a Wasp or Mosquito missile (or ISA Blizzard EMP missile if i`m lucky to salvage one).
7. carrying a single missile or two while being cheap is a good way to deal with retreating ships. Usually a Wasp can hit a retreating ISA frigate/gunship (that has no protection on its back) and flameout it for a few precious seconds allowing your pursuit ships to catch it.

And there is an independent faction that uses vanilla ships and weapons. There is also Aliens faction flying those huge motherships and deadly fighters (something to develop further when i finish RSF and ISA). There is also a plan to make pirate faction with heavily customized ISA/RSF ships.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on February 28, 2012, 12:07:17 AM
Oh dear god i really want to kick that alien mother ships ass for all the hours i spent trying to kill the thing. The fact is missiles are more often then not to impact on a shield, get shot down or miss altogether then hit so when you have a single missile over say a energy weapon theres honestly no point. I can guarantee you that when we are allowed to customize the ships no one is going to choose a single shot missile over other mount choices.

There should always be a choice for when you might want that single shot missile but there should also be variants with more ammo. If you want a supped up frigate and have points left over stick the cheap one shot missiles on there but when you want a missile frigate then grab the next variant of that missile which has a good amount of ammo in it and get extended missile racks.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 28, 2012, 01:58:00 AM
There are specialised ship classes (as shown on previous page with Rostov gunship variants) that take a role of missile/energy or standard ship. Sticking a single missile (that costs almost nothing in creds and points and does 600 points of kinetic damage) to a frigate with lots of explosive guns will greatly increase its performance. You can always go kinetic/explosive combination of weapons (that`s how the majority of ships in campaign are set up) to balance things or go purely energy (and be forced to deal with flux), but it is funnier to go other ways really.

And there is nothing more funny than disabling a forward oriented destroyer with lots of fixed hardpoints with a single hit of EMP heat seeker missile and consequent bombardment of it with explosive guns :)

P.S.
small missile mounts most of the time have a 1 shot missile launcher, exceptions are anti-fighter missiles that come with 2-shot launchers, rocket racks and expensive torpedo tubes.
medium mounts have a 3 shot launcher for standard missiles, single shot launcher for large missiles (MIRV/cruise), 3-4 tubes for torpedoes and batteries of 10-15 rockets/anti-fighter missiles.
large mounts carry huge launchers with up to 20 standard missiles, 3-5 cruise/mirw and batteries of torpedo tubes.

I`ve eliminated small sized multiple missile launchers moving them one tier above. Those just don`t fit well with all the fighter concept Ironclad mod has. (fighters usually carrying 1 standard missile and/or 2-shot anti-fighter missiles).
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 02, 2012, 07:31:48 AM
RSF freighter (DE) and carrier (CR):

(http://www.okim.nickersonm.com/SF/pic46.jpg)(http://www.okim.nickersonm.com/SF/pic45.jpg)

P.S.: damn, the abundance of mods makes it difficult for people to find my mod thread...
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on March 02, 2012, 11:56:46 AM
Haha when its campaign compatible you'll get a steady stream--i still want to play your ships with others in the campaign but you'd have to balance it. I feel mods should only add to the game and not try to be separate, the more mods we have that work together the bigger the game becomes.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: megal00t on March 02, 2012, 12:00:10 PM
Nimitz class aircr.. uh space craft carrier. IN SPAAACEEEE
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 02, 2012, 12:28:26 PM
Hah, never liked mixes of mods. Kinda gets too extreme to play. Especially given that modders usually end up with some unbalanced ships either being too uber or too sluggish. That`s why i`m making a mod about several factions with their own ships and equipment - those are closer to be balanced inside the mod at least ;)

Campaign is almost ready. I can upload what i have now, but there wont be dread and RSF battleship as well as blazer. You can buy those, but they are the ones i`ve used in 0.35 (being weird in many ways and looking ugly).

To those who wish to fight vanilla ships - there is an independent trader running trading missions from time to time. He gets random weapons to the base. You can pick those and test them against mercenaries flying around the base.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Dreyven on March 03, 2012, 06:18:22 AM
I would really like you to try and add a brief description to each of the weapons in this mod...
because of... something they show up in my shops in the campaign and while i would like to use them,
the crazy amount of weapons and the lack of description are kinda irritating
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Imp0815 on March 03, 2012, 09:23:28 AM
Hello,

we just started to make our own mod and so we found yours.
What a amazing pice of work! The ships the guns and everything just feel so go and fit very nice into the existing Starfaree Universe.

Ive already tryed out if our and your mod work togetehr and yes they do!

Ah i wish we somebody like you for our textures...

Anyways keep up your good work! And maybe check out our mod ;P
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 05, 2012, 12:52:39 PM
A modified specifically for campaign purposes Idaho Support Destroyer.

(http://www.okim.nickersonm.com/SF/pic47.jpg)

This ship is a destroyer-carrier hybrid lacking in both variants, but still providing all the ISA needs to support long range patrols and strike fleets. Player can use its 3 medium universal turrets and 3 small universal turrets in whatever combination he wishes. A powerful large missile turret on the left bank provides some good choices for anti-ship warfare.

P.S.: so the majority of the ships and weapons are finished and tested in campaign. Few more ships require some love (Blazer, Punisher and Dread as well as 1 cruiser, 1 battleship, freighter and mega-carrier for ISA and at least 2 more fighter/bombers for both factions), some weapons need to be designed (burster cannon, mirv missile, cluster torpedo, emp cannons, long range missiles, frag anti-fighter missile with area effect etc.). There is also a plan for pirates with customised ISA/RSF ships and Aliens with their unique weapons, but those are far-go plans.

I can upload a mod without those as all the listed above ships and weapons are somewhat non-essential for normal gameplay. So, what`s your call guys?
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: intothewildblueyonder on March 05, 2012, 01:11:26 PM
Well I would like to play the mod in the newest form :). But you have to consider if the feedback will help you make the mod better or just bog you down.

The ships look great.

p.s. for that carrier maybe put a few fighters sitting on the deck

and anything I could do to help
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 05, 2012, 10:14:59 PM
Though about the fighters on the deck while drawing the carrier. Imagined people getting nuts and cries "why the heck those fighters sit on deck while my fleet is pummelled into dust?!" flying all around. Decided not to draw them :)
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: intothewildblueyonder on March 05, 2012, 11:27:24 PM
yeah that's what I figured :) or you could draw them and just say its the RSF's way of really frustrating (trolling) their opponent/commander so they can avoid battle

(if only  you could have them land there and be seen repairing)
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on March 05, 2012, 11:27:59 PM
A flat decked carrier in space is pretty silly already, you dont need lift to take off in space....
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 06, 2012, 12:37:18 AM
Its arguable. A flat decked carrier provides enough space for several fighter wings to take off immediately rather than launching them one-by-one (those can be prepared when the ship is in hyperspace by moving them into positions by rails, magnetic clamps etc and attaching to power/life support feed for the rest of the travel).

It can also help to gather the flights for faster retreat by sticking all the fighters to the deck via the same clamps. Later when the threat is over those can be tugged inside the carrier for repair/refuel/rearm etc.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Destructomonkey on March 09, 2012, 06:57:43 PM
eagerly waiting for when you see it in campaign

These ships are well designed, your capital ships' third-level gun turret mounts are actually arranged so you can do a proper broadside on either side of the ship, like a WWII battleship

Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 10, 2012, 08:57:53 PM
Ok. I think that campaign is ready for upload.

Here is a new 2.0 version (http://www.okim.nickersonm.com/SF/ACM20.rar) of the mod (info can be found here (http://okim.nickersonm.com/SF/readme.txt), though it is not much).
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: rada660 on March 10, 2012, 09:32:24 PM
2.0 does nto work :( first of all, there always only the grey mist mission, and when i try to start a new campaign... fatal error : null

41715 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.corvus.Corvus.generate(Corvus.java:21)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0oO.ØO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.new.ØO0000(Unknown Source)
   at com.fs.starfarer.campaign.save.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.T.o00000(Unknown Source)
   at com.fs.starfarer.super.for.while$super(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 10, 2012, 10:12:19 PM
Ironclads is not compatible with any other campaign mods.

And there is only one mission available.
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 10, 2012, 10:38:21 PM
Updated the first post. It now includes some descriptions.
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: rada660 on March 11, 2012, 10:27:29 AM
aww cmon :( many other mod was allowing ironclad especially for the weapon, i guess ill stay with the 1.5 to have the weapon in the campaign with timcorp and gunrunner oh well...

anyway i also tried the dam mod alone ... same error... so figures...
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Upgradecap on March 11, 2012, 10:33:05 AM
I'm guessing the incompatibility comes from you changing the original sector.gen file or the now corvus file?
To make it compatible with other mods campaign, you have to make a own file and change/add lines for it.
Simple.
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 11, 2012, 10:39:24 AM
Works fine for me. The problem is on your end. Perhaps a bad download or install.

Yeap, thats the reason for incompatibility. Wont bother changing it until i finish modding in all sprites, ships and weapons.

What is the need to use various mods simultaneously? Except for expanding the already large enough choice of ships and guns i see no proper reason. And that`s not a solid enough for me, honestly.
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 14, 2012, 01:04:16 AM
Hi guys.

I found the problem with the mod. I missed the 0.51a version of the Starfarer :)
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 14, 2012, 01:49:41 AM
Can someone please upload an original 0.51 sectorgen.java file? I`ve overwritten the original by incident and have troubles re-downloading the patch (workplace have an unstable connection).
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: arcibalde on March 14, 2012, 02:17:42 AM
Here you go  ;D

[attachment deleted by admin]
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 14, 2012, 03:13:15 AM
Thanks a lot!
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 02:18:00 AM
Attention!

There is a new version of mod (v2.1) available on the first page.
It removes the campaign mode due to it being broken by JSON merge thingy introduced in 0.51a. I currently see no way to make a standalone mod and i don`t want to add my 3 factions to the existing Corvus. So... no campaign until i figure out how to remove original factions from corvus.

The 2.1 version brings back Beast Hunt and Ironclads missions. Aliens are now even more deadlier...
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Psiyon on March 15, 2012, 01:13:53 PM
Attention!

There is a new version of mod (v2.1) available on the first page.
It removes the campaign mode due to it being broken by JSON merge thingy introduced in 0.51a. I currently see no way to make a standalone mod and i don`t want to add my 3 factions to the existing Corvus. So... no campaign until i figure out how to remove original factions from corvus.
While I'm not certain about removing factions entirely, it's simple enough to remove their spawn points.

Go into the corvus.java file, and get rid of all the spawn-related stuff:

(http://img821.imageshack.us/img821/3747/86476094.th.jpg) (http://img821.imageshack.us/img821/3747/86476094.jpg)

Should be easy to populate the world afterwards with your own factions.

Hope this helps :)

Edit: Be aware that you have to start a new game for a lot of campaign-related changes to take place.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Upgradecap on March 15, 2012, 02:11:51 PM
You are going for a total conversion, aren't you? :D
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 02:23:32 PM
Yeah, i`ve spent the whole day clearing the Corvus and re-populating it with my factions :)

Currently i`m very close to finishing the campaign mode with two factions having bases, convoys, defence fleets and patrols and one faction having nothing except invading scouts, abductors and motherships that will despawn after some time.

All that`s left are indies with their own base that will have its own convoys and all available weapons.

P.S.: Yes, the main goal is to make my own little universe in this game (while stil allowing players to pick up some original ships and weapons).
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 02:35:25 PM
New Alien sprites:

(http://www.okim.nickersonm.com/SF/pic48.jpg)

Harpoon pods are just for testing. Aliens will have a smart missile that will look like a half-circle with a drive in the middle and small green visor.

Aliens use inertialess drives and are the best dodgers in the mod (making non-beam or non-burst weapons useless against them). You can test their abilities in uploaded 2.1 version in Beast Hunt mission. Beware - they are deadly!
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Upgradecap on March 15, 2012, 02:39:20 PM
Yeah, i`ve spent the whole day clearing the Corvus and re-populating it with my factions :)

Currently i`m very close to finishing the campaign mode with two factions having bases, convoys, defence fleets and patrols and one faction having nothing except invading scouts, abductors and motherships that will despawn after some time.

All that`s left are indies with their own base that will have its own convoys and all available weapons.

P.S.: Yes, the main goal is to make my own little universe in this game (while stil allowing players to pick up some original ships and weapons).

Well, congrats on you sir, I'm waiting until the game is a little more developed until I start making mine TC :D
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 04:09:18 PM
Perhaps its better to start working on it now. By the time when SF will get a little bit more developed you`ll have a base set of skills and understanding how do mod SF.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: medikohl on March 15, 2012, 04:13:08 PM
Perhaps its better to start working on it now. By the time when SF will get a little bit more developed you`ll have a base set of skills and understanding how do mod SF.
I've mainly been working on sprites that fit the look of the game, mainly copy pasting different bits, but I've been getting better at it I think.
practice makes perfect.

http://fractalsoftworks.com/forum/index.php?topic=1131.0
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Verrius on March 15, 2012, 07:23:10 PM
P.S.: Yes, the main goal is to make my own little universe in this game (while stil allowing players to pick up some original ships and weapons).
I personally think you should just go all the way, forget the original stuff :p. Feels MORE interesting that way methinks.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 09:55:45 PM
People wont like modded-only stuff. Someone may have a favourite ship that he wishes to throw against RSF, ISA or Aliens with mod`s new weapons, for example.

That`s what independents in Ironclads are.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Thana on March 16, 2012, 12:08:47 AM
People wont like modded-only stuff. Someone may have a favourite ship that he wishes to throw against RSF, ISA or Aliens with mod`s new weapons, for example.

That`s what independents in Ironclads are.

Personally, I do like full conversions rather than including some basic stuff as well. For one thing, given your ships tend to have a pretty different feel from the ships in the basic game, I'm thinking the interaction between the two may just feel weird.

Whatever the case, I'm looking forward to trying out your campaign mode!
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Verrius on March 16, 2012, 12:17:27 AM
Mhm, that's pretty much how I feel. They're very different, which is why I think total conversion in the purest sense would be best.

You could always do a random vs Ironclads mission ^_^. But of course, it's up to you.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 16, 2012, 12:24:02 AM
Such mission was reintroduced with the last 2.1 version. It was the first to come when the mod was created.

So total conversion, yeh? Ok. I was planning to make pirates rather than indies and perhaps i`ll stick to them. However i might come out with a new indie faction of sorts in the future running on outdated non-faction-colored (silver ISA, black RSF) ships. Hmm... need to think of it.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Lancefighter on March 16, 2012, 12:56:55 AM
Something that annoyed me a little bit - the unions of the flags should always be facing the 'wind', even if this means they are backwards. " this is to give the impression of the flag moving forward with the wearer", according to wikipedia's article on bdus.

You see it similarly in this amazing picture of the space shuttle - http://actv7news.com/wp-content/uploads/2011/05/space-shuttle-2865.jpg
similarly, http://okim.nickersonm.com/SF/pic25.jpg in that picture the union should be on the left, as you would normally see a flag on a wall.

I really do love the ship design in general though - More turreted weapons, similar to today's navy, looks really nice in the game. I do hope to see the mod moved to campaign sometime; It looks amazing so far
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 16, 2012, 03:21:17 AM
Campaign is ~75% redone. It will include 3 factions and 2 bases. Later i`ll expand it with pirate faction and their base.  I`m stuck with an anomalous behaviour of ships on strategic level. They don`t accelerate to 100% speed for some reason. Even in deep space with no planets/asteroids around.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Upgradecap on March 16, 2012, 03:23:22 AM
Let me give you an explanation of Why I was waiting for the game to finish up a bit? Well, there's going to be phaseships latwr. Worthwile the waiting :D
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Arghy on March 16, 2012, 03:26:28 AM
Dont make the aliens despawn just have them suicide into large fleets--it will be annoying to hunt after that bastard alien MS that got away and having it despawn on you.

I want to see your capitals in action on the campaign map and if your going to leave out the vanilla ships make sure theres a good variety available even if its just faction specific. Flying the same 13 ships over and over while fighting the same 13 ships over and over will get old real fast.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 16, 2012, 04:10:22 AM
They are constantly respawned.

And they are just plain deadly. Even a single frigate can be a serious threat to destroyers.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: intothewildblueyonder on March 16, 2012, 11:04:19 AM
Dont make the aliens despawn just have them suicide into large fleets--it will be annoying to hunt after that bastard alien MS that got away and having it despawn on you.
I was playing an older version of this mod that somehow worked in the campaign and managed to capture a MS - the enemy fleet didn't have enough DP to get it out b/f the end of the battle ;D. The only problem with choosing weapons for it is finding ones that have enough range to be useful -although I find putting tachyon lances in the large slots works quite well  ;).
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 17, 2012, 02:27:27 AM
Yes, it needs some careful planning.

Aliens will get some more love after i launch the campaign. They will get a destroyer-carrier, a drone wing, new pulse, blast and beam weapons and some missiles. Also Mothership will be redrawn from scratch.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 19, 2012, 10:07:17 PM
Version 2.2 is avaiable:

1. campaign is once again up and running. It has a new system called Barbard`s Star with RSF colony, orbital base and small ISA outpost in outer space. Both factions have convoys that carry lots of guns and supplies. Aliens appear ocasionaly and raid the system. Whenever an alien fleet appears in the system - you get a notification.
2. added freighter to ISA and tanker to RSF.
3. some minor changes to weapons and ships.
4. Clean mod install is necessary to use it properly!
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Thana on March 19, 2012, 11:50:03 PM
The new version of the mod crashes, apparently just before the main screen would open.

18262 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.corvus.Corvus]
java.lang.RuntimeException: Error compiling [data.scripts.world.corvus.Corvus]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/corvus/Corvus.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/corvus/Corvus.java, Line 37, Column 27: Redefinition of local variable "token"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2228)
   at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
   ... 5 more


I used no other mods and haven't messed around with the files in the core game.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 20, 2012, 01:07:41 AM
I hope that i didn`t miss the new version of the game after 0.51a? :)

Found the problem. Its a last-time addition of various spawn points. Didn`t test it befor uploading. My bad.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 20, 2012, 01:21:21 AM
Put this file http://okim.nickersonm.com/SF/Corvus.java into data/scripts/world/corvus folder.

Also make sure that you have a clean install of the mod. Other versions have some core files that may cause further problems.

P.S.: archive is now fixed.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Thana on March 20, 2012, 05:11:08 AM
Cool, works now! And your mod definitely has a pretty different tone to it - being outnumbered seems to be a lot more brutal than it is in the base game, although compensated by how the different ship sizes are also radically more diverse in terms of combat power than those of the base game.

For future releases, would it be possible to randomise which faction the player starts friendly to? Only being able to play on the side of the RSF is a bit limiting, after all.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on March 20, 2012, 06:14:24 AM
This still isint compatible with the other, campaign mods, or is it?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 20, 2012, 06:25:43 AM
Yeah, once i`ll get a new pirate faction - only they will be your enemies. This will give you an ability to chose your enemies once you`ve done with the pirates and aliens. (BTW, i can`t destroy the alien mothership. With its plasma cannons and torps my capitols can`t get close enough to make a blow. And fighters while being a very effective anti-shield measure - are easily destroyed by various beam weapons).

Can`t say for sure about compatibility. This mod is intended to be a stand-alone mod - most of the ships and weapons are less powerful than in vanilla. Besides, it uses a modified Corvus file, so its probably incompatible with the others.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: silentstormpt on March 20, 2012, 08:15:05 AM
Now that i think of it, the way this mod looks alot like this mod for Sins of the Solar Empire:

http://www.dawnofvictory.com/

Maybe this will help u out making the mod since the actual background would work on Star Farer
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Thana on March 20, 2012, 10:28:02 AM
I'm not 100% sure on this, but it seems to me that the RSF station at least doesn't seem to get new ships added to its selection. Certainly I haven't seen a single new destroyer or cruiser class appear on the station. (Which was unfortunate since I lost my only carrier and had to fight my way through the ISA to buy a carrier from them.) Also, apparently, no capital ships at all available for purchase.

I'm not sure if this is as intended, though - maybe the intention is simply to make the player capture what they need? (Speaking of which, I captured an alien frigate, and while it definitely has its downsides - chiefly its fragility if overloaded and the length of time its flux vent takes - it's a ***-powerful craft!)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 20, 2012, 12:12:05 PM
One successful burst from twin alien lasers bring even an armored RSF destroyer on its knees :)

Currently cruiser is the largest available ship to ISA and RSF. There will be another energy-based cruiser for RSF and probably a new cruiser for ISA specializing in heavy weapons. Not sure how battleships will look like, but i`ll eventually remodel the RSF dreadnaught some day :)

About ships and supplies. IIRC there is a slight chance for a ship to appear in cargo manifest of supply fleets. I saw multiple fighters and some destroyers appear. It is most noticable with ship types that have several classes (RSF frigates with its 4 variations).
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: craftomega on March 27, 2012, 05:57:56 PM
Hey i was wondering if its possible to make a new star system so I could add this awsome mod to my Minimash. This is more of a overhaul then a normal mod XD.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 27, 2012, 09:37:10 PM
Well, IIRC currently there is only one star system in the game.

In any case combining Ironclads with any other mod will be problematic as ships and weapons are balanced within the mod and are performing quite poor against original ships.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: craftomega on March 27, 2012, 09:57:39 PM
Well what i could do is modify your mod to create new planets and such so so that it plays nice with other mods. But if you think that your ships need some balencing I am more then willing to wait.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Thana on March 27, 2012, 11:35:44 PM
Well what i could do is modify your mod to create new planets and such so so that it plays nice with other mods. But if you think that your ships need some balencing I am more then willing to wait.

That's assuming he (she?) is even interested in making the mod compatible with others'. Personally, I find this mod to have such a strong identity of its own that I like it better without bringing in external stuff.

In any case, we'll get multiple star systems at some point, but no idea how many releases away that's going to be.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 28, 2012, 12:33:00 AM
The mod is meant to be a stand-alone. So yes, i`m not interested in mod combinations.

There is a mission in this mod that brings RSF forces against Hegemony fleet. That`s the only way of interactions i want my stuff to have with original ships and weapons.

Looking far into the future... well, if things get good enough and spare time will be available the mod will continue to be stand-alone with its own factions, systems and other stuff. IF everything will be ok :)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 28, 2012, 05:22:31 AM
ISA forces:

(http://www.okim.nickersonm.com/SF/ISA-ships.jpg)


RSF forces:

(http://www.okim.nickersonm.com/SF/RSF-ships.jpg)


ALIEN forces:

(http://www.okim.nickersonm.com/SF/ALIEN-ships.jpg)


Planned:

ISA - missile frigate, cruiser, carrier, battleship
RSF - energy cruiser, battleship
ALIENS - drone, destroyer, carrier
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: WarStalkeR on March 28, 2012, 07:12:07 AM
Damn! ?ussians ar3 Coming! Run away!
Hello Okim, Good mod you're doing here :)
And, yes, nice to see you here too -_-
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Trylobot on March 28, 2012, 07:39:45 AM
Okim! I love your latest revision! The RSF especially is incredibly varied and it is easy to tell the purpose of the ship by mentally equating them with a modern navy.

Do some super-specialized frigates next!
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Archduke Astro on March 28, 2012, 11:14:00 AM
This is a really interesting and visually-varied mod. Keep up the good work! While I'm wistful that this mod won't be joining the Minimash mod compilation (or any other mod [sigh] ), I think that if you already have such a clear developmental roadmap ahead of you, you should continue to follow it.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on March 28, 2012, 11:17:56 AM
Nice mod! Did you draw the ships yourself? If so, can you tell me what program you used and what technique you used? :D
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 28, 2012, 01:19:18 PM
I`m using photoshop.

The technic is simple enough:

1. use selection to create a ship`s shape
2. use gradient to make a base colour inside this selection
3. use various filters to make this colour less flat (watercolour for RSF, spoonge for ISA)
4. repeat 1-3 if you wish to have several elevation levels on the model. Make step 3 with slightly lighter colours
5. use stroke to create a border of each shape, then go a level down and use 2-4 pcx line tool to paint brights and darks on each side
6. use different levels and tools (line, selection + gradient, etc.) for various details like platings, windows etc.
7. export what you`ve got into .png and open it in photoshop. Then apply a 'sharpen edges' filter

The most problematic part is RSF rivets...
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Maseo on March 29, 2012, 03:39:58 AM
Hey i was wondering how you were able to make Quad turrets, ive been trying to make them and someone mentioned that you might have made some.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 29, 2012, 03:44:28 AM
Finished working on a sprite for Connecticut-class Missile Frigate. This one is a heavy modification of ISA CALIFORNIA-class frigate.

(http://www.okim.nickersonm.com/SF/pic50.jpg)

Connecticut is a recently designed ship in ISA navy. Previously for fire support needs and other tasks using missile ordnance ISA used California. But the limited amount of missiles that could be mounted on an external launcher was not enough.

Connecticut is suited for carrying additional missiles stored in its port storage chamber. It can mount a larger launcher with automated reloading mechanism or it can carry a heavy cruise missile.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 29, 2012, 03:45:49 AM
Quad turrets? What are those? Multi-barrel weapons?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Maseo on March 29, 2012, 03:46:44 AM
4 barreled cannons, sorry if the person i spoke to was mistaken
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on March 29, 2012, 03:49:40 AM
if only I could make ships look as good as those...
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Maseo on March 29, 2012, 03:56:26 AM
nevermind i was able to figure it out :D
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 29, 2012, 03:57:10 AM
Look at heavy autocannon files (both weapon and graphics).

Weapon file will contain turret and hardpoint offsets. Those are coordinate of muzzle points of each barrel.

Sprites are divided into turret and recoil where recoil is your barrels. Offsets use this sprite for coordinates.

Each offset must be put close to a barrel in order for it to play a recoil animation. Use ship editor provided somewhere here to help figure out the proper coordinates. (note that turret`s center is a center of image, while hardpoint uses sprite`s bottom side as a center).

Animation type (alternating, alternating burst, linked) is used to make a weapon to fire from each barrel per shot, per burst or simultaneously. Look at Hephest cannon for alternating fire type with continuous fire and at heavy autocannon for fire-and-reload alternating type. Dual machinegun is a good example of alternating burst fire.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: arwan on March 29, 2012, 11:30:45 AM
really nice mod i have been able to get a fleet up to 199 points so far and have destroyed 2 or 3 mother ships with it. with minimal casualties. the first time i engaged one i was a bit freaked out LOL since it was killing fighters like a hot knife threw butter at first. but its hulking mass of armor finally failed it.

few things i would like to critique though.

starting off. can be very difficult as there are very few fleets moving threw space. and even fewer 1-2 ship ISA fleets. i found myself more than once just waiting for a fleet to attack to show up.

mid game. ISA got PWNED by RSF and had 0 fleets on the board unless they came from off map.. which then proceeded to be *** rather fast.

late game. ISA still has 0 presence and i now also wait for aliens to show up LOL.

also patiently waiting those capital ships. battleships make my mouth water.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 29, 2012, 12:28:58 PM
I see your point.

I still have to play through the mod from the very first frigate to the massive armadas. ISA and ALIENS will get their fleets spawn faster. RSF will have a reduced number of SD fleets.

I was thinking to add several gunships to the starting fleet so that you could combat ISA patrols without first growing on scouts. A single RSF Raptor-M makes the difference in combat against 3-4 ISA frigates. I just need to make sure this wont make start very easy.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: K-64 on March 30, 2012, 07:15:12 AM
After (extensively) playing the campaign, I must say, this mod is absolutely wonderful. Sure starting off is a wee bit tricky, but I find that added to the fun for me.

Only real complaints that I have are the rather low spawn rates of things to shoot at, and the fact that the really big ships can't be bought yet. Though those are more problems with balance and larger development priorities I would imagine.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 30, 2012, 08:11:48 AM
Really big things are not present in the campaign (they are still using old sprites). Just everything shown on the first page was added.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 30, 2012, 04:40:04 PM
Barnaul-Class Heavy Cruiser. Also known as Blazer.

(http://www.okim.nickersonm.com/SF/pic51.jpg)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: arwan on March 30, 2012, 06:11:25 PM
the RSF needs the tupolev ANT-20 equivalent for a transport LOL. because in soviet Russia everything needs to be larger and therefor better.

http://en.wikipedia.org/wiki/Tupolev_ANT-20

also
Quote
It was intended for Stalinist propaganda purposes and was equipped with a powerful radio set called "Voice from the sky", printing machinery, library, radiostations, photographic laboratory, and a film projector with sound for showing movies in flight. For the first time in aviation history, this aircraft was equipped with a ladder, which would fold itself and become a part of the floor.

Also, for the first time in aviation history, the aircraft used not only direct current, but alternating current of 120 volts, as well. The aircraft could be disassembled and transported by railroad if needed. The aircraft set a number of carrying capacity world records and is also the subject of a 1934 painting by Vasily Kuptsov, in the collection of the Russian Museum at St. Petersburg.

(http://upload.wikimedia.org/wikipedia/commons/1/10/Aeroflot_ANT-20bis.jpg)
this is a picture not the painting.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on March 30, 2012, 11:46:07 PM
That is a beautiful plane. lots of interesting nitches it has too!
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 31, 2012, 02:30:48 AM
And what role should that vessel have in space navy?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on March 31, 2012, 02:33:29 AM
And what role should that vessel have in space navy?

Emm.... Trooptransport? ;D
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 31, 2012, 03:05:44 AM
Brrr. In any case it doesn`t fit into current RSF designs i have.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on March 31, 2012, 03:20:54 AM
will you be getting to battleships? Or are you satisfied with just this?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: silentstormpt on March 31, 2012, 06:12:52 AM
Brrr. In any case it doesn`t fit into current RSF designs i have.

it could, just change a gunship and turn into a shuttle or make a new cargo ship and change it to create a massive transport, ofc idk if it will ever be necessary but i guess you might need to board stations or fill your stations with soldiers when the "outposts" became available
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: WarStalkeR on March 31, 2012, 06:36:40 AM
I'm rather interested too to see battleships of RSA and ISA too.
Fight between RSA, ISA and ALIEN must go in its own universe, without any Hegemony, Gun Runners or other races.
Great job Okim! It also gives me slight feeling of what I have seen in games "Tomorrow War" and "Tomorrow War: Factor K", eternal opposition between "United Nations" and "Great Concordia". But in more strategic perspective.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: silentstormpt on March 31, 2012, 08:13:10 AM
I'm rather interested too to see battleships of RSA and ISA too.
Fight between RSA, ISA and ALIEN must go in its own universe, without any Hegemony, Gun Runners or other races.
Great job Okim! It also gives me slight feeling of what I have seen in games "Tomorrow War" and "Tomorrow War: Factor K", eternal opposition between "United Nations" and "Great Concordia". But in more strategic perspective.

I could see is ur mod with hes on the same universe, actually it would really fit there
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 31, 2012, 12:15:18 PM
I will eventually draw battleships for both factions. Know when i`m done working on table-top Master of Orion (just finished playing a 7-hour game) - i hope to spend some extra free time on Starfarer.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 01, 2012, 11:04:29 AM
Some new screenshots:

New RSF energy weapon. Ion pulse cannon, takes some time to charge and recharge, has a slow moving projectile, deals energy and EMP damage, has a small damage radius.
(http://okim.nickersonm.com/SF/pic52.jpg)

Connecticut-Class Missile Frigate with a new large version of Hellfire Torpedo (2 shots, 10 ammo).
(http://okim.nickersonm.com/SF/pic53.jpg)

Some new large missile toys for ISA.
(http://okim.nickersonm.com/SF/pic54.jpg)

Plasma salvo from all plasma weapons from the above shot :)
(http://okim.nickersonm.com/SF/pic55.jpg)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 01, 2012, 11:15:57 AM
I will eventually draw battleships for both factions. Know when i`m done working on table-top Master of Orion (just finished playing a 7-hour game) - i hope to spend some extra free time on Starfarer.

In a row?? Dang that's much :D
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on April 01, 2012, 11:38:49 AM
could you help me out on what everything in the weapons files are?

Code
"id":"ioncannon",  # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"SMALL",
"displayArcRadius":400,
"turretSprite":"graphics/weapons/ion_cannon_turret_base.png",
"turretGlowSprite":"graphics/weapons/ion_cannon_turret_glow.png",
"hardpointSprite":"graphics/weapons/ion_cannon_hardpoint_base.png",
"hardpointGlowSprite":"graphics/weapons/ion_cannon_hardpoint_glow.png",
"glowColor":[100,200,255,255],
"turretOffsets":[10, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[15, 0],
"hardpointAngleOffsets":[0],
"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH",
"muzzleFlashSpec":{"length":33.0,   # only used if animationType = MUZZLE_FLASH
   "spread":15.0,
   "particleSizeMin":10.0,
   "particleSizeRange":12.0,
   "particleDuration":0.12,
   "particleCount":17,
   "particleColor":[100,200,255,255]},
"autocharge":true,  # whether the weapon will continue charging and fire if the LMB is tapped instead of held
"projectileSpecId":"ioncannon_shot",  # projectile that will be fired
"fireSoundTwo":"energy_pulse",
}

I know some of these, but I don't think It would hurt to go over everything, right? (I'm only using ion cannons right now, but any other things like beams would be oh so much more helpful)

I know it's not in here, but on beam weapons, what does the fringe color, core color, and glow color do/mean? (this was just one specific question)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 01, 2012, 11:40:12 AM
And i've seen you've done missiles aswell. Any chacne you can help a fellow modder out by letting me in on how to do missiles?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 01, 2012, 12:44:33 PM
7 hours is a fast game. Usually it takes 8-9 hours for 4 players to finish the game.

Beam fringe and core colours describe its visuals. Core is the midline of the beam, fringe is its edges. Glow is used for lights on a weapon. Glow is using glow sprite. Look at HIL and pdburst weapons for examples of continuos and burst beams.

Missiles are easy to figure out (much like everything else in SF). Check various missiles for examples of what they can use. Currently there are ROCKET, MISSILE, HEATSEEKER and MIRV subtypes. Each has its own parameters. See torps, swarmers, salamander and hurricane missiles.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 12:50:34 PM
Kansas-Class Heavy cruiser.

(http://www.okim.nickersonm.com/SF/pic56.jpg)

This ship has 4 large turrets (one pointing backwards), 4 medium turrets (one on the bridge with 360 arc) and 12 small mounts. It is slightly larger than Kentucky Light cruiser and definitely is more dangerous.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on April 02, 2012, 12:52:15 PM
seems like a battlecruiser with that armaments (like the conquest) except not broad side. Guess I would have to go around the back
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 01:02:36 PM
Yeah, i thought about battlecruiser. Kentucky is classified as a light cruiser, but i have a feeling that its just a cruiser with its 2 large universal and 2 large missiles.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 02, 2012, 01:06:49 PM
Mind helping a fellow modder out with how to do the missiles, okim? no matter what i try it always seems to fail, somehow :(.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 01:11:26 PM
Depends on what you are trying to make. You know - describing the whole missile thingy, different types and effects is very time consuming. Some specific questions i can answer though.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 02, 2012, 01:57:24 PM
Well, i was thinking more specifically relating to how to make an missile turret in it self, like for instance, making a dedicated capital killer torpedo. I know what you need, i just don't know how to puzzel the pieces together :-\
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 02:19:32 PM
Use reaper launcher as an example. Start from modifying its file, then edit its projectile (carefully examine what various data inside the projectile file does, especially explosions). Graphics for those are easily done.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on April 02, 2012, 02:20:57 PM
Quote
Use reaper launcher as an example. Start from modifying its file, then edit its projectile (carefully examine what various data inside the projectile file does, especially explosions). Graphics for those are easily done.

This is what I'm doing too
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Trylobot on April 02, 2012, 11:09:11 PM
Man I am still loving the consistency and quality of Ironclads. One of the best mods around, just a shame it's not balanced for vanilla. Ever plan on taking a stab at that? Maybe after the multi-system Starfarer update drops?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 11:12:45 PM
Perhaps, but i can`t guarantee that. I like the uniqueness of this mod :)

And multisystemness might even bring more factions into this mod.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Godart32 on April 03, 2012, 09:10:58 AM
Why do people always want to mash together mods with totally differend feel and artstyle ? It's stupid.

Also this mod is really great but could use some tweaking :
-ISA fleets takes too much time to spawn, my system is full of RSF fleets.
-Some ship could use more op points, I found a Kursk with 88/80op but his armement was useless so I had to refit it, and 80op really isn't enought with so many weapon emplacements.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 03, 2012, 10:08:36 AM
Thanks for your support :)

Kursk mk.1 is actually a slighly 'outdated' ship that Lore-wise had no shield generator in the first place and was adapted to broadside battles. The current variant has a fixed shield and this breaks its broadside role. Thus two rear medium mounts were adopted to house any weapon of your choice. The main goal was to make Kursk a specialized platform. It can be an effective anti-fighter with flaks and arrow launchers or a dedicated missile platform with three launchers of any available type. 80 OPs is enough to equip various weapons and mods.

Kursk mk.2 is a moredrnisation that has improved arcs of fire for frontal assault. It can equip various weapons and mods that fit well inside its 85 OPs.

Future version (that is going to be released this week) is going to have more ISA and alien fleets for start, mid game and late armada on armada battles. ISA will have a battleship (that is 50% drawn) and other 2 new ships.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 04, 2012, 10:08:16 AM
ISA Michigan class Battleship.

(http://okim.nickersonm.com/SF/pic57.jpg)

6 large mounts (1 frontal with very limited arc, 1 rear), 6 medium mounts, 19 small mounts. It is for now the most powerful available vessel in Ironclads (not yet available for public ;)).
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 04, 2012, 10:12:30 AM
Love the artwork here ^_^ and I hope that this total conversion will be compatible with other mods ( for uniqueness :))
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 04, 2012, 10:18:20 AM
You know, i think that it wont actually be compatible. At least i wont balance it to meet vanilla standards and will hunt down those who will try to do that without permission  :P

Kansas cruiser variations.

(http://www.okim.nickersonm.com/SF/pic58.jpg)
(http://www.okim.nickersonm.com/SF/pic59.jpg)
(http://www.okim.nickersonm.com/SF/pic60.jpg)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 04, 2012, 10:41:51 AM
RSF Barnaul-class heavy cruiser.

(http://www.okim.nickersonm.com/SF/pic61.jpg)

Right part of the ship has 2 flak 88s and a Strela antifighter launcher.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: 2_Wycked on April 05, 2012, 05:50:27 AM
I love this mod, I just wish you retained the Hegemony and Tri-Tachyon bases, to increase the variety of ships.


Is it possible to start a campaign with an ISA ship?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 05, 2012, 06:27:43 AM
Currently you will be able to start a campaign only on a fixed ship. Otherwise original ships might be spawned which is not desired. I can add an ISA frigate to the fleet, but that would be a second ship in your starting fleet, which is also not that funny.

Not going to mix originals with Ironclads. That`s for sure.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: The Soldier on April 05, 2012, 06:31:02 AM
Not sure if anyone posted this yet, the the MIG-99 Interceptors are way OP.  They destroy the shields of the Kentuki (I'm pretty sure you misspelled, unless that was meant to be like that) Cruiser in seconds.  Anyone else have that problem?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 05, 2012, 10:33:27 AM
Yeah. I know that.

They were using two dual light autocannons with kinetic damage. In the next update they will be using light autocannons with fragmentation damage.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 06, 2012, 05:43:14 AM
Ok. Here we are. The last ship for RSF is finished. The Moscow-Class Battleship in all its glory:

(http://www.okim.nickersonm.com/SF/pic63.jpg)
(http://www.okim.nickersonm.com/SF/pic64.jpg)

ISA Michigan-Class Battleship in two main configurations:

(http://www.okim.nickersonm.com/SF/pic65.jpg)

Few more things to tinker with and a new version of this mod will be available for public :)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Haresus on April 06, 2012, 06:12:52 AM
Really awesome mod, I love it.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 07, 2012, 03:52:21 PM
Version 2.3 is available. Link is available on the first page. It includes:

1. added 5 new ships: RSF got a Barnaul Heavy Cruiser and Moscow Battleship, ISA got Connecticut support frigate, Kansas Heavy Cruiser and a Michigan Battleship.
2. added new plasma blast weapon and large versions of all missiles and torpedoes.
3. added 3 new ballistic weapons for RSF.
4. added large launchers for all missiles, added Spear and Barracuda heavy anti-ship missiles.
5. added more ISA and alien fleets to campaign. Should be enough to sustain fun.
6. improved some weapon sprites, effects etc. Added sounds for laser pulse weapons.

NOTES:
- campaign may still end up without fleets, but this time RSF might get beaten. There is a strange behavior can be noticed of all patrol fleets. They seem to fly diagonally from upper right to lower left corner of the sector. Can`t figure out what is causing this.
- Kansas have one of its large turrets overlapped by two other large turrets positioned nearby. It should be opposite, but i can`t figure out how to do that (re-ordering of mounts in ship file doesn`t help).
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Lancefighter on April 08, 2012, 05:10:11 PM
I gotta say, I am really enjoying messing around with the Ironclads - The way the ships feel, with their broadsides and generally good feeling weapon arcs, is what the base game should be. The ships overall just feel right.

I havent spent much time messing with larger missiles (other than being on the receiving end of them.. which isnt fun!) but the ballistics employed by the RSF feel right. Would like to mess with some of the ISF material, but they are proving difficult to acquire...
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Haresus on April 08, 2012, 07:48:29 PM
Completely agree with you, Lance. This mod got the feel captured perfectly.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 08, 2012, 09:48:36 PM
Raiding an ISA convoy is a nice way to obtain fancy toys. However convoys got better guards this time and can be problematic to raid (especially when it gets several E-frigates, Connecticuts and destroyers).
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 10, 2012, 01:22:12 PM
WARGING! This are not update notes, just showing some progress and a bit of eyecandies :)

Added new toys for ISA. Added sounds for blasters and plasma. Added new texture for plasma beam.

- dual blaster (small, 3 OP, low-ROF, low-damage, good accuracy, good range)
- heavy blaster (small, 8 OP, good damage, range and accuracy)
- plasma beam (large, slow 'moving' continous beam, range 700, dam/flux 400/600)
- heavy rotary assault gun (large, has twice the ROF of medium rotary assault gun and adds extra range, accuracy is ackward)

Here is a shot of Heavy RAG:
(http://www.okim.nickersonm.com/SF/pic66.jpg)

Here are e-frigates with plasma beams.
(http://www.okim.nickersonm.com/SF/pic67.jpg)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Trylobot on April 10, 2012, 02:26:26 PM
Fuggin' awesome mang.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 14, 2012, 04:44:44 AM
(http://www.okim.nickersonm.com/SF/pic68.jpg)

Any ideas who are these guys?
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: DarkStar076 on April 14, 2012, 04:49:14 AM
The ships seem to be scavanged.
(note the plating bolted on in areas)

Either way they look cool :)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Thana on April 14, 2012, 05:34:45 AM
Pirates?
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: WarStalkeR on April 14, 2012, 06:13:25 AM
United Renegades of both sides... That use technologies of both sides :)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Shoat on April 14, 2012, 06:32:36 AM
Any ideas who are these guys?

They have loose cables on the outside hull of their ships, so my guess is these guys won't stay alive for very long.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: arwan on April 14, 2012, 09:16:24 AM
prey, fresh meat for the slaughter, dead, suckers, new ships for my fleet.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Trylobot on April 14, 2012, 09:30:23 AM
They're the Dominoes!
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Zilerrezko on April 14, 2012, 09:49:06 AM
dude, can you teach me how to make sprites look so interesting? haha
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Archduke Astro on April 14, 2012, 03:05:24 PM
Okim, the greeble side of the Force is strong within you.  8)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: DarkStar076 on April 14, 2012, 05:42:22 PM
I wonder when Okim is going to put us out of our misery and tell us "who they are".
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 14, 2012, 11:37:56 PM
I`m enjoying torturing you, guys :)

Thana is right. Those are just pirates. All their ships are heavily modified RSF and ISA ships (more RSF as they are operating in RSF controlled space).

All ships have their shields removed in favour of extra drives. Weapon mounts are mostly fixed, number of turrets is limited. Drives using low-tech effects.

Currently there are Raider gunship, Reaper and Catapult frigates and Hulk Baseship (a mix between tanker, freighter, carrier and light cruiser). Each hull has 3 variants with various RSF and/or ISA weapons. Pirates love ion cannons, emp missiles and small ordnance like 50mm/2-inch dual/tripple guns etc.

(http://www.okim.nickersonm.com/SF/pic69.jpg)
(http://www.okim.nickersonm.com/SF/pic70.jpg)
(http://www.okim.nickersonm.com/SF/pic71.jpg)
(http://www.okim.nickersonm.com/SF/pic72.jpg)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: DarkStar076 on April 14, 2012, 11:53:39 PM
I`m enjoying torturing you, guys :)
glad to see someone is having fun  :P

Those are just pirates. All their ships are heavily modified RSF and ISA ships (more RSF as they are operating in RSF controlled space).
If they are pirate ships, where's the Jolly Roger ? (http://fc01.deviantart.net/fs30/i/2008/085/2/a/Jolly_Roger_SCS_PS_Brushes_I_by_Kradchan.png)

You are putting emblems on the RSF and ISA ships, so how about the skull and crossbones !
(unless you have already tried that and it doesn't look all that good)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 15, 2012, 02:57:35 AM
A have a hand drawn JJ, but i haven`t tried to use it at such a small scale.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: DarkStar076 on April 15, 2012, 03:10:38 AM
A have a hand drawn JJ, but i haven`t tried to use it at such a small scale.
Sorry, i forgot that part, a flag that is 10 pixels by 15 pixels doesn't really give you much area to work in.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Apophis on April 15, 2012, 03:20:06 AM
There is a strange behavior can be noticed of all patrol fleets. They seem to fly diagonally from upper right to lower left corner of the sector. Can`t figure out what is causing this.
This problem exist also with stock starfarer. Someone should post in the bug forum.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 16, 2012, 03:31:01 PM
New version (http://www.okim.nickersonm.com/SF/ACM24.rar) is available (v2.4, 17/04/2011):

1. added pirates as a new faction in campaign. Player now neutral to all except these pirates and aliens.
2. added 1 fighter wing and 4 ships for pirates (each ship has 3 variants).
3. slightly increased the number of fleets in campaign.
4. added A-110 assault fighter to ISA, remodelled Kansas cruiser (no longer turret overlapping).
5. added new weapons (plasma beam, new blaster weapons, new launcher for Tigershark missile.
6. added a new mission for pirates. Improved Ironclads and Grey Mist missions (more chalanging, updated ships).

Pics:

(http://www.okim.nickersonm.com/SF/pic73.jpg)
(http://www.okim.nickersonm.com/SF/pic74.jpg)
(http://www.okim.nickersonm.com/SF/pic75.jpg)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: The Soldier on April 16, 2012, 04:08:02 PM
Epic!  Finally, a proper Pirate faction with stolen ISF and RSF tech. ;D
Make Grey Mist more challenging?  Hell, that's already the hardest mission for me! :o
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: silentstormpt on April 16, 2012, 04:09:03 PM
while i love the pirates, shouldnt they have a painting based on their own faction like brown (rusty) and grey (iron like) colors.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Trylobot on April 16, 2012, 04:32:44 PM
@Okim: I agree actually; I think the pirates should have some kind of "pirate flag" - be it a physical flag, partial- or full-paintjob or something that instantly sets them apart.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 17, 2012, 01:05:52 AM
(http://www.okim.nickersonm.com/SF/pic76.jpg)

Something like this would be satisfiable? (added some rust, some colours, added yellow and grey plates and simple skull decals).

Old sprites:

(http://www.okim.nickersonm.com/SF/PIRATE-ships.jpg)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Dohon on April 17, 2012, 05:31:33 AM
Just want to pop in and thank you for your mod, Okim. I'm really enjoying it, despite that at most, I get to play for half an hour each day. ;)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 17, 2012, 11:15:00 PM
Thanks! :)

Guys, i`m waiting for your feedback about new pirate sprites (shown above) as well as pirates in-game.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Lancefighter on April 18, 2012, 12:48:21 AM
I feel like their significant frontal weaponry and generally good speed and maneuverability is kinda strong early on - The Omsk frigate just has terrible maneuverability, horrible turret arcs, and sub-par speed. It also lacks ANY point defense.. and the 14mm PD guns just dont feel that good.

Then I modded them into flak cannons, and felt a lot better. I dunno, I just dont feel like the Omsk can deal with the minor pirate groups, because of her poor speed and lack of manuverability
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 18, 2012, 12:59:24 AM
A little hint: Use missiles :)

Omsk can equip Killer Wasp launcher. Two hits of these missiles kills pirate frigate without a problem (and they will hit most of the time given that pirates have poor PD). The only problem with this way of dealing with the pirates are those ships that have light rotary pd cannons.

For Harpoons i usually buy Migs right at the start of the game. They can distract and most of the time even kill of pirate fighters.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Zilerrezko on April 18, 2012, 01:10:46 AM
>.> *cough* 'Arkansas'* <.<
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 18, 2012, 01:14:39 AM
My bad  :-[
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Lancefighter on April 18, 2012, 02:35:40 AM
I dunno. I dont really see missiles as an answer.. Sometimes they work, and other times their rotary cannon will blow both of them up just in time. And at that point, im left with still two incredibly inaccurate main guns on complete opposite sides of the ship.

I dunno, im a really big fan of all of the other ships.. Its just I really hate this omsk frigate. I even messed around with the smaller Russian frigates, and most of those seemed decent.. but all just plain inferior due to lack of medium slots. Save the missile frigates, which I thought were the most useful. In any case, I just hate the Omsk. Really. Its annoying me.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 18, 2012, 03:01:38 AM
3 medium mounts are annoying you? :) That`s the upgraded original brawler actually. And all mounts on Omsk are designed to face forward arc (actually all RSF ships are designed for frontal assault with very few exceptions).

I have no problems with fighting pirates with Omsk. I either use NURS or Killer Wasps on it with 2 125mm cannons and 2 76mm cannons. This way i might really get swarmed by missiles, but i have enough firepower to quickly kill-off a single frigate with NURS/KWs and dog fight any left ones. The real trouble for this combo is Harpoon, but my MIGs can deal with them.

When i fight aliens - the weapon choices are 2 50mm dual cannons and 2 76mm cannons + Wasp or Killer Wasp missiles. 50mm cannons deal with their shields while long venting/overload times of aliens crafts allow my Wasps to reach it and kill it.

Against ISA i use the same ship above, but with Wasps being replaced by Mosquitoes. Against RSF Mosquitoes are replaced by Eel Emp missiles. I usually get another few Omsks for other specialised tasks. For example anti-fighter with 2 14mm quad cannons or shotguns and Arrows. Or torpedo boat with 50mm cannons. OMSK is a universal platform.

But if it really bugs you - you can always sell it and pick up ISA frigates. These are more interesting to play due to their shields and universality of mounts.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Lancefighter on April 18, 2012, 03:22:45 AM
well, the main issue with the omsk is the complete lack of speed - Im pretty sure its a fair contender for the slowest ship IN THE GAME.... (mostly kidding). Sure, it has 3 medium mounts.. but youll only ever get sustained damage from one of those, because you cant ever keep anything in the ~30 degrees of overlap in the front.. And that is if you catch up to anything in the first place.

I mean I am running similar setups, with the giant sounding battlecannons and all. I tend to run point defense guns in the small slots against pirates, as missiles really suck. I tried out the NURS pod, and I feel like it works pretty well, excepting that I never can seem to hit anything at range reliably.

I would sell my Omsk for a basically anything ISA, but then id have to like completely relearn how to fly spaceships - I would need to actually pay attention to shield arcs and lack of armor.


Dont get me wrong at all -I absolutely love the gameplay outside of flying the damn omsk frigate.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 20, 2012, 12:50:23 AM
Marauder-class Pirate destroyer.

(http://okim.nickersonm.com/SF/pirate_marauder.png)

1 large universal hardpoint (right bank)
1 medium energy hardpoint (front)
1 medium universal hardpoint (left bank)
3 small ballistic hardpoints (front)
3 small universal turrets (1 front, 1 rear, 1 left center)
2 medium universal turrets (1 left, 1 right)

This ship will be available only for very rich pirate warbands (rare, huge and deadly ones).

Plans are for Scavenger light baseship (carrier+freighter+tanker+destroyer) based on ISA Fatboy freighter and Sparker bomber that is based on RSF TU-610 bomber and carries a single ion cannon (and nothing else at all).
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: XpanD on April 20, 2012, 06:34:11 AM
Sweet, more ships. Downloaded and installed this recently, and got a few hours lodged into it. It's quite a bit of fun to play, although it could do with more ships in my view - good to see that's being addressed. Love the large amount of new weapons, and they work great too. Descriptions could use some work, but at least this mod has them!

Keep up the good work! ;)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 20, 2012, 08:06:40 AM
Yeah. I`m too for the varied fleets and populated systems.

I`m planning to add some civilian traders, privateers, mercenaries with their own ships. This is gone be a main pirate`s prey. Not sure how long it will take me to start working on them though.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Barracuda on April 22, 2012, 03:51:36 PM
Ive found that its really hard to find most of the guns for the Kansas Class Heavy cruiser. Also that the pirate base seems to not get resupplyed at all. And the Russians seem to have there hads full ALL the time. Sence they never have a defence fleet around for more than a week.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 22, 2012, 11:17:15 PM
Pirates are waiting for a new destroyer sized baseship. As soon as i draw and introduce it - they will be resupplied.

Russians not having enough fleets? Well, as i wrote in one of the previous builds - altering ISA and alien fleets would make RSF less powerful (there were complains about low numbers of ISA fleets). Seems that introducing pirates made RSF even less powerful.

ISA gets supplies in similar fashion as RSF. Perhaps pirates have intercepted some supply fleets in your game (they can as they are faster and have a chance to spawn huge armada that wont have any difficulties with supply convoys and their base travels at the entry point of ISA somewhere close to the arrival of heavy-guns-full convoy). Use RSF guns for Kansas and/or salvage ISA fleets.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 23, 2012, 09:56:00 AM
Pirates Scavenger-class Baseship.

(http://www.okim.nickersonm.com/SF/pirate_scavenger.png)

This ship is usually used by average pirate gangs that are not rich enough to allow Hulk Baseships, but large enough to become dependent on a baseship. Scavenger can also be seen used as a freighter running ressuply missions or as a repair & salvage vessel.

Scavenger weaponry is limited, but it greatly surpases the original arnaments of Fatboy freighter it is based on.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 29, 2012, 11:38:30 PM
Stopped modding until 0.52 comes out.

Can someone please PM me when it comes out so i would receive an e-mail, download and continue modding :)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on May 01, 2012, 09:45:44 PM
Thanks to all those who answered my call about notifying me :)

Gone thinking about Ironclad`s features for 0.52...
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Lancefighter on May 01, 2012, 10:01:59 PM
"all those" ...

Perhaps we shouldve coordinated this?
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Vandala on May 02, 2012, 12:13:52 AM
How many did you get?  :)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on May 02, 2012, 12:52:30 AM
3. You were the first, Lance the last :)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Erick Doe on May 02, 2012, 12:55:49 AM
I love the look of your pirate ships. Chaotic, yet still in tune with the rest of your sprites.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Lancefighter on May 02, 2012, 03:16:10 PM
im so slow :(

I totally blame the class I had that morning. Totally.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on May 02, 2012, 09:49:50 PM
Lets imagine that your message was the last that made me actually go and download the patch and that you participated in this little update i have today.

So Ironclads 2.5 are out. Here is the archive: http://www.okim.nickersonm.com/SF/ACM25.rar

Here is the list of changes:

1. added abandoned base to campaign. Free 'trade' feature as in vanilla.
2. added Scavenger baseship for pirates.
3. created scavenger fleets that supply Pirate base with new ships and weapons each 2 weeks. Fleets are relatively small, but can be a problem even to an experienced player. Scavengers bring some ISA and RSF weapons as well as alien blasters to Pirate`s base.
4. modified the majority of variants to utilize the fifth weapon group. Most of RSF and ISA ships have their weapons divided into banks (mainly large ships).
5. replaced player.faction file in order to be able to set your color. Currently it is grey, but i`ll experiment in the future with various colours.
6. replacement of this file also allowed me to add ISA frigate as a starting ship. There are now two equally powerful ships available to player from start, though it is a random choice.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Lictuel on May 03, 2012, 12:25:36 AM
Hello Okim,

I just downloaded V2.5 of Ironcalds and played around with it for a bit.

Thats when i stumbled upon this:
[Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [supplyfleet] not found for faction [PIRATE]
java.lang.RuntimeException: Fleet id [supplyfleet] not found for faction [PIRATE]
   at com.fs.starfarer.loading.return.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.corvus.PIRATEConvoySpawnPoint.spawnFleet(PIRATEConvoySpawnPoint.java:39)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.A.ÕøÒ000(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I am using 0.52 and your newest version. Is Ironclads by chance still only compatible with 0.51a? If not it seems i stumbled upon a small bug :)
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 12:33:26 AM
Thanks. That`s a pirate scavenger fleet that i forgot to rename...

Here is a little hotfix: http://www.okim.nickersonm.com/SF/PIRATEConvoySpawnPoint.java

Put it into acm/data/scripts/world/corvus/ folder.

Please report any possible bugs - this way i can faster smash them (i have little time to play-test my own mod, damn it).
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 03, 2012, 12:35:56 AM
I've already found a bug...
That link don't work, son.

EDIT: Your Ninja edit did not go unnoticed.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 12:37:22 AM
Fixed :) Was .coN instead of .coM...
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 12:40:09 AM
Just a quick note:

ISA frigate + 4 heavy blasters + 2 ugr launchers + 1 ugr battery + augmented engines + a wing of either A110 or SU57 = death to any pirate raider fleet regardless of how many Raiders, Reapers of fighters they have :)

Need to test RSF frigate a bit more.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 03, 2012, 02:21:46 AM
I've found that the EMP Laser cannon thing is pretty damn powerful on its own.

I.E: LOL was that your baseship, pirates? I didn't see it there through all the "so-and-so weapon deactivated's"
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 03:08:48 AM
Yes, ion cannon is a powerful weapon. It misses most of the time though. And it should miss even more.

Just came here to post some info on current progress:

1. added Whale-shark MIRV missile with 6 standard homing warheads and 6 heatseeker warheads. This one puts target`s PD into chaos.
2. added Barracuda mk.2 missile with proximity detonation system. (Original Barracuda produces area of effect explosion only on impact). This missile is set to target any type of target including fighters.
3. added some descriptions. These now cover all RSF ballistic weapons and ALL missile weapons in the mod.

EDITED: set Ion canon to a fixed 12 deviation value. It now should not be a sniper weapon :)
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 03, 2012, 04:53:53 AM
Muhahaha!

I just realized that the Abandoned Station can store anything you want it to, and so I'm using it as my outpost for keeping stuff until I get enough stuff to fill fuel tanker and the cargo ship and making trading runs with my undercrewed near-useless trading vessels!
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 05:11:43 AM
That`s what it is meant to be in original game. I just ported it into mod ;)

Another quick update: created a Porcupine torpedo. This is the RSF advanced torpedo that contains 24 small one-shot 35mm cannons attached to its hull. Each cannon fires a kinetic projectile when torpedo gets close enough to the target. There are 4 salvoes of 6 projectiles each. After all the projectiles are fired the torpedo proceeds to its target. It deals less damage than the Club torp it is based on.

This way it has some chances to either overload the enemy target prior to impact or overload it upon impact so that follow-ups can finish it off.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 06:23:20 AM
Whaleshark MIRV missile.

(http://www.okim.nickersonm.com/SF/pic77.jpg)

Deadly weapon against any ship be it ISA, RSF, Pirate or Alien. Heatseekers move around the target in opposite directions while direct strike missiles harass one of the sides.  So you can`t shield against them all  :)


Porcupine topredoes.

(http://www.okim.nickersonm.com/SF/pic78.jpg)

Porcupine currently behaves ugly - its projectiles face the target upon creation and they are created not from the missile sprite, but around it at some distance. This all make it look a bit weird especially when torp misses its target and projectiles face it and travel in another direction (strafe of some sort).

Never-the-less it is a good weapon. It can overload destroyers alone and overload cruiser when paired and all projectiles hit. A salvo of these can damage shields, overload and cripple a heavy cruiser or even battleship.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Vandala on May 03, 2012, 06:33:14 AM
Now that is a cool idea.  :o
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Upgradecap on May 03, 2012, 06:39:10 AM
Now that is a cool idea.  :o

Yeah, i agree.

Though could you possibly make the Porcupine look like it's going to suicide the ship before launching the smaller missiles? :D
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 06:47:45 AM
What do you mean by 'suicide the ship'? It is already a standard torp with 1500 HE damage with a neat feature of launching 18 projectiles with 40-50 kinetic damage each.

Originally it launched 24, but that number was too large and actually the last salvo wasn`t always played before detonating (cutting out the last stage of the torp with HE damage).
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Trylobot on May 03, 2012, 01:46:16 PM
Yeah the pirate flag is good, pretty much what I was thinking. That way there's no confusing them with the legit factions.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Lancefighter on May 03, 2012, 07:33:42 PM
fatal: Fleet id [supplyfleet] not found for faction [pirate]
check log for info

:(
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Sunfire on May 03, 2012, 07:35:34 PM
fatal: Fleet id [supplyfleet] not found for faction [pirate]
check log for info

:(

Happened to me as well, I assume he's already looking into it
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 09:37:06 PM
A page ago i`ve posted a small hotfix for this issue :)

http://www.okim.nickersonm.com/SF/PIRATEConvoySpawnPoint.java
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Lancefighter on May 03, 2012, 11:32:00 PM
Oh.. You didnt include that in the normal release?

I thought you asid.. I dont know anymore.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 04, 2012, 01:09:58 AM
I`ll update the mod soon. There are some changes to simulator and faction`s fleet numbers (and pirate fleet layouts) as well as two new ships and some weapons.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 06, 2012, 08:56:29 PM
I just got my first Cruiser in your Mod (a Kansas class) and I've come to understand that the Plasma Cannon is Under Powered!

The Light PC has the same range, less flux buildup and since it fires faster it dishes out 900-1000 damage in three shots when the Large Slot Plasma Cannon can only shoot once and hit for 600-700 damage!


In conclusion: HERP DERP BUFF NAO!!!!!!! But seriously the Large slot PC needs a buff.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 06, 2012, 11:23:12 PM
That`s funny, but i`ve recently did the opposite thing by nerfing light plasma cannon by increasing its recharge time and lowering damage :)

In any case - it was balanced from the begining by significant fluz generation. 550 per shot, 1.5 sec recharge against 800 per shot and 4 sec recharge of large plasma cannon. As you can see large version is more power efficient than its lighter version.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 07, 2012, 11:00:46 AM
New version is available.

Ironclads 2.6 changes:

1. replaced ships in simulation to ISA, RSF and pirate vessels (maxed at cruisers with 1 variant per some hulls).
2. added two new ships with 3 variants each.
3. added new missile/torpedo types
4. added large versions of NURS and UGR rocket launchers
5. reworked some weapon data
6. added discriptions to all weapons
7. adjusted numbers of pirate, ISA, RSF and alien fleets. The last version was overspammed by hostiles.
8. other minor changes i can`t recall specifically.
9. fixed crash with pirate supply fleets.
10. updated weapon projectile effects (ballistic have metallic shells and different colours of trails per type, blasters use a bit sharper projectile, plasma once again use textured projectiles instead of blobs).


(http://www.okim.nickersonm.com/SF/pic79.jpg)
(http://www.okim.nickersonm.com/SF/pic80.jpg)
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 07, 2012, 03:00:58 PM
New version is available.

Ironclads 2.6 changes:

1. replaced ships in simulation to ISA, RSF and pirate vessels (maxed at cruisers with 1 variant per some hulls). ~ Now I can actually see how good my ships are against ones actually in-game
2. added two new ships with 3 variants each. ~ More ships! Yay!
3. added new missile/torpedo types ~ Even more missles I wont use! Yay!
4. added large versions of NURS and UGR rocket launchers ~ Heavy NURS Launcher, Dear god
5. reworked some weapon data ~ What weapons?
6. added discriptions to all weapons ~ Yay more descriptions! *Reads all of it*
7. adjusted numbers of pirate, ISA, RSF and alien fleets. The last version was overspammed by hostiles. ~ But I liked the ***
8. other minor changes i can`t recall specifically. ~ Yay?
9. fixed crash with pirate supply fleets. ~ Don't mind this its just YOU CAN NOW PLAY FOR MORE THAN 30 IN-GAME DAYS NOW!
10. updated weapon projectile effects (ballistic have metallic shells and different colours of trails per type, blasters use a bit sharper projectile, plasma once again use textured projectiles instead of blobs). ~ Yay Proper Plasma Projectile Textures!



Just 1 question: Is it save compatible?
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 07, 2012, 03:46:44 PM
Aside from not getting the new weapons and hulls as starting cargo in bases - it has no other 'incompatibilities'. You`ll get those missing weapons/ships with new convoys sooner or later or by salvaging.

Really, if it WAS incompatible with 2.5 saves i would have surely mentioned that.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 10, 2012, 03:03:50 AM
(http://www.okim.nickersonm.com/SF/alien-gunship.png)
(http://www.okim.nickersonm.com/SF/alien-carrier.png)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Erick Doe on May 10, 2012, 03:11:28 AM
Love it! You have a very unique style. They are so different from the conventional ships you've created. Yet they match! That's quite an achievement!

Can I ask if the Nomads from Freelancer inspired you to do these ships. Their colouring reminds me of that game.  :)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 10, 2012, 03:25:38 AM
No. I`m just matching my Alien mothership`s textures (it is a render from my unfinished SOTS mod model of The Greys` destroyer).
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 11, 2012, 01:03:26 AM
(http://www.okim.nickersonm.com/SF/pic81.jpg)

Re-worked Alien weapons.

1. Alien Laser is now a standard energy weapon (not pulse) with good damage, range and ROF. It is mainly an anti-fighter/missile weapon.
2. Alien Blaster (former alien heavy pulse laser) is now a strike weapon with great range (compared to other alien weapons), great damage, but reduced ROF.
3. Alien Beam is an amalgam of a HIL, Graviton Beam and EMP weapon. It has moderate damage and great turning speed. EMP and graviton effects makes it a deadly weapon against any fighter wing, frigate or even destroyer. Graviton effect creates lots of funny situations when it hits missiles and fighters (forces them to spin in place). Especially this is great against torpedoes.

New Alien ship.

It is called a Stalker. It is a combination of a carrier and destroyer. It carries 4 medium weapons (2 fixed) and 8 small. As all alien ships this one has great shields, extreme mobility and good speed.

In campaign it will appear in Abductor fleets and escorting Mothership.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 11:48:36 AM
(http://www.okim.nickersonm.com/SF/dn.png)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: The Soldier on May 18, 2012, 11:49:38 AM
Ummm....!
Wow....IT'S EPIC!
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 18, 2012, 12:18:44 PM
Haha, a super capital ship? I love super capitals  :D

Although, I prefer the ISA over the RSF. But that's just me, I prefer pewpew to bangbang.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 12:25:40 PM
This one is a replacement for the original Dreadnaught that started this mod.

And it will have plenty of pew-pew :)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: vorpal+5 on May 18, 2012, 02:24:16 PM
I like this mod! I like that it is based on Earth nations, this remind me of Aurora (a very geeky space simulation) where there is Russia, USA, China, Europe Union in the  Space race.

A few remarks. Cosmetic one: it is sometime difficult to spot the pirate's grey color. Perhaps something like whit/brown? Also, why ISA is not Blue in color? :-)

I think the mod would be even greater if there was not one but several space stations on each side, with some traffic and convoys sent or returning to these stations. Perhaps Barnard Star is a system with vast riches in minerals, so some mining stations would be the cause of such convoys traffic, with escorts on both side, the pirates in the middle!?

Also, do you have some plans for exceptional events, like in Xplo mod? A rare fleet appears, very strong, for a specific mission, then go away. Perhaps it can even be the aim of the game, defeat the fleet and you get a message that the faction you supported will now have supremacy over the system (basically you 'won' the game, even if you can continue playing).

About gun calibers, I find them too small. 3 Inch caliber is very small for a space ship, during WW2 the gun of tanks were up to 122 mm and more, so imagine a spaceship. Battleships had 406 mm guns, and a world war II battleships was perhaps as small as a space destroyer! So here, even if this is just cosmetic, I think you should up the calibers.

As for game balance, why the Piranha SRM costs 240 credits and is such a crap, compared to the Stinger that does more damages and cost less?
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: The Soldier on May 18, 2012, 02:37:20 PM
3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 02:37:37 PM
There are 4 stations and 3 convoys. Civilians are planned, but that`s a long term work.

Not planning to add quests right now. There is already an Uber Fleet with Alien Mothership flying in and out on a rare ocasion. Thi dread will also be a rare sighting.

Actually i prefer to see frigates like modern Monitors (boat no longer than 100 meters armed with low-caliber guns and small launchers). Other ships follow this idea. Ironclad DE is roughly of the same size as modern DE. That`s why it has no large guns. Powerful 408mm cannons are for capitals mainly. And i really see no use of calibers larger than 408mm.

Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 02:40:20 PM
Piranha is an anti-ship missile. Stinger is an ani-fighter missile. They are dealing different types and power of damage. Try to fight DEs with just Stingers and you`ll see how they are uneffective against armour.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: vorpal+5 on May 18, 2012, 03:54:44 PM
3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D

Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.

Thank for the answers anyway.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: The Soldier on May 18, 2012, 04:42:58 PM
3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D

Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.

Thank for the answers anyway.
5 Meters was quiet long during WW2, about 15 feet for those in the US (me!).  But anyway, that was my two cents and I'm fine with it is right now.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Vandala on May 18, 2012, 06:49:49 PM
I do so love the aliens in this mod, such beautiful ships.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 18, 2012, 07:08:03 PM
*mumbles angrily about the Aliens' ability to move flawlessly in any direction*
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: vorpal+5 on May 18, 2012, 11:03:04 PM
3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D

Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.

Thank for the answers anyway.
5 Meters was quiet long during WW2, about 15 feet for those in the US (me!).  But anyway, that was my two cents and I'm fine with it is right now.

Panther was almost 7 meters long, not counting the gun!

Really no problem for me, it is just that I prefer them big, it convey a sense of power. Seeing a dual battery with 50 mm, knowing that 50 mm caliber was a small gun during world war 2 don't feel totally right for me, but this is totally 'in my humble opinion', sure.

You sir, are playing World of Tanks?  :P
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 11:42:27 PM
Remember that 50mm cannons are kinetic weapons. For anti-armor i`m using calibers above 76mm. ISA rotary cannons are the only exception (they use subot shells).

And BTW, read vanilla weapon`s descriptions. Especially the Arbalest cannon (which is a 42mm caliber cannon with a visually fat barrel).
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: vorpal+5 on May 19, 2012, 12:10:40 AM
Ok!

I have an Idaho escort carrier and I feel this boy is just a little too good, the large missile slot particularly... I don't know, it seems to be able to do everything, carry fighters while being as armed as others destroyer sized hull. I need to further analyse and compare but that's a gut feeling right now.
Also, graphically, do you plan to differentiate a bit the Idaho to show it's a carrier? That's difficult to say from the look.

I'm currently tweaking the java code, to see if I can add scripted content to your mod btw.  ::)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Jonlissla on May 19, 2012, 04:30:21 AM
Looks great, although I think the RSF ships are way too dark. The red colour creates a fine contrast but all those grey bolts in combination with the pitch black makes it look a bit messy. Have you tried another colour scheme?

ISA ships however looks incredibly clean and very professionally made. Kudos to you.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: DNAz on May 19, 2012, 07:31:20 AM
Looks great, although I think the RSF ships are way too dark. The red colour creates a fine contrast but all those grey bolts in combination with the pitch black makes it look a bit messy. Have you tried another colour scheme?

ISA ships however looks incredibly clean and very professionally made. Kudos to you.
Soviet (or even now) Green or Blue (particularly the shades on planes) with the red would be cool.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 19, 2012, 07:49:43 AM
Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Jonlissla on May 19, 2012, 11:17:10 AM
Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.

I think you misunderstood, what I'm talking about is not the setting nor the ship design, but the colour scheme of the RSA.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 19, 2012, 11:28:07 AM
Red + Dark is my vision of crude and plated :)

Green/blue is for fansy high-techy ships.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Sunfire on May 19, 2012, 11:29:29 AM
Red + Dark is my vision of crude and plated :)

Green/blue is for fansy high-techy ships.

looks fine to me, and definantly fits the feel you were going for
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 19, 2012, 12:49:47 PM
In rust, we trust.
 :P

Internet hug if anyone gets that.
I think the Hegemony gets that, judging by their Onslaught flagships.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Upgradecap on May 19, 2012, 12:58:44 PM
In rust, we trust.
 :P


In shields, we survive. ;D
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 19, 2012, 01:05:08 PM
I agree, shields are the way to go, people!
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: DNAz on May 19, 2012, 04:36:06 PM
Red + Dark is my vision of crude and plated :)

Green/blue is for fansy high-techy ships.
Really? Green/Blue on soviet tanks and planes are not high tech especially if there is grime and rust.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: rada660 on May 19, 2012, 09:14:25 PM
In rust, we trust.
 :P

Internet hug if anyone gets that.
I think the Hegemony gets that, judging by their Onslaught flagships.

Minmatar ftw.....

fear the
N
A
G
L
F
A
R

vertical design... oh yea...

here... take a duct tape roll
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 19, 2012, 10:16:46 PM
*gives everyone in the thread a complimentary roll of duct tape*
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 20, 2012, 11:18:17 PM
(http://www.okim.nickersonm.com/SF/pic83.jpg)

That ship turned out to be far too large...

It has 800 OPs (just enough to fit all the weapons + some mods), it has 2 large missile launchers (to deal with support ships), 16 large mounts and tons of medium mounts. No small at all. Launch bay can support up to two fighters/wings.

There will be a single mission where you as ISA strike fleet commander are up against that monster with a few escorts. It will also be available in campaign as a SDF fleet with no respawn.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 20, 2012, 11:24:11 PM
No respawn?  :'(
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 20, 2012, 11:26:31 PM
One more thing. This ship has NO shields at all. So you can`t overload it. This also means that it is very vulnerable against missiles, especially Tiger Sharks and Whale Sharks.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Vandala on May 20, 2012, 11:55:31 PM
Jesus Christ what a beast!!

Beautiful.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: rada660 on May 21, 2012, 09:36:17 AM
(http://www.okim.nickersonm.com/SF/pic83.jpg)

That ship turned out to be far too large...

It has 800 OPs (just enough to fit all the weapons + some mods), it has 2 large missile launchers (to deal with support ships), 16 large mounts and tons of medium mounts. No small at all. Launch bay can support up to two fighters/wings.

There will be a single mission where you as ISA strike fleet commander are up against that monster with a few escorts. It will also be available in campaign as a SDF fleet with no respawn.

no small weapon?! blasphemy! every large ship must have small weapon, because its awesome :P
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 21, 2012, 09:58:33 AM
Each medium weapon is considered as a 'small' one on this ship. 14mm quad guns and 88mm flaks are ideal PD weapons for this ship.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: rada660 on May 21, 2012, 11:38:20 AM
oh yea true dat
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on June 01, 2012, 12:39:04 AM
New version is available (ACM 2.7). You can download it from the first page.

List of changes:

1. added RSF Federation-class Dreadnaught.
2. added a new mission where small ISA forces are fighting RSF dread.
3. changed 14mm quad cannon to fire from all its 4 barrels simultaneously with deviation per barrel.
4. changed shrapnell gun to fire its pellets in more chaotic way.
5. changed 6 Whaleshark warheads to EMP type (6 explosive + 6 EMP).
6. made Porcupine torpedo a cluster-bomb type weapon that releases 12 warheads.
7. added dread to RSF SDF fleet in campaign.
8. made laser weapons more accurate and plasma less accurate, but more powerful.
9. added alien carrier and alien beam weapon. It can be seen in campaign and in Beast Hunt mission.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: IIE16 Yoshi on June 01, 2012, 04:27:57 AM
Will the ISA be developing a monstrosity to counter the RSF's own?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 04:30:06 AM
Nope. They prefer carriers and fighters over monstrosities. Play "The Fall Of The Federation" mission to see how deadly a carrier with A and B wings can be :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: IIE16 Yoshi on June 01, 2012, 04:33:09 AM
True, them A-110 wings are awesome at ripping stuff up.



EDIT:
Will either faction be getting any symmetrical ships? You have no idea how much the offset placement of all those antennae bugs me.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 04:42:29 AM
Emm. No. I see no reason to change that - tiny antennas and some other elements placed asymmetrically is ok to me.

Aliens the only ones that are going to be 100% symmetrical. But they are unplayable ;)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: IIE16 Yoshi on June 01, 2012, 07:45:41 AM
Are they? I've never fought them enough times to roll a chance at capturing one, so I've never really looked at them in great detail, do they have massive crew requirements or something? Or zero OP?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 08:14:15 AM
I mean that you can`t take control of them in mission and it is nearly impossible to capture them in campaign (1. you need to defeat them. 2. you need some luck for them to be salvagable. 3. you need to capture them). So far i managed to capture 2 frigates and i was very lucky once to get a salvageble mothership. But i failed to capture it.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Shoat on June 01, 2012, 08:44:01 AM
I mean that you can`t take control of them in mission and it is nearly impossible to capture them in campaign (1. you need to defeat them. 2. you need some luck for them to be salvagable. 3. you need to capture them). So far i managed to capture 2 frigates and i was very lucky once to get a salvageble mothership. But i failed to capture it.


Last time I played (2.6) it was really easy to capture a mommaship (after defeating it, that is) as it had only 1 crew.


The only difficult thing afterwards was finding enough large energy weapons to equip it with.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: IIE16 Yoshi on June 01, 2012, 10:01:37 AM
Keep fighting other mommyships and get their TachLances.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: WarStalkeR on June 01, 2012, 11:25:45 AM
That ship turned out to be far too large...
That's what I call a Battleship! Will ISA have one like this too? :)
With this ship RSF surely will be able to put good fight against Hierarchy :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 12:08:55 PM
Its a hell to manually controll such a beast. I`ll rework the Alien`s mothership some day, but no more huge ships, not for ISA, not for any other race.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Shoat on June 01, 2012, 12:28:28 PM
I just had a crash occur while playing your mod (v2.7).
As I don't know whether it is a bug that may also occur in the base game or related to the mod, I'll post it here AND in the bug report forum (http://fractalsoftworks.com/forum/index.php?topic=3035.0).


During a very long battle with an RSF system defense fleet (I was 15 or maybe even 20 minutes in) the game just crashed, giving me the error message seen below.


(http://img233.imageshack.us/img233/2952/crashreport.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 02:23:54 PM
That`s mod related. Last-minute change that slipped through testing.

Oped ACM/data/weapons/proj folder. Find there a porcupine_torp file. There will be EXPLOSIVE string in the middle of the file. Replace it with HIGH_EXPLOSIVE. Launch the game (hope you`ve saved before that SDF battle).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 02:27:29 PM
Uploaded a fixed archive (2.71).

Keep such reports comming if you stumble upon a bug. This helps me a lot :)

BTW, i`ve updated faction size comparison images on the first page. Just look how rediculously huge The Federation is...
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Shoat on June 01, 2012, 02:33:24 PM
Thanks for the fix, bro.


Now let's see if I can once again gather enough concentration for such a long battle...
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Wyvern on June 01, 2012, 11:24:44 PM
INSTALLATION

Here is an archive:  http://okim.nickersonm.com/SF/ACM271.rar (http://okim.nickersonm.com/SF/ACM271.rar)

Current version is meant for Starfarer 0.52.1a.

MAC users! Follow this link (http://fractalsoftworks.com/forum/index.php?topic=473.msg4348#new) if you have problems with the mod.

For more detailed list of changes (history per version) please use this file (http://www.okim.nickersonm.com/SF/readme.txt).
As a mac user, I'd like to point out: your red colored link is out of date - the bug you've linked to has been fixed for several versions now.  What would be useful, instead, is a .zip archive instead of a .rar.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 11:40:16 PM
Ah, yeah. Sorry. I always forget about MAC rar-nonfriendliness :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 11:42:46 PM
Changed archive to ZIP. Enjoy ;)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Wyvern on June 02, 2012, 12:13:26 AM
Awesome, thanks.  Sadly, it's bedtime, but I'll play around with this some tomorrow; it looks neat.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Shoat on June 02, 2012, 05:13:19 AM
I noticed a little problem with the mothership, it seems to have somewhat misaligned weapon mounts.

One pair of medium mounts is not mirrored (they both point to the left, even though one should, if the ship is supposed to be mirrored, point to the right), two pairs of small mounts point inwards instead of away from the ship, and all the missile mounts which have torpedoes on them point backwards.

I don't know how many of these are intentional and how many aren't, but I thought I'd report it anyway now that I have captured a mommaship.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 02, 2012, 06:50:57 AM
I know that. But i`d rather redraw the whole mommaship instead of fixing those issues :) BTW, torps are guided (IIRC there are ANtropos torps there).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Catattack998 on June 02, 2012, 09:36:11 AM
Hey, I love this mod, but there is ONE thing that bugs me: In the OP, the fourth-to-last picture still has one weapon captioned as "tripple gun," (which should obviously be spelled "triple"). Is this going to be fixed? It makes me cringe every time I see it.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Lancefighter on June 02, 2012, 01:14:25 PM
Clearly needs to be spelled "trippple".
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 02, 2012, 11:20:06 PM
:)

Fixed in the future version. Removed that irritating screenshot of yours ;)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: FalseDead on June 20, 2012, 07:14:04 PM
 Single shot piranha missiles do only 50 dmg I hope that wasn't intended ;D
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 20, 2012, 11:33:51 PM
Thanks. Add there a missing 5 to make it 550 :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Hopelessnoob on June 21, 2012, 06:03:59 PM
Having a bit of a problem playing this mod, game never even starts to load. this is the error message i get when it crashes.

Fatal: Ship Hull spec [punisher] not found!
check starfarer.log for more information.

Sadly this isn't actually made so i can't find more information game doesn't even start
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: FalseDead on June 21, 2012, 09:52:32 PM
So this is gonna be my "concern" post

Please don't be offended by anything below,nor think I am demanding or complaining, I enjoy this mod and I generally have no "real" complaints, just concerns

I am worried  about the balancing on RSF vs. ISA ships/weapons

RSF has better shields( efficiency wise and arc wise), better armor, a large amount of low OP weapons that are equal too or better than ISA weapons, generally longer weapons range, and they also appear to have better flux rates/ flux capacity

Using predesigned ISA variants tend virtually negate ISA hulls shields by virtue of their emphasis on energy weapons and rapid fire weapons and while the fact that they are Omni makes that a little less concerning they still are more prone to flux overloads than RSF (ISA doesn't have the armor to turn off shields to allow flux drain)

ISA's missiles are more expensive for less bang and marginal speed/tracking increase. Why is a barracuda 2 round launcher, which does a 150 less damage and has a almost unnoticeable tracking/speed increase, cost 2 OP more than the equivalent killer wasp launcher?

Regarding Hull configuration I think there is a possibility that the  California should be entirely composed of universal turrets. On a Frigate hull small energy weapons don't have enough range, power and are energy inefficient .

Virtually any RSF small gun has better range, damage, OP cost, and Flux/shot than ANY ISA light energy turret.

That said small energy weapon size, damage, OP and range is generally fine on larger hulls where the range increase hull-mod gives a bigger benefit, the price for additional ammo for ballistics increases, and the hulls larger flux levels/ flux drain allow them to fire more frequently without too many issues (except flux overload)

On a final note it might be a good idea to compare the 125mm cannon to the 6inch gun

The OP costs seem kinda off when comparing their respective stats
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 21, 2012, 11:53:32 PM
Having a bit of a problem playing this mod, game never even starts to load. this is the error message i get when it crashes.

Fatal: Ship Hull spec [punisher] not found!
check starfarer.log for more information.

Sadly this isn't actually made so i can't find more information game doesn't even start

Remove the whole mod`s folder and reinstall it.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: gozer on June 29, 2012, 05:10:43 AM
the Stalker class carrier (alien) seems to have zero hangar space ... is that intentional?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 29, 2012, 05:35:11 AM
No, its not. Thanks.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: flopsies on July 07, 2012, 11:08:10 PM
oh yeah you're that total conversion guy for SOTS prime.  I got a question, as a member of the kerberos forums, is this Alex guy the creator of the game? If so, is he kind of like Mecron?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WarStalkeR on July 10, 2012, 05:53:33 AM
oh yeah you're that total conversion guy for SOTS prime.  I got a question, as a member of the kerberos forums, is this Alex guy the creator of the game? If so, is he kind of like Mecron?
Yep, but Mecron is only CEO. While Alex do everything.

Okim, from the looks of it, you will have to create ISA dreadnought, because RSF already have one, and Alien Mothership will be reworked you said.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on July 15, 2012, 05:03:33 AM
Just got back from 2-weeks vacation. Hoped to see 0.53a varsion released. Pity it is not out yet...

Dread for ISA is unlikely. Their strategy is based on carriers and fighters. A new capital carrier is likely to be done.

Mecron seems to have a dislike for modders and Alex effectiveley supports them (us) :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WarStalkeR on July 16, 2012, 12:31:24 AM
Just got back from 2-weeks vacation. Hoped to see 0.53a varsion released. Pity it is not out yet...
You know, it takes time :)

Dread for ISA is unlikely. Their strategy is based on carriers and fighters. A new capital carrier is likely to be done.
Dreadnought sized ISA Carrier... Sounds Nice :) I sure you will need a 0.53 for it to launch unlimited amount of drones/fighets/bombers :)

Mecron seems to have a dislike for modders and Alex effectiveley supports them (us) :)
More like Mecron doesn't cares about us, while Alex do :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on July 16, 2012, 08:13:08 AM
Well, it was anounced a long time ago... so i though that it will be released during my vacation :)

Definitely not dread sized carrier. Something like current ISA battleship.

Man, i just need barrel animation in SOTS prime and an ability to add new weapon mount types... It was asked repeatedly from the very beginning, but never was done. Nevertheless Kludgy did a lot of things to support modders (for example externalised tech priority list).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: gozer on July 16, 2012, 10:51:51 PM
Man, i just need barrel animation in SOTS prime and an ability to add new weapon mount types... It was asked repeatedly from the very beginning, but never was done. Nevertheless Kludgy did a lot of things to support modders (for example externalised tech priority list).

no wonder Mecron dislikes modders .... SOTS1 with mods is awesome game, while SOTS2 even after all the time spent fixing it is still colossal *** and modders wouldn't touch it with 10ft pole (quite understandable, it is hard to mod something that gets updated nearly every week, making mods immediately obsolete/unplayable/...). As company CO it is pretty much job requirement to dislike people who make your old game better and better, which makes your new game look more and more like some unfinished beta version with half the depth and features the old modded game already had years ago.

I wish Kerberos would finally give up on SOTS2 (or at least pull some resources away from it) and start working on Northstar
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on July 17, 2012, 05:07:16 AM
Just noticed that Vandala and The Soldier got banned. I wonder what for?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Aratoop on July 17, 2012, 05:34:28 AM
The locked thread in the discussions.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on July 17, 2012, 06:28:00 AM
Hm. It must have been deleted entirely as i can`t find it there (at least in the period of my 2 week absence).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Upgradecap on July 17, 2012, 06:32:27 AM
Hm. It must have been deleted entirely as i can`t find it there (at least in the period of my 2 week absence).

Well, all of that content has indeed been deleted by the mod(s).

And The Soldier got banned for spamming a mod, i believe (or something like that, yes)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: sdmike1 on July 17, 2012, 07:01:03 AM
Did anyone get perma-baned?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Aratoop on July 17, 2012, 10:31:48 AM
 I think Vandala did for using a proxy to get back on :p.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 01, 2012, 12:50:19 AM
Hi all.

I`m just reporting that i`m back on modding. And while we all wait for the awesome 0.53 update - he is what i`m planning to add into Ironclads with it:

1.  PIRATES:

- Pirate frigates will get burn drive upgrade. Catapult will get fast missile racks instead.
- Marauder will get manoeuvring jets to help bear its mighty frontal firepower.
- Scavenger Baseship will receive flare launchers.
- Hulk Baseship will operate an EMP field.

2. RSF:

- All gunships will be equipped with a single backfiring flare launcher. Omsk frigate has two active flares firing backwards at 45 and 135 degrees.
- A new dedicated drone carrier with 18 combat drones orbiting on 4 different orbits (first two are offensive, closer to ship are for defence) is planned to be added. Drones are equipped with 14mm mgs. Kursk and Kursk mk.2 will get 4 and 2 active flare launchers respectively. Kursk mk.3 will get ammo feeder.
- Carrier will get 9 sensor drones (called PD drones) armed with the 14 dual mgs.
- Novgorod will receive ammo feeder and Barnaul - a high energy focus system.
- Moscow will just get an active flare launchers in a total number of 8.
- DN wont have any system at all.

3. ISA:

- Arcansas will receive a burn drive. This will make it a fast objective capturer and recon ship.
- Colorado will sport a fancy energy focus to make it a real danger to RSF DEs.
- Connecticut will have a fast missile racks system to further increase its missile firepower.
- California will have nothing special. Its a multi-purpose ship and will remain so.
- The same goes for Indiana and Idaho destroyers. Iowa will get... surprise! A fast missile racks system (making it a real threat to pirates and RSF slow-moving ships).
- Kentucky, Kansas and Michigun cruisers and battleship will get Fortress Shields.
- A new phase-skimmer and a new phase-cloaking frigate will be added to ISA fleets. As well as a new Capital Carrier with the same Fortress Shield.

4. ALIENS:

- frigate will get phase teleportation.
- carrier will carry 4 drones armed with alien lasers. Launching tubes are positioned on the back panels.
- a new phase-cloaking frigate and cruiser will harass the Barnard`s star.
- Mothership is also planned to be reworked. Though i haven`t yet decided what system it should have.

5. CIVILIANS:

- a set of new civilian sector ships ranging from mere shuttles to bulky miners and freighters. These are planned to move between stations and arrive/depart from/to other systems. A valued price and a nice prey for pirates.

Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WKOB on August 01, 2012, 02:03:18 AM
Quote
- Colorado will sport a fancy energy focus to make it a real danger to RSF DEs.
- Connecticut will have a fast missile racks system to further increase its missile firepower.
- Colorado California will have nothing special. Its a multi-purpose ship and will remain so.
I believe this is what you meant?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 01, 2012, 02:15:00 AM
Yep. Thanks! Fixed.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 03, 2012, 05:13:09 AM
All pirates, RSF and ISA ships listed above were given all their specified systems. Currently i`m doing some testing. Mainly i`m interested in flares, drones and burners. Need to test each and every one ship before i can upload the update.

Here is a nice shot of pirate Hulk Baseship firing its nasty lightnings. Hulk was given a steampunk like coil from which the lightning originates:

(http://www.okim.nickersonm.com/SF/pic84.jpg)

To the left is a Catapult frigate which was given a fast missile thingy. Man, it spits missiles at dangerously high rates!
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: mendonca on August 03, 2012, 09:07:26 AM
Damn, Okim. That looks incredible.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 03, 2012, 12:35:54 PM
Tested the majority of the systems. I`d like to say that ISA were significantly reduced in strength due to being too overpowered with fast missile racks and fortress shields. They are now more fragile and have slightly less flux capacity.

RSF enjoy their new flare toys. I replaced active with passive ones. A single Omsk can evade ISA missiles for some time successfuly driving their ammo out. But should any ISA dedicated missile ship activate fast missile racks... well, good bye Omsk.

PD drones used on carrier are somewhat not that efficient as i expected. Carrier`s pd do the job much better.

Aliens are a real threat now. Their teleporting frigates are neat with their damn well played 'jump behind and kick ass' tactics. Had to remove their shields totally to balance things a bit. Just to mention - RSF destoyers and cruisers die very quickly when are fighting alone against just two Alien frigates!

Alien carrier with its 4 extremely agile support drones prefers to run away all the time. Not sure why, especially taking into account that it can alone take out RSF and ISA destroyers.

Pirates became more aggressive with their burndrives. Catapult tears apart anything caught by its endless salvoes of whatever rockets/missiles you give it. Basehip is just for fun. Its EMP lightnings are mainly used to disable fighters. Other ships take low damage from it.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Lopunny Zen on August 03, 2012, 06:19:31 PM
from what i can tell this mod seems very flawed...tiny missiles in pairs of 3 over flux me and even if i dodge the missle they turn right back around and hit me...thjeres no way to out maneuver anything...or like the alien destroyer its turn rate is out of this world...it turned instantly towards me....theres very little ground of fighting involved unlike the normal game or other mods..this die too quickly like its made of tin foil...i say make the missle turn rates and alien ships ALOT slowert and add alot more armor so ships can at least fight for more then 10 second...everything is just too weak...its the major reason i keep trying it but hate it because i cant get hooked..aliens are too strong with normal starfere shields and weapons leaving these tin ships to die...im sorry i like the concept but these issues need alot of work before i can get into it much...and if they do they can be involved in collab mods..
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 03, 2012, 10:25:31 PM
Yeah. The latest play test showed me that ISA should be nerfed. They were nerfed by lowering their armor, hp and flux. Need to test the game now with those new values.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 07, 2012, 12:39:02 PM
Ok. Tested all the ships and new systems. Seems to be ok. Flares are my favourites!

Now going for new stuff. Here are some shots of new RSF Drone Carrier called Kazan and its nasty drones, new Alien Heavy Skimmer with drone escort, drone escort for Alien Subjugator Carrier, new weapon for the Aliens - energy missile.

(http://www.okim.nickersonm.com/SF/pic87.jpg)
(http://www.okim.nickersonm.com/SF/pic86.jpg)
(http://www.okim.nickersonm.com/SF/pic88.jpg)
(http://www.okim.nickersonm.com/SF/pic85.jpg)
(http://www.okim.nickersonm.com/SF/pic89.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 07, 2012, 12:49:37 PM
P.S.:
1. Heavy skimmer is a bomber wing with just a single bomber. Its system is a wing of 3 escort drones. If this bomber loses those drones - he`ll become very vulnerable to missiles and fighters. Its armed with two hardpoint lasers and an Alien Missile Launcher.

2. Alien Missile is a nasty weapon. It not only deals 500 energy damage per shot, but also deals EMP damage, is difficult to shot down, fires in salvoes of 3 missiles, very fast and agile and it regenerates ammo! It starts with 6 ammo which equals to 2 full bursts and an additional regenerated burst. After that you`ll have to wait till new missiles become available.

3. RSF drone carrier carries 72 drones, but only 36 are present in combat. Drones have 3 rings. The first ring consists of 16 drones - their goal is to engage mothership`s target and other ships leaving missiles and fighters a low priority. Second ring consists of 12 drones. Goals are to engage ships, then anything else. Third ring is stationary are are used for pd purposes mainly. If set to free roaming the first and second rings can engage targets at range up to 750 while third ring will remain in proximity to the mothership.


BTW, a wing of drones each with an EMP system is just so plain fun :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: silentstormpt on August 07, 2012, 02:35:36 PM
Did you manage to create a projectile version of the EMP?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 07, 2012, 09:11:29 PM
No, but drones with just an EMP system are neat :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: medikohl on August 07, 2012, 10:48:52 PM
dammit, i think i might be to blame for all the purple aliens from all my spriting...or we could blame halo... yes, let's blame halo
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 07, 2012, 11:25:28 PM
Hah. Yeah, i can`t trace the origins of my green+purple aliens, but i think it came from Star Control. I liked fighting green Ur-Quans with purlpe Androthyn and cyan Arilou. Both fights we fast and perhaps the colours blended in my mind :)

Aren`t aliens look great in those colours?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: silentstormpt on August 08, 2012, 07:01:39 AM
hum how did u made those cool looking blue missiles for the aliens, i still need to make the Photon torpedoes and they are pretty much what u made in red
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 08, 2012, 08:07:20 AM
CUSTOM engine glow + simple blob sprite.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Xareh on August 08, 2012, 08:13:36 AM
Eridian?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 08, 2012, 08:51:26 AM
Eridian?

Huh?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Talkie Toaster on August 08, 2012, 03:05:59 PM
Huh?
It's the name of the alien weapons(' manufacturer) in Borderlands. They're purple/white and vaguely similar to your aliens, I guess, but more in a "Similar inspirations" way.

The idea of using drones to make a bomber wing with an automatic escort is pretty sweet.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 08, 2012, 09:31:02 PM
Quote
The idea of using drones to make a bomber wing with an automatic escort is pretty sweet.

You haven`t seen the mothership yet :)

Quote
It's the name of the alien weapons(' manufacturer) in Borderlands.

I see. Played it a bit, got no aliens while playing. Only nasty monsters and gangs. Got bored at some point.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: n4rf on August 09, 2012, 09:29:22 AM
Any eta on this becoming 53a compatible or did i miss something...

Don't take this as pushy, I just don't get to play games much and just actually got interested in this mod, so I'd like to play it  :D
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 09, 2012, 10:14:10 AM
Quite soon. Before 16th of August :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 09, 2012, 11:48:52 AM
ISA Military Development Center proudly presents a new state of the art combat ship of the future!
This high tech project nicknamed 'Phase Skimmer' has no analogues in the universe! The new dimension shift technology makes this ship virtually undestructable as its powerful on-board electronics predicts and evaluates the threat and 'teleports' the ship away from the danger.

Phase Skimmer has just completed all of the tests and experiments and right now in this very momnet is being launched for mass production!

ISA shall prevail!

(http://www.okim.nickersonm.com/SF/pic90.jpg)

Skimmer is called Denver in current version. It has 4 small universal hardpoints, 1 medium universal hardpoint and a single ballistic turret on top of it. Skimmer uses almost the same characteristics as Colorado Energy Frigate, but is slightly more durable and has only forward shield instead of omni.

There are two variants: assault with a plasma gun (suited for fighting other frigates and DE) and strike with a torpedo launcher with 7 torps (that is used against CRs and capitals).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WarStalkeR on August 12, 2012, 10:26:40 AM
Still no intentions on giving ISA a Supercarrier to match against RSF Dreadnought and Alien Mothership? ;D
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 13, 2012, 08:34:55 AM
Everything is in its time :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 13, 2012, 03:29:35 PM
Soooo...

Here we are! Ladies and gentlemen! Hail to the mighty mother of destruction!

Spoiler
(http://www.okim.nickersonm.com/SF/pic91.jpg)


This ship has no shields, its PD is quite limited. It has plenty of missile launchers and lots of anti-capitalc weapons. Platforms and drones are its only PD defence. Getting those destroyed will render the mothership highly vulnerable to bomber strikes and missile attacks. The problem is just to take those drones of...


[close]
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: The Soldier on August 13, 2012, 03:51:58 PM
...
:O
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Sunfire on August 13, 2012, 07:41:40 PM
Oh my lord! Can we have one in a mission to fly and fight?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Alex on August 13, 2012, 08:06:28 PM
Alright, this is ridiculously cool. Ridiculously. Well drone, sir. <ducks>
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Uomoz on August 13, 2012, 08:10:14 PM
holy carp.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: K-64 on August 13, 2012, 08:20:42 PM
Am I the only one who got a maddening urge to assemble a glorious armada to engage in a battle matched only in its magnificence with the amount of fire being laid down? Oh, yes, there will be FIRE!
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WarStalkeR on August 13, 2012, 08:23:09 PM
Here we are! Ladies and gentlemen! Hail to the mighty mother of destruction!
Sweet mother mercy! Now I convinced that ISA really need Supercarrier to complete the set :o
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 13, 2012, 10:04:35 PM
Yeah, but i need to figure out what i want for ISA. A real carrier with lots of launch bays and thus - a fleeing non-combatant. Or a battlecarrier with just 2 bays and powerful weapons. The current battleship fills the second role quite effectively with its 2 bays.

So i will think for a while ;)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Sunfire on August 13, 2012, 11:19:11 PM
Yeah, but i need to figure out what i want for ISA. A real carrier with lots of launch bays and thus - a fleeing non-combatant. Or a battlecarrier with just 2 bays and powerful weapons. The current battleship fills the second role quite effectively with its 2 bays.

So i will think for a while ;)

What about a ship with powerful weapons that has swarms of weak, but regenerating fighters
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 13, 2012, 11:28:22 PM
You mean fighter-like drones? Thought about this when was designing the mothership. Tested it on RSF drone destroyer. Too powerful IMHO. Makes carrier absolutely immune to everything including Frigates and Destroyers.

I can accept Aliens to have an uber ship that`s almost impossible to deal with. But other factions - bad idea. I`m still considering whether to include RSF dread into campaign.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 14, 2012, 01:25:42 AM
Just blew that beastly mothership! Had to sacrifice entire fleet of ISA and RSF ships. Things could get much better if i took out mothership`s platforms first.


Mission Beast Hunt. How`s to. Step by step...

Spoiler


1. throw away skimers by pd ships and drone carriers
2. deal with phase jumpers by the same forces
3. bring in some assault fighters and interceptors to take out the carriers
4. bring in ISA battleship and pick the platforms one by one
5. bring in RSF battleship and as many ISA missile ships to finally kill the beast.

Fortress shields are the best! Use them to suck as much damage as you can while other ships are engaging.
Use flares to divert fighters`, drones` and jumpers` lasers. Helps a lot when jumpers teleport behind your shields.
Once platforms are gone - kill off the beast by ISA missile salvoes and bombers. Call in the carrier, his time has finally come.
MIRVs do work nice against platforms is specifically targeted at them.
ISA phase skimmers are fun. They can kamikaze into the mother ship and fire their torps or just go BOOM there making a hole in the armor.


[close]

(http://www.okim.nickersonm.com/SF/pic92.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 14, 2012, 03:56:00 AM
(http://www.okim.nickersonm.com/SF/pic93.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 14, 2012, 08:35:51 AM
(http://www.okim.nickersonm.com/SF/pic94.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 14, 2012, 12:05:27 PM
(http://www.okim.nickersonm.com/SF/pic95.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 14, 2012, 12:34:12 PM
Updated the mod to 2.8 (compatible with 0.53). Changelog is here. (http://www.okim.nickersonm.com/SF/readme.txt)

EDITED:

these may be issues with missing 'null' ships in campaign. Please report these.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Erick Doe on August 14, 2012, 12:54:57 PM
That reminds me so much of the Tolian Confederation's ship designs. Were you inspired by them?

Spoiler
(http://images2.wikia.nocookie.net/__cb20100429001724/galciv/images/5/5c/Torian_Huge_1.png)(http://images.wikia.com/galciv/images/2/2a/Torian_Huge_2.png)
[close]
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: K-64 on August 14, 2012, 01:17:37 PM
Well, started a new game, got caught by a lone alien ship. I didn't think it would be that much bother since I had faced them before in a previous version (Yes, this is the cue to facepalm). Got into the battle, raised shields in preparation for the attack. Then it skimmed behind me.

...yeah, didn't last long on that one :P
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 14, 2012, 01:23:01 PM
That reminds me so much of the Tolian Confederation's ship designs. Were you inspired by them?

Spoiler
(http://images2.wikia.nocookie.net/__cb20100429001724/galciv/images/5/5c/Torian_Huge_1.png)(http://images.wikia.com/galciv/images/2/2a/Torian_Huge_2.png)
[close]

No. I don`t even know where these are from :)

Quote
...yeah, didn't last long on that one

You should have carefully read that ship`s description :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Lancefighter on August 14, 2012, 02:27:02 PM
I seem to be having issues leaving combat after my flagship has been destroyed, it always seems to crash for me.

Additionally, I seem to occasionally get an error that no matter how many supplies I have, the game claims I do not have enough to finish repairs at a station. This may or may not be related to requiring 50 supplies a day to maintain makeshift hangar space (with a cargo capacity of 35..)

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 14, 2012, 02:52:20 PM
1. mission? campaign? simulation? what ship? what loadout? be more specific, please.

2. i didn`t mess with stations since their creation, so i doubt that Ironclads have anything to do with it. IIRC i heard about vanilla having some issues with repairs, though i`m not sure.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Lancefighter on August 14, 2012, 03:12:31 PM
Campaign, didnt seem ship dependent, both of the stock starting ships, in their stock configurations, with some mig-99 things (the groups of 5), against pirates (both of their frigate types) and aliens. Ill make sure its easily reproducible in a minute

fairly simple steps to reproduce; Start game, buy mig-99 wing, get in a fight, tell the mig to hide, die, hit esc, yes. seems to work 100% of the time.

contents of a starfarer log for doing this once https://dl.dropbox.com/u/3569927/starfarer.log
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 14, 2012, 09:36:44 PM
That`s odd. I see no errors in the log.

Seems like a bug related to dying in campaign. Can you reproduce this in vanilla by buying a wing and doing the same things?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Lancefighter on August 14, 2012, 11:22:14 PM
Doesnt look like I can (tried twice, once with vigilant + talon, once with tanker +talon)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 14, 2012, 11:41:21 PM
Tried to reproduce. Indeed the game crashes. Have no idea why.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 09:29:14 AM
(http://www.okim.nickersonm.com/SF/pic96.jpg)
(http://www.okim.nickersonm.com/SF/pic97.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on August 15, 2012, 09:31:06 AM
Is this a new Faction? Also, the fighters look really good
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 09:45:51 AM
Yes it is. Ideas who those might be? :)

Hint: they are called XLE.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on August 15, 2012, 09:51:31 AM
Yes it is. Ideas who those might be? :)

Hint: they are called XLE.

Reptile people!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Xareh on August 15, 2012, 10:06:28 AM
Is your avatar anything related?

It looks like a Zoanthrope
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 11:06:45 AM
Nope, not reptile people.

And that`s has nothing to do with the Tyranids (it not a Zyanthrope, its a Tyrant - an old Forgeworld model).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 15, 2012, 11:12:11 AM
Love the new ships, though they do look a little bright  and festive for Ironclads.



Question though...

Will other "nations" ever make a appearance? Even if only in ship descriptions?

For example a independent freighter made by the 11th French Republic, or a Cruiser by Prussian Imperium?




Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 15, 2012, 11:18:26 AM
Yes it is. Ideas who those might be? :)

Hint: they are called XLE.

With all the snake related names is it....


"a ruthless terrorist organization determined to rule the world!" ;D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 11:25:53 AM
Alex took his precious time to pin point the crash bag reported by LancerFighter.

Here is a fixed hulls file: http://www.okim.nickersonm.com/SF/ship_data.csv

Put it into ACM/data/hulls/  This should do the trick.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 11:29:35 AM
Will other "nations" ever make a appearance? Even if only in ship descriptions?

Civilian fleet will be made of various old/outdated/modified/customised ships. It could well be that some French freighters would be in it.

Though originally i`ve planned only two factions - i think i`m going to bring in at least two more major space powers.



No, these are not terrorists! These are peaceful neutral people loving to trade...


EDITED (was a last post on a previous page):

Alex took his precious time to pin point the crash bag reported by LancerFighter.

Here is a fixed hulls file: http://www.okim.nickersonm.com/SF/ship_data.csv

Put it into ACM/data/hulls/  This should do the trick.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 15, 2012, 12:03:18 PM

No, these are not terrorists! These are peaceful neutral people loving to trade...


I was referring to GI Joe: International heroes

http://www.youtube.com/watch?v=2A9aNtKkSwI

35 sec's in should be the relevant part

In case you never heard of it the lead villain was Cobra Commander
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Lancefighter on August 15, 2012, 01:18:32 PM
Good to see that was fixed, what turned out to be the problem?

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 02:05:39 PM
Zero armour for fighters.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Lancefighter on August 15, 2012, 02:09:32 PM
Wait.. so if any fighter has 0 armor, it breaks the entire game? thats ridiculous.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: robokill on August 15, 2012, 07:27:08 PM
thats what numder one is for
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 01:09:25 AM
First bunch of civilian ships.

(http://www.okim.nickersonm.com/SF/CIVIES-ships.jpg)


These are RSF designed. I think that this style will replace current RSF dark+rivets one in far future.

Each ship has 20 OPs to spend for a single small ballistic weapon and hull mods. No system is used on these. Each ship has 4 variants, one cheap with only a simple weapon and 3 customised with various hull mods (including one with shields and one with augmented drives).

RSF private sector uses these ships in everyday cargo/fuel transportation in secured systems.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 05:15:12 AM
Someone in suggestions forum proposed introduction of unique ships.

I`ve got an idea of Mercenaries who customise their ships and apply some paint work on them. Their ships are actually a set of basic RSF, ISA, Civilian vessels with minor visual differences.

For now i came out with three Merc groups:

1. Wasps. Using yellow/black strips. Have extra guns/armored guns/extra ammo.
2. Blazing Suns. Using flame paintwork. Have extra drives/thrusters/burndrive.
3. Vipers. Using green/swamp-green scales. Have extra armor/better shields/better capacitors.

Mercs are neutral to the player. They have their own business, mainly it comes in the way of escorting freighters and hunting pirates.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 06:17:44 AM
Here is an example. A new civilian corvette size ship (cutter) with variants per faction/merc group:

(http://www.okim.nickersonm.com/SF/MERCS-ships.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 06:56:03 AM
The new ships look amazing as always

Will you be adding new ships with the "fixed" guns? or will any of the existing ships receive the new built in fixed guns?

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 10:28:09 AM
Yes, i`m planning a new battleship for ISA (Yeah, WarStalker, at last!) built around a massive plasma annihilator cannon.
Also some pirates will have unique Ion cannons and Aliens are going to have a DE with powerful spinal mounted Alien Beam.

What do you think about RSF cutter? I would like to make all RSF ships in this style (slightly darker and probably slightly greenish) with that tricolour as a main faction scheme.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 11:09:32 AM
Yes, i`m planning a new battleship for ISA (Yeah, WarStalker, at last!) built around a massive plasma annihilator cannon.
Also some pirates will have unique Ion cannons and Aliens are going to have a DE with powerful spinal mounted Alien Beam.

What do you think about RSF cutter? I would like to make all RSF ships in this style (slightly darker and probably slightly greenish) with that tricolour as a main faction scheme.

Personally I think the Tricolor cutter looks cool

The Problem is the Tricolor immediately made me think it was French and it doesn't make me think Russian Star/Solar Federation

I would recommend tinkering with the shading of the current RSF and maybe Modify the tricolor for use on French vessels

(yes, I am trying to trick you into adding the French MUHAHAHA!)

But, really this this is up to you.

However if you do change the Color's could please include a link on the Front page to the current RSF color design so I could use those instead
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 11:28:28 AM
Yeah, i`m having the same feeling about Frenchiness of that tricolour. Russian flag just doesn`t look Russian when applied vertically :)

Perhaps a single paint across the hull would lok better. Or i just will use the current Red + RSF + Flag scheme. Just need to test how it looks.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 12:08:46 PM
How about this one?

(http://www.okim.nickersonm.com/SF/pic98.jpg)

I`m still quite sceptical about green camo is space, but red + ovile looks nice.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 12:19:13 PM
How about this one?

(http://www.okim.nickersonm.com/SF/pic98.jpg)

I`m still quite sceptical about green camo is space, but red + ovile looks nice.

I think that's a keeper

but I would replace the blue on those side vents with gold and maybe add gold to the leading edge of the wings

Red and gold with that color grey seem me think RSF




My worry with that cutter is that, if my guess is correct, it is a little under-armed

2 small Ballistic and a medium universal or missile right?

I can't think of a single Ironclad vessel that has as few weapons, or any non fighter vessel that couldn't overwhelm it with ease

At the same time I really don't think it would be as interesting with more weapons

Maybe add drones?

2 drones with a small arrow missile tube and 14mm cannon would probably extend it's usefulness




Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 01:35:11 PM
Its a civilian escort vessel. A mere something that an anarmed freighter can have as a defence against pirates.

It kills pirate raiders quite effectively with 14mm quad gun and at the same time it can withstand return fire.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Barracuda on August 16, 2012, 01:54:24 PM
Hey Im back.... Still in need of wep's with out having to kill my american or if im in a bad mood russian comrades. If you could work with the creator to the Restock Mod or make it so that trade convoys bring in those high powers ship making wep's that would be great. With out most of them most of my ships end up being hollow shells with some PD's.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 01:55:02 PM
Its a civilian escort vessel. A mere something that an anarmed freighter can have as a defence against pirates.

It kills pirate raiders quite effectively with 14mm quad gun and at the same time it can withstand return fire.

Okay, just thought I would check

How many OP is it? and will it have a system?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 01:57:06 PM
Hey Im back.... Still in need of wep's with out having to kill my american or if im in a bad mood russian comrades. If you could work with the creator to the Restock Mod or make it so that trade convoys bring in those high powers ship making wep's that would be great. With out most of them most of my ships end up being hollow shells with some PD's.

What?  ???

Would you please clarify your post?

Use proper English and Grammar?

Please.... :'(
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 02:35:45 PM
Stiletto Police Enforcer and Omsk Frigate.

(http://www.okim.nickersonm.com/SF/pic99.jpg)

Stiletto has no shields and no systems. It is a nerfed version of Omsk that is being used in civilian/enforcer sector. 2 small mounts and 2 medium mounts are set to ballistic only. 30 OPs.

Omsk is the same as it is now, but slightly longer. Small mounts and side mediums are set to ballistic, but the middle one is universal. Two flare launchers are positioned on each side and are oriented at 135 degrees each. Frontal shield, good armor, 40 OPs - all as it is now.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 02:42:35 PM
Stiletto Police Enforcer and Omsk Frigate.

I like them

Maybe some color to the police frigate, something that say's "Hey I am Law enforcement pay attention!" because right now it's kinda hard to tell it is police



Also I figured out what Hiigaran was saying....

He wants more weapon spawns because he finds it very hard to build your stock ships

Apparently the larger weapons aren't common enough so he gets stuck with the small weapons only on the hull

Haven't had this problem myself so....Yeah not my problem






Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 02:52:40 PM
Updated the pic above.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 03:13:45 PM
Some fresh screens.

(http://www.okim.nickersonm.com/SF/pic100.jpg)
(http://www.okim.nickersonm.com/SF/pic103.jpg)
(http://www.okim.nickersonm.com/SF/pic101.jpg)
(http://www.okim.nickersonm.com/SF/pic102.jpg)

Both police vessels turned out to be a success. They cut pirates pretty fast with their 14mm quad Mguns.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 03:30:25 PM
Regarding the RSF variant of the cutter. It has 30 OP instead of 20 that civi variant has. It has a flare launcher, a shield, a universal medium (making it more versatile) and good armor.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 04:46:32 PM
I like the new style more....

Seems more professional while still keeping the menacing militant feel that the previous ships had

The exposed power cords made the first ships seem rather rushed/slipshod like the RSF was putting out ships that where incomplete or poorly made
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 16, 2012, 07:38:51 PM
Now that you mentioned, why would military grade ships have those power cables on the outer hull while civil/private ships have them inside the safety of its inner hull?

Just as a common sense point of view*

I adore the *looks* of the new ships you been adding.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: K-64 on August 16, 2012, 09:05:53 PM
More juice = more wiring. That and extra large cable tidies can't be fit inside the ship? :P
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 11:13:59 PM
Hey Im back.... Still in need of wep's with out having to kill my american or if im in a bad mood russian comrades. If you could work with the creator to the Restock Mod or make it so that trade convoys bring in those high powers ship making wep's that would be great. With out most of them most of my ships end up being hollow shells with some PD's.

Checked the campaign mode. High-tech (read LARGE) weapons are mostly available within several month of gameplay. Some of the large toys can be obtained at pirate base a bit earlier.

Pirate marauders and Hulk ships have large energy and ballistic weapons. So hunt those. Pirate warbands and armadas usually end their raids reduced to a few large ships, so you can hunt them down with missile-heavy small fleets. Remember - pirates hate missiles...
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 03:30:31 AM
Few more sprites.

(http://www.okim.nickersonm.com/SF/pic104.jpg)

Dart is a nerfed civilian version of MIG-99. It has only one 14mm defence cannon and lower H,A,F than military version.

Patrol ship is a semi-carrier combat vessel. It can carry two wings of Dart interceptors or a single wing of MIG-99/SU-57. It has 1 medium ballistic and 4 small ballistic mounts, lower hull, armor and flux than Enforcer, but hangar capacity of 6 points. It does not support fighters in combat. RSF has no military version of this craft.

MIG-99 was given a new sprite.

SU-57 is just the same, but with a new more striking sprite. No civilian versions of this craft are available.

Sparker is an abomination of TU-610 bomber. Instead of its deadly payload TU was given an Ion Pulse Cannon. A support 14mm mgun gives it some defence against enemy fighters and missiles (if Sparker can turn to aim at these).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 05:02:08 AM
New TU-610 sprite and a new TU-620 Assault Craft.

(http://www.okim.nickersonm.com/SF/pic105.jpg)

Both fly in a wing of two vessels and require quite a lot of FP to field. No systems, no civilian equivalents.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 17, 2012, 06:30:02 AM
Excellent!  Why haven't I been keeping up with this mod?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Trylobot on August 17, 2012, 07:07:39 AM
The Sparker assault craft looks like it would never be able to handle that massive wing-mounted gun. I would give it some extra mass on the right hand side, maybe like a wing sort of thing, and give it more engines. Something. It just looks like it's been bolted on, but how could a craft that size support a weapon system nearly as big as it is?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 07:10:18 AM
They are pirates. Hell knows how they even manage to fly in theirs crap-scrap ships :)

There is an engine comming out from the end of the cannon mount.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Trylobot on August 17, 2012, 07:12:54 AM
Anyway; looking really good. This is some top-quality modding.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 09:53:19 AM
They are pirates. Hell knows how they even manage to fly in theirs crap-scrap ships :)

There is an engine comming out from the end of the cannon mount.

They are Orks aren't they?
Will they have a Red version that makes it go faster?


What kind of fleets will the Police vessels be in?

Will there be police vessels based on ISA ships?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 10:17:06 AM
They are just simple humans. A mix of vilains and  other scum.

There will be ISA based police and civilian ships.

Police will mostly acompany large freighter fleets. RSF one will also patrol the system.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 17, 2012, 12:08:37 PM
Ive forgot to mention, you dont "need" to make normal engines for the aliens, you can make them like this:

Spoiler
(https://dl.dropbox.com/u/32263294/screenshot012.png)
[close]

They only serve as a really cool light that gets stronger the more engine power is pulled out. This is really good for the alien vessels, that are actually circular/ufo like ships, close to what the Arilou on Ur Quan Masters use.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 12:59:13 PM
They are just simple humans. A mix of vilains and  other scum.

There will be ISA based police and civilian ships.

Police will mostly acompany large freighter fleets. RSF one will also patrol the system.

Meant the Orks comment jokingly shame there isn't a really good smiley face for that.......

Will the police/freighters be a independent group?

or will there be ISA police fleets and RSF police fleets
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 01:20:07 PM
Actually ISA and RSF will have sepparate civilian forces. In addition some absolutely free traders will do their business. That means that there are 3 more factions in the mod (though they are very minor). Probably they`ll be neutral to each other - they are civs after all.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 01:39:13 PM
Actually ISA and RSF will have sepparate civilian forces. In addition some absolutely free traders will do their business. That means that there are 3 more factions in the mod (though they are very minor). Probably they`ll be neutral to each other - they are civs after all.


Will there be other super powers later?

What about allied powers/protectorates?

Will you be redesigning all existing ships? or just the RSF?

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 01:41:21 PM
Okay. That`s the last ship for today. I`m really inneed of a break...

(http://www.okim.nickersonm.com/SF/pic106.jpg)

This is A Sword-class monitor. A powerful ship that is used to protect highly valuable convoys and stations. Can carry 3 wings of Dart Interceptors (9 hangar space). This is a civilian variant of the Kursk Destroyer and as with all the other civ versions = it has no shields and systems.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 01:43:21 PM
Quote
Will there be other super powers later?

Yes, at least 1 more is planned and partially made.

Quote
What about allied powers/protectorates?

Huh?

Quote
Will you be redesigning all existing ships? or just the RSF?

Only RSF. They now match ISA and Alien ships` style much better.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Lancefighter on August 17, 2012, 02:01:32 PM
I think hes talking about subfactions - Maybe a 'RSF industrial faction' of some sort? or maybe just some sort of "Murican Mining Men".. Factions that are allied with a superpower, but do something distinctly different, somehow.

Either that, or minor alien powers aligned with one or the other superpower.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 02:02:40 PM
Updated the sprite. Gave it hangar doors and moved emergency exits closer to the bridge.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 02:16:39 PM
Quote
Will there be other super powers later?

Yes, at least 1 more is planned and partially made.

Quote
What about allied powers/protectorates?

Huh?

Quote
Will you be redesigning all existing ships? or just the RSF?

Only RSF. They now match ISA and Alien ships` style much better.


By allied powers/Protectorates I mean Something like NATO members or Warsaw Pact members.

Nations that similar to the police use modified warships from their "benefactor"

Maybe having a unique warship or two but not really being a standalone power

Not necessarily distinct nations
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 17, 2012, 02:28:30 PM
The mod history looks so much alike with the mod dawn of victory http://www.moddb.com/mods/dawn-of-victory (http://www.moddb.com/mods/dawn-of-victory)
On their case, theres 3 Factions, One based on Nazi German, The other based on the Soviets and the last one based on the Commonwealth (US+Canada+AU+UK...)

Theres some subfactions like the Empire of Japan, other small protectorates and independent planets.

I did ask them half a year ago, around the time Okim started hes mod, if i could use their materials to create a version of their game into Starfarer but didnt get a email back...
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 02:34:51 PM
Mercs will be something similar to your NATO-like alliances - they will be using stuff of various factions, but with a small focus on a particular one. But this is far from being anyway 'soon'.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 03:52:40 PM
Looking at the police Frigate and cruiser I have to wonder if it might be a good idea to add a additional rear facing pd turret

Why?

Because the pirates use Eel Missiles which target the exhaust.....

since the police are made to "counter" pirates it seems to me that they might take that into account

not that adding a third turret actually would do much


Also I seem to be suffering two errors that drop me out of starfarer when playing your mod

First when in dev mode I cannot go to the variant editor

Second in any mode attempting to use the "standard" variant for the Denver

I will send the Starfarer log if you request
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 05:25:54 PM
Thanks for your report. Fixed the bad variant thingy. I think that it also fixed dev mode crash.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 05:32:07 PM
Thanks for your report. Fixed the bad variant thingy. I think that it also fixed dev mode crash.

What do I need to do to fix it?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 10:01:18 PM
Copy these two files into mod`s variants folder.

http://www.okim.nickersonm.com/SF/jumper_assault.variant
http://www.okim.nickersonm.com/SF/jumper_standard.variant

PS: i searched for this thread for about 10 minutes before i actually spotted 'Mods' subforum :)

Sorry about that Okim. ~Trylo
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 18, 2012, 10:51:56 AM
Copy these two files into mod`s variants folder.

http://www.okim.nickersonm.com/SF/jumper_assault.variant
http://www.okim.nickersonm.com/SF/jumper_standard.variant

PS: i searched for this thread for about 10 minutes before i actually spotted 'Mods' subforum :)

Sorry about that Okim. ~Trylo

Now it is giving me a bit of grief for not having weapon id WS 001 for heatseeker on mule standard

Any clue?

Edit/Update, under my codex I have 2 standard mule variants clicking on on the second one gives me an error

I cannot find the variant it claims to be looking for
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 01:50:12 PM
I`ll look into it. Probably its a left over from the previous version. I`ve removed all old 'null' variants that i used as HULL alternatives before Alex introduced them into campaign (bare hulls, auto-generated).

I forgot to mention that 2.8 requires a clean install.

It may also be connected to recent variant updates. Perhaps i missed smth.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 01:52:05 PM
Few ingame shots featuring Kursk mod.1 and mod.2 RSF destroyers.

(http://www.okim.nickersonm.com/SF/pic108.jpg)
(http://www.okim.nickersonm.com/SF/pic107.jpg)

A new sprite for Hvy Rotary Assault Gun. Older was too long and ugly for my taste.

(http://www.okim.nickersonm.com/SF/pic109.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 18, 2012, 02:18:48 PM
Can you update this mod already so we can get all the goodies? ;D
The HRAG looks much better now! :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 02:41:17 PM
No, i can`t.

I need to finish all RSF models. This will take a while.

In addition - i`ve stumbled on a nasty problem with projectiles (ion, plasma).

And i haven`t yet finished civilians. There are plenty of ships to add - heavy freighters, miners, mercs.

And... i haven`t played with 053.1 toys yet - i have plans for buld in weapons and terminator drones...

And... XLE needs some unique weaponry and a carrier and a freighter to be allowed into the game.

SO, next update in not going to be soonish :p
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 18, 2012, 03:08:11 PM
Well, isn't that nice? ;D
I can help with the weapons bug, if you need me.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 18, 2012, 03:25:36 PM
What sort of problems are you having with plasma and ion weapons?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 04:18:59 PM
Flattened bullet sprite:

(http://www.okim.nickersonm.com/SF/ion.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 04:44:35 PM
New toys for a new mysterious faction.


(http://www.okim.nickersonm.com/SF/pic110.jpg)


Laser beamer is a basic continous laser.

Scorcher is a powerful medium sized weapon that deals EXPLOSIVE damage. Has good dps (200), but very short range (350).

P.S.: desaturated the sprites, made them look less bright.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Psiyon on August 18, 2012, 04:48:42 PM
Hmm, seems like a lot of weapons are looking rather different after the recent SF update. I assume you've tried increasing the length in that weapon's .proj file? It'd probably still look different, but in theory, the right length setting would make it work.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 18, 2012, 04:50:07 PM
Ah, there's a size code to the .proj file.  Change that to resemble a square (so long the actual sprite is a square as well) and you're good. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 11:19:03 PM
Ah, there's a size code to the .proj file.  Change that to resemble a square (so long the actual sprite is a square as well) and you're good. :)

The projectile is 30x30 pixels image. How more squarish can i make it? :)

Alex says to stretch it until it is of the required size in the game. I`ll test it today.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WKOB on August 18, 2012, 11:46:44 PM
All your updated assets look great, Okim.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 07:06:07 AM
Battle tested Kursk mod.3. It had just finished off Indiana destroyer. Had to switch the shields off in order to get 50mm duals enough flux to disable ISA shield (with ammo feeder they eat lots of flux) - that`s why frontal plates got some cool looking cracks :)

(http://www.okim.nickersonm.com/SF/pic111.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Trylobot on August 19, 2012, 07:56:41 AM
Okim I really like how you visually built the ammo feeder ship system into its hull. That's wicked cool from a lore perspective and really adds to the universe in a good way.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 19, 2012, 08:03:21 AM
^
+1
:)
It looks quiet awesome with actual ammo belts built into the ship!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 08:19:59 AM
Well, i tried to create them less 'belty'. These are supposed to be armored 'passways' for the feeder inner systems.

Perhaps i should return to the previosly designed light metallic texture for them.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 19, 2012, 08:22:16 AM
Close enough?  I had a feeling they were armored, like the belt in a Minigun.
http://world.guns.ru/userfiles/images/machine/mg69/m134d-1.jpg
Something like that, but I get the point. :) And I like the texture as is right now, but the final say id up to you.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 01:07:13 PM
Damn it! New sprites turned out to be larger than ISA ones. Well, RSF always were thought to have larger and bulkier ships :)

(http://www.okim.nickersonm.com/SF/pic112.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 03:12:18 PM
Novgorod cruiser. For now that`s the only ship that undergone weapon reposition and other adjustments. Frontal large weapon and two mediums (50mm quad and 2x torps) are universal, other weapons are all ballistic. Thi ship has ammo feeder (i wanted to use similar feeder elements as on Kursk mod.3, but they just took too much space and looked ackward. A cruiser of this size is assumed to have lots of internal space to house those feeder elements. Novgorod has 15 hangar space that is being represented by 4 hangar doors. No in-combat fighter support though.

(http://www.okim.nickersonm.com/SF/pic113.jpg)

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 19, 2012, 03:19:54 PM
I love it!  I can't wait for the update. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 03:26:54 PM
Thanks!

The more positive feedback i gather - the faster i churn out the sprites - the closer i am to the new update :P

P.S.: don`t buy gatling laser in 2.8 its broken!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 19, 2012, 03:29:00 PM
Nice style, Okim, really like it ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 12:12:26 AM
A little vote of sorts.

I`m about to resprite the carrier for RSF. So the vote is:

- should it retain the flat deck it has now?
- should it have side/front access points instead?

I remember some people being sceptical about flat deck. It was a unique feature for RSF only. ISA, aliens and pirates have side/front access points if you remember.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 04:44:22 AM
Barnaul-class Energy Cruiser. This one was also changed a bit. 2x fixed large weapons were aligned, turreted energy weapon was moved to the starboard side and given a limited arc of fire. Starboard also contains a fixed large universal mount for anything you wish to put in there (normally Barnaul class ships have a missile launcher there). One small and one medium turret on each side are positioned asymmetrical.



(http://www.okim.nickersonm.com/SF/pic114.jpg)



Port side of the ship is the weakest one as a direct hit to LE weapons mount can seriously cripple the ship`s offensive abilities.

P.S.: guys, i really need your voices regarding the carrier!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WKOB on August 20, 2012, 04:47:25 AM
I approve of the Rus having the flat deck.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 20, 2012, 04:48:55 AM
I'd rather have the carrier be as is now, really like it flat-decked. :D

Also, keep the quality of this mod up!  I took quite a bit of inspiration from it when I started caelus ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 04:58:27 AM
After i finish the new models i suppose that i can share all original model if you`ll accept them into Caelus.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 20, 2012, 05:05:28 AM
After i finish the new models i suppose that i can share all original model if you`ll accept them into Caelus.

I suppose i could use them, yes....

Hehehehe :D
A new field of work would open up entirely, yes :D
(I suppose you wouldn't mind if we did a paint job on them? You see, we'll be needing police forces, and ISA ships would fit that role as good as a glove fits your hand. Perhaps use the RSF as a splinter-pirate faction?  :))
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 05:15:55 AM
I wont be needing them any longer, so whatever you`ll do with them is up to you. I`ll give you an archive with PSD origins so you could adjust them easily. But be warned - they all are MESS! So don`t break your brain trying to figure what`s where ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: K-64 on August 20, 2012, 06:29:54 AM
A little vote of sorts.

I`m about to resprite the carrier for RSF. So the vote is:

- should it retain the flat deck it has now?
- should it have side/front access points instead?

I remember some people being sceptical about flat deck. It was a unique feature for RSF only. ISA, aliens and pirates have side/front access points if you remember.

Flat deck I'd say. That's what makes me REALLY like that ship. Makes it look rather awesome
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 20, 2012, 06:31:14 AM
I wont be needing them any longer, so whatever you`ll do with them is up to you. I`ll give you an archive with PSD origins so you could adjust them easily. But be warned - they all are MESS! So don`t break your brain trying to figure what`s where ;)

Hehe, i suppose they could still be of some use to me :D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 20, 2012, 07:17:42 AM
I say a flat deck.  Gives it more of an earthy-carrier look.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 20, 2012, 09:06:38 AM

Flat Deck

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 20, 2012, 09:15:17 AM
a big Flat Deck out of a normal side deck like the astral
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 20, 2012, 10:41:19 AM
I still can't figure out the mule variant issue

Just went through every variant file to see if I could find it.....

HELP :'(

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: intothewildblueyonder on August 20, 2012, 10:46:10 AM
Just a question - do you intend to change the direction of the flags on ships, eg Michigan class, so the flags are 'flying' in accordance with the direction of travel?


Flat deck for the carrier- but perhaps do something similar in idea to the way the astral is designed. Give it that spacey feel
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 10:56:51 AM
I still can't figure out the mule variant issue

Just went through every variant file to see if I could find it.....

HELP :'(



Sorry, have no idea. Can you describe it a bit more? You try to start variant editor?
I`m using Trylobot`s editor and it has no issues with the Mule.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 20, 2012, 11:56:00 AM
Sorry, have no idea. Can you describe it a bit more? You try to start variant editor?
I`m using Trylobot`s editor and it has no issues with the Mule.


Literally all I know is that there are two mule standard variant entries under my codex, and if I click on the second one it crashes

If I attempt to use the variant editor in dev mode it crashes

If i attempt to load that variant it crashes

If i go to save during a game and it attempts to bring up that variant image next to the various options it crashes

I can only find one of the mule variant's in data files

The other has a weapon called heatseeker that cannot be found and immediately causes a crash

I tried reinstalling both ironclad and Starfarer still having issues
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 12:50:27 PM
Finished all RSF-base freighters. Miners and mercs remain.

(http://www.okim.nickersonm.com/SF/CIVIES-ships.jpg)

Frigate, DE and CR sized freighters and a FR-sized passenger ferry. Was thinking about luxury cruiser, but dont know if it would be of any fun :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: robokill on August 20, 2012, 12:51:08 PM
astral style side deck with flat extinsion alos on the energy cruiser there a mount on the back with no gun in it
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 12:55:04 PM
Thanks.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: robokill on August 20, 2012, 01:00:18 PM
i just had an idea for a huge isa combat frieghter styled like the spaz frieghter
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 20, 2012, 01:44:17 PM
Great!  More RSF ship for me to blow up. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Lancefighter on August 20, 2012, 02:18:54 PM
I really liked the flat deck of the RSF carrier, it really gave it a 'IM A CARRIER DAMNIT' feel, and I think it looked really good ingame
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 02:27:25 PM
Hm. Didn`t expect such a majority for flat deck. Nice to know that my initial idea got such support.

I`ll try my best to preserve the look of the original carrier while respriting it.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 20, 2012, 02:32:50 PM
OH, and by they way, when you re-do teh .ship file for it, try to give it two flight decks instead of one.  Carriers these days can launch two fighter jets at the same time, one from the main front one, and another from the diagonal deck.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Gabriel_Braun on August 20, 2012, 06:38:57 PM
Flat deck with the same sort of enclosed maintenance hangers as the old one!  I get the feeling that the RSF would have alert pilots on pre-launch sitting out on the flight deck ready to jump into action as and when needed whereas the yanks would keep them safely in launch tubes away from any potential crossfire:  Purely lore/fluff but that's how I imagined it when I saw the design to begin with!

Also, I'm with soldier here, two flight decks would greatly reduce the pointless 'collateral damage' that occurs to the wings that wait patiently by the ship in a fierce warzone so that they can land;
Since there's no way to (that I know of yet) have as much FP in wings embarked awaiting repairs as the ship has hangar space available, they just sit there getting pasted for no good reason while the single bay is free :(

Maybe a balance issue though with wing recycle time, idk?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 09:39:27 PM
Original carrier has 3 access points, so there should not be a problem with fighters landing on it.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 21, 2012, 01:51:17 AM
I still can't figure out the mule variant issue

Just went through every variant file to see if I could find it.....

HELP :'(



Seems that i figured out your problem. Go to saves/mission folder and remove ALL subfolders with mission names there. These are your custom made variants that were stored from various versions of the mod. Removing those should delete any references to the outdated  and missing 'Null' hull variants for Mule and others.

A reset button that was supposed to remove your modifications for some reason does not work with my mod.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 21, 2012, 07:03:19 AM
Just found the problem

Alex added the mule combat freighter in the most recent update

It's variant is mule_standard, it has 2 heat-seekers, and it has more weapons slot's then your mule.....

Your mule freighter, I think, was trying to load it's information.....

That's why I couldn't find the problem in your mod...... it wasn't your problem
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 21, 2012, 08:30:54 AM
I see. I`ve removed the original Mule from the current version. It was replaced by the Ox megafreighter :)
Mule is now a small-medium freighter wuth unique name (cargo1).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 24, 2012, 01:08:22 AM
Hi all.

I`ve finally came up with the idea of the other two major factions.

The first one i`ve already shown and even mentioned its short name. Its XLE or Xing Lao Empire.
XLE originates form CPR (China Peoples Republic). Long before the first colonisation of space China and its nearby allied nations (and not so allied nations including Japan) formed a new union that`s being called Xing Lao Empire (xinglao its something like 'star throne' or close to 'universe' if i got it right).

XLE uses extravagant ship designs resembling various dragon-like creatures. In fact their ship hull names are being picked with the inspiration of dragons and other similar reptilian creatures be they myth or real.

XLE weapon range is focused on laser beam weapons (a result of a long collaboration with RSF) and small caliber autocannons. The Scorcher shown recently is their powerful laser beam weapon used to cut through armor (High Explosive damage). They wil have a laser beam pd weapons that act like vanilla Guardian system. In addition there will be a powerful Charged Bolt Cannon that is a burst fire (6 shots) ballistic weapon with energy damage and a powerful Magna Cannon that is an energy, but with High Explosive damage and AOE. Missiles will include Fang Kinetic rockets, Talon Mircomissiles that equally good againt fighters and ships.

Ships will use mostly hardpoint large and medium weapons facing forward. Almost all ships will get active flare launchers.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 24, 2012, 01:26:04 AM
The other faction is going to be called UIN thats a short for United Interstellar Nations. This faction is based on current EU plus some nearby countries.

UIN are quite advanced and are the only faction that uses massdriver technology. In addition they will have powerful particle beams and cannons that deal kinetic damage. Anti-armor section will include standard ballistic cannons (2 pdr, 6 pdr, 60 pdr) and powerful missile ordnance. They will get the most variable pd weapons ranging from Vickers Space Guns (analogue to RSF 14mm defence gun) and Bofors defence guns to powerful FLAKs.

Ships will be designed with a heavy focus on broadside engagements. All except for frigates that will mostly come with small weapons. All fighters will carry at least one missile-base small weapon. Hulls are going to be named after countries that formed this alliance.

Diplomatic status of the factions:

UIN and ISA are allies, they provide each other with ships and weapons (so an ISA cruiser with massdrivers or UIN coloured will be a common site)
XLE is neutral to UIN.
XLE and RSF are allies. They will interchange only weapons.
UIN is neutral to RSF.
ISA and RSF are in a cold war status (meaning that there is no global open warfare, but small local battles, raids, ambushes in ISA or RSF controlled space or in neutral territory are quite common).

EACH faction will have 40 weapons (except Aliens that will remain with their few weps they have now) with different properties and at least 1 ship in each class (except for pirates who wont have a cap ship). This will bring the mod to 160+ weapons.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 24, 2012, 05:11:04 AM
By broadside engagements what do you mean?

Will they have Turrets, simialr to a battleships 

or will they Hardpoint's in the form of Central batteries, similar to a age of sail vessel?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 24, 2012, 06:46:03 AM
Holy....40 weapons EACH faction?  That's a high bar you've put over your head Okim, I hope to see it come true. :)
More factions! Yay!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 24, 2012, 06:51:30 AM
Dont forget since both of those factions share some ships and weapons, you dont need 40 weapons per faction, just half of that, the rest should be some renaming with a few number changes, same way the Chinese use Type XX to name their tanks while its name on its manufacture (Russia) is T-XX, Its the same tank with a few minor changes and a name change.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 24, 2012, 07:11:37 AM
No, there will be 40 entries for each of 4 human faction (i count different size of launchers as weapon too) :)
RSF have 40 weps already, ISA has about 35. All weaps are lying listed on my table, some having drawn concepts.

You`ll see quite soon what do i mean under broadside engagements.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 24, 2012, 07:36:26 AM
Dont drop dead from working lol
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 24, 2012, 07:50:00 AM
:)
Well, good luck with that.  I really want that next update, even if it doesn't include the new factions.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 24, 2012, 07:54:00 AM
Agree with the soldier. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 24, 2012, 01:04:00 PM
UIN France-class Heavy Destroyer.

(http://www.okim.nickersonm.com/SF/pic115.jpg)

Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.

P.S.: firing 6pdr assault guns.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Jonlissla on August 24, 2012, 01:25:01 PM
Am I missing something or is the RSF getting a new colour scheme? Difficult to keep up with the thread since it's about 40 pages soon.

Good job on the sprites, they're really good. I have noticed you haven't added any descriptions for the ships yet though.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on August 24, 2012, 01:40:50 PM
UIN France-class Heavy Destroyer.

(http://www.okim.nickersonm.com/SF/pic115.jpg)

Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.

P.S.: firing 6pdr assault guns.

Looking good
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 24, 2012, 01:55:06 PM
The take out some of the mounts on the destroyer.  Might make up for it.

P.S. - If there's too many OPs for a ship, lay off on the Flux Vents and Capacitors, and instead up them in the ship_data.cvs instead.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 24, 2012, 04:28:11 PM
UIN France-class Heavy Destroyer.

(http://www.okim.nickersonm.com/SF/pic115.jpg)

Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.

P.S.: firing 6pdr assault guns.

To reduce some of the cost you could build some of the weapons in....
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 25, 2012, 04:00:28 AM
Modified the initial ship design. Designed 4 small and 3 medium ballistic weapons for UIN.

(http://www.okim.nickersonm.com/SF/pic116.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 25, 2012, 07:29:45 AM
Maybe too much firepower for a destroyer, but looks good nonetheless!
...That's a ton of weapons for just a destroyer.  Change it to a cruiser?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 25, 2012, 09:32:57 AM
These guns are quite cheap and really don`t have a significant punch. The DE doesn`t live through the first wave of RSF or ISA attacks (1 on 1, DEs, first shots exchange until venting). The only thing that saves it is fortress shield.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Wriath on August 25, 2012, 09:43:44 AM
That one looks somewhat Hiigaran
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 25, 2012, 09:54:49 AM
Ah, so what systems will the UIN have?  will there be any new ones for them?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 25, 2012, 11:56:00 AM
The test of France showed that broadsiders are quite weak to assaults. They overload quickly and don`t get much to do in return.

However, fortress shields make them virtually immune to any lighting strikes - just wait till your enemy gets to high flux, disable FS and unleash your ordnance.

So i think thta UIN will get Fortress Shields primarly. Has to think about other systems once i do more ships.

I`ve tested maneuring jets and emp so far, but they are useless. The first is an odd choice for a broadsider without frontal mounts, the second can`t stop incoming UGR strike.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 25, 2012, 11:57:31 AM
Well, best of luck, and I hope for more destruction from your factions. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on August 25, 2012, 12:52:12 PM
The test of France showed that broadsiders are quite weak to assaults. They overload quickly and don`t get much to do in return.

However, fortress shields make them virtually immune to any lighting strikes - just wait till your enemy gets to high flux, disable FS and unleash your ordnance.

So i think thta UIN will get Fortress Shields primarly. Has to think about other systems once i do more ships.

I`ve tested maneuring jets and emp so far, but they are useless. The first is an odd choice for a broadsider without frontal mounts, the second can`t stop incoming UGR strike.

Manuvering jets could work if you made a ship with powerful, but very slow firing weapons, and gave it two broadsides
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 25, 2012, 01:31:49 PM
I`m thinking to switch either to one sided broadside (weps on one side of the ship) or to classical navy weapon possition (lined turrets).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: dtbigbear on August 25, 2012, 01:55:44 PM
I get this error when I run Starfarer with Ironclads on: (http://C:/Users/Dawson/Pictures/sddasdas.gif)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 25, 2012, 02:35:41 PM
I`m thinking to switch either to one sided broadside (weps on one side of the ship) or to classical navy weapon possition (lined turrets).

Classic navy.....

less blind spots
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 25, 2012, 03:05:23 PM
I get this error when I run Starfarer with Ironclads on: (http://C:/Users/Dawson/Pictures/sddasdas.gif)

Can`t see your image.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Lancefighter on August 25, 2012, 03:07:42 PM
I think the lined turrets are easiest overall - I can see why broadside theory could work as you propose, but I feel like given the way flux/weapons/shields work, it just isnt ideal at all.

It seems to work well enough to have minor broadsides with the main guns down the center line, as with most of the RSF fleets.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 25, 2012, 04:22:31 PM
I get this error when I run Starfarer with Ironclads on: (http://C:/Users/Dawson/Pictures/sddasdas.gif)
Did you copy that from your hard drive?  You have to upload it to an image hosting website, like Tinypic or Imageshack.  Take the direct URL and paste it in a image code, and you're good.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: dtbigbear on August 26, 2012, 09:08:21 PM
Oh.... well anyways it says:

 Fatal: Error loading [graphics/planets/gasgiant03.jpg] resource, not found in F:\FractalSoftworks\Starfarer\Starfarer-core..\ACM,../starfarer.res/res,CLASSPATH] check starfarer log for more info.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 26, 2012, 09:37:02 PM
Hm. Seems to me like a broken archive. Redownload the mod. Don`t forget to remove the previous mod install.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: dtbigbear on August 26, 2012, 09:57:10 PM
Ok ill try it thanks.


EDIT: it worked thanks man
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 05:07:13 AM
After some long time of testing i decided to stick to traditional navy weapon positioning.

(http://www.okim.nickersonm.com/SF/pic118.jpg)

Also i`ve finished the majority of UIN small and medium weapons:

small:

1. 2-pdr gun - a cheap kinetic cannon with very long range (~900)
2. 2-pdr dual - more expensive kinetic cannon.
3. 6-pdr assault gun - a HE weapon with decent power and fire rate.
4. vickers defence gun - a very accurate machinegun weapon.
5. bofors defence gun - a slow firing flak that deals 40 points of frag damage. Long range.
6. pulsar torpedo - 1 shot launcher for a torp with 1500 HE damage and emp damage.

medium:

1. 2-pdr quad gun - fires 4 shots of basic 2-pdr rounds.
2. 6-pdr assault autocannon - expensive weapon that fires bursts of 6-pdr rounds.
3. 10-pdr assaul cannon - moderate weapon that deals he damage.
4. rapier defence system - CIWS analogue, but with greater accuracy and much lower rate of fire.
5. bofors defence battery - literally 4 bofors moulded togethr. Expensive and deadly, fires a burst of 4 shots.
6. particle cannon - energy weapon with a very long range, but slow moving projectile.
7. particle pulse cannon - expensive version of particle cannon. Fires 4 shots, has reduced range and longer charge-up.
8. particle beam - unlike particle cannon this beam deals kinetic damage.
9. pulsar torpedo launcher - fires a burst of 3 torps.

large:

1. heavy massdriver - very fast moving projectile dealing kinetic damage. Accurate and has a very long range. Drawbacks - long reload and charge up.
2. terminator autocannon (just a sprite so far) - deadly auto-firing weapon that shots 10-pdr projectiles.


Just to note:

ALL factions will have their battleships use some kind of built_in weapons. RSF are going to have two 3-barreled 408 siege cannons, ISA - a plasma-burst cannons (auto-fire), UIN - a pair of gauss cannons, XLE - a powerful beam array (with convergeonpointer flag).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 28, 2012, 07:45:53 AM
This is purelly aesthetics, how about stretching the "wings" a little more, making it the identity of UINs capital ships:

(http://www.shipschematics.net/yamato/images/edf/battleship_yamato.jpg)

Also your probably looking for this type of gun placements:

(http://www.cityofart.net/bship/ru_tses_schematic.gif)

also about the carrier heres a example to the type i meant when i said "like astral":

(https://dl.dropbox.com/u/32263294/Untitled-2.png)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 28, 2012, 07:50:04 AM
Excellent work, Okim!  I look forward to more weapons. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 08:16:04 AM
Ah, Yamato :)

I thought about armor plating protruding to cover the drives, but wings... no. XLE will have wings. LOTS of wings, scales and spikes.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 11:51:06 AM
Added some extra details to the UIN destroyer (mainly armored wings that cover drives). On the right a paricle beam weapon is firing at some distant target.

(http://www.okim.nickersonm.com/SF/pic119.jpg)

Now back to RSF and their remaining carrier, drone destroyer and two Rostov gunships. Give me some time to swich my brains to the different designs :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 28, 2012, 11:57:02 AM
Great!  More firepower!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 12:09:10 PM
UIN destroyer: 4 meds and 8 smalls
RSF destroyer: 4 meds and 7 smalls
ISA destroyer: 5 meds and 5 smalls

RSF DE having the most armor and hull points + 3 flares, ISA having the best shields and best flux, UIN having everything in the middle + Fortress Shields. All DEs range between 11 (UIN)-13 (ISA) FP and having 80 OPs.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: mda821 on August 28, 2012, 02:19:36 PM
aside from attacking a faction, i cant seem to find a way to supply my ships with the proper armaments.  I have an ISA heavy cruiser and it is impossible to provide full armament.  Aside from raiding ISA fleets, i cannot find weapons such as the tri-barreled 6 inch guns.  is there something im doing wrong, or is there a need for greater weapon availability? 
PS  how on earth does anyone try to fully arm the large russian ship.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 28, 2012, 02:48:28 PM
Hmm...I tried the download from the front page, it gives me a fatal null error.  No other mods were enabled.

EDIT:
Never mind, the mule problem.  deleted it and it's fine.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 03:22:22 PM
To mda821:

its being adressed in future version. Normally to get a large weapon you`ll have to wait for the several RSF/ISA convoys. In new version some of the large weapons will be available from start.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 06:36:58 AM
Heh, i was supposed to continue working on RSF, but i failed to switch :(

Here is the result.

(http://www.okim.nickersonm.com/SF/pic121.jpg)

(http://www.okim.nickersonm.com/SF/pic122.jpg)

Germany-class cruiser.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 29, 2012, 08:32:58 AM
Heh, i was supposed to continue working on RSF, but i failed to switch :(

Here is the result.

(http://www.okim.nickersonm.com/SF/pic121.jpg)

(http://www.okim.nickersonm.com/SF/pic122.jpg)

Germany-class cruiser.

Looks good but maybe the tail should be extended back a bit?

As it is it seems to end rather abruptly....
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 12:34:26 PM
Added particle accelerator cannon (my fomous ACM PAC!)

(http://www.okim.nickersonm.com/SF/pic123.jpg)
(http://www.okim.nickersonm.com/SF/pic124.jpg)
Also added shotgun driver, medium driver and terminator autocannon.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 01:23:45 PM
UIN weapons so far:


(http://www.okim.nickersonm.com/SF/pic125.jpg)


First tier - small weapons:

1. vickers defence gun
2. bofors defence cannon
3. 2-pdr gun
4. 2-pdr dual gun
5. 6-pdr assault gun
6. pulsar torpedo tube

Second tier - medium weapons:

1. particle beam
2. particle pulse cannon
3. particle cannon
4. 2-pdr quad gun
5. bofors defence battery
6. rapier defence system
7. 10-pdr assault cannon
8. 6-pdr assault autocannon
9. massdriver
10. pulsar torpedo launcher

Third tier - large weapons:

1. particle accelerator cannon
2. terminator autocannon
3. hvy massdriver
4. shotgun driver

That brings me exactly to 20 weps for UIN. Other 18 weapons will include mainly missiles (frag missile, hunter missile, hunter-killer missile, EMP missile), 1 small energy and ballistic weapons, 1 medium energy weapon, 3 large ballistic weapons, 3 large energy weapons and a built-in railcannon of sorts.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 29, 2012, 01:42:32 PM
Gimme dis nao! Aside from my own mod, i regard this mod as second in place :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 29, 2012, 02:18:29 PM
I still think that Okim holds the record for largest mod (most ships + weapons).  Caelus just doesn't compete with +120 weapons and a ton of new ships. ;D

anyways, some WWII-related stuff in there, no?  Still keeping up with Alex's naval engagements. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 02:27:39 PM
Yeah, there are also 'hand made' and 'done by a single person' tags for this mod :)

BTW. Its a damn headacke to balance all this stuff. And i`m really starting to have nightmares of future Starfarer`s update that will bring more campaign stuff into the game...

At least i learned how to make some sprites. Might be very handy for possible future projects.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 29, 2012, 02:29:36 PM
You know, there's more people than just you out there willing to help.  Let people playtest it before you release it to see how weapons are balanced.  Take the pain off your back and let the community do some work. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 02:46:37 PM
I`ll release the new version as soon as i finish RSF ships. Civies are finished, UIN and XLE are prototyped and approved, some of the new weapons added. I just need to finish carrier, battleship, 2 gunships and a drone de.

BTW, added maneuring jets to RSF Migs and Sus with a proper thruster effects upon activation. Makes dealing with those fighters a real trouble even for a pd heavy ship. Reduced armor and hp a bit to compensate.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 30, 2012, 12:42:25 PM
After some brainstorming regarding the looks of RSF carrier i finally came up with this:

(http://www.okim.nickersonm.com/SF/pic126.jpg)

I hope i didn`t ruin your expectations :)
I tried to combine the new style with original flat deck. In addition i`ve added a large port access point (lorewise - this is used by T610/620 large crafts).

note: weapons are all the same except that large fixed missile was replaced by large universal turret. Drone hatches were moved to the starboard and reduced to 5 (10 drones in total with extra 10 in reserve and 1 drone being assembeled per 10 seconds). Launch bays remain as they were (3 bays, one on the flat deck is not used).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: arcibalde on August 30, 2012, 12:46:42 PM
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW  :o :o :o :o :o :o :o
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Jonlissla on August 30, 2012, 01:00:08 PM
I`ll release the new version as soon as i finish RSF ships.

Wait a minute....

Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.

 ::)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 30, 2012, 01:03:20 PM
I hope i didn`t ruin your expectations :)
I tried to combine the new style with original flat deck. In addition i`ve added a large port access point (lorewise - this is used by T610/620 large crafts).

note: weapons are all the same except that large fixed missile was replaced by large universal turret. Drone hatches were moved to the starboard and reduced to 5 (10 drones in total with extra 10 in reserve and 1 drone being assembeled per 10 seconds). Launch bays remain as they were (3 bays, one on the flat deck is not used).

Not, what I expected.....and I really ain't totally sold on the appearance.....

But the turret placement's and the Omni-Large make up for that ;D

I`ll release the new version as soon as i finish RSF ships.

Wait a minute....

Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.

 ::)


The idea and implementation are the same ( RSF ships being armored more heavily with crude plate's)

He just is updating the artwork to fit the newer ships and to re-balance the older ones after the systems/ built-in weapons update...


Edit: also, Okim, I been meaning to look this up, but instead I will just ask: doe's the Laser cannon ( not beam) use Advanced optics?

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 30, 2012, 01:27:24 PM
Nope, i guess. They are not beams and thus they shouldn`t. Unless Alex made it so that BALLISTIC_AS_BEAM and projectile weapons with BEAM spawn class can benefit from it.

But laser beams (as all other beams) use advanced optics AND targetting unit.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 30, 2012, 01:34:52 PM
Holy sh*t...I love the new carrier!  A proper carrier, it is!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 03:16:23 AM
Today my boss brought his son at work and left me to nurse him. He also brought a nice assemble model of F-117 for his son`s entertainment. Well, here what ISA has now:

(http://okim.nickersonm.com/SF/pic127.jpg)

F-171 is a phasing missile fighter that heavily relies on carrier support (it has no other weapons, just 4 missiles).

Phasing cloak makes its approach much easier, but it can operate just for ~5 seconds. This means that interceptors will not have trouble with hunting them.

F-171 carries 2 Piranha SRM missiles and 2 Eel SRM missiles. The wing consists of 3 crafts (so its 6 Piranhas and 6 Eels) and is quite expensive in FL (9) and money.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WKOB on August 31, 2012, 03:29:33 AM
Those are pretty neat, and so are fighters that actually have to refill their ammo once in a while.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 04:12:08 AM
Updated the sprite and made glowing stroke around the phased model. Looks a bit more interesting now.

In game those fighters probably should be set to Support rather than assault that they are now. Not sure how support fighters actually work :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 31, 2012, 05:57:46 AM
Ah, interesting.  A new role, mainly, but I'll have to find new ways to use it. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 31, 2012, 06:23:21 AM
Today my boss brought his son at work and left me to nurse him. He also brought a nice assemble model of F-117 for his son`s entertainment. Well, here what ISA has now:

F-171 is a phasing missile fighter that heavily relies on carrier support (it has no other weapons, just 4 missiles).

Phasing cloak makes its approach much easier, but it can operate just for ~5 seconds. This means that interceptors will not have trouble with hunting them.

F-171 carries 2 Piranha SRM missiles and 2 Eel SRM missiles. The wing consists of 3 crafts (so its 6 Piranhas and 6 Eels) and is quite expensive in FL (9) and money.



Looks cool but the armament seems a little low for a bomber style craft

Doe's it have a ECGM Mod on it? cause that would certainly make me consider it
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WKOB on August 31, 2012, 06:39:54 AM
That's a good point, I definitely think it should. After all, the craft you based it on was a real pioneer in Electronics tech.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 09:08:19 AM
It doesn`t.


EDITED: it does now :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 09:16:00 AM
I wonder if a phasing cloak can be activated with ship system.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 31, 2012, 09:16:27 AM
Yup.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 09:20:34 AM
I mean simultaneously. Like, say, a burndrive and phasing cloak.

F-171 got two Stinger launchers. It now carries 4 anti-ship and 4 anti-fighter missiles. Going to test this loadout a bit.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on August 31, 2012, 09:36:24 AM
Hmm....No, not at the same time.  Systems can't be activated with cloak.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 31, 2012, 09:58:24 AM
I mean simultaneously. Like, say, a burndrive and phasing cloak.

F-171 got two Stinger launchers. It now carries 4 anti-ship and 4 anti-fighter missiles. Going to test this loadout a bit.

I was going to ask about whether or not you would add a stinger.....But it felt kinda rude....

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 01:37:31 PM
Rostov-E gunship with ion cannons. E-class lost its rear facing turret and has no system. It is vulnerable, but deadly if used in skilled arms.

(http://www.okim.nickersonm.com/SF/pic128.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 01:40:08 PM
Just two nice shots:

(http://www.okim.nickersonm.com/SF/pic129.jpg)

(http://www.okim.nickersonm.com/SF/pic130.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on August 31, 2012, 02:00:38 PM
The updated sprites fits much more better now compared to before. I'm really impressed by your work, it's very well done.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 02:17:34 PM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 31, 2012, 02:35:17 PM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.

Up to you....

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: dtbigbear on August 31, 2012, 06:37:01 PM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.

Like the other guy said its up to you, but I think it would be nice so there's not a lot of similarity between all of the factions, And how's the ISA mothership doing? Cause I am super eager to see it.  ;D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 31, 2012, 07:02:57 PM
If you do decide to rework ISA please consider first providing us with the updated RSF Sprites to tide us over......Please...... :'(

Also if you need a list of ship names feel free to ask those of us on the site

We probably could make you a big heaping list of warship names...
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 10:32:19 PM
RSF have just 2 ships that need to be replaced. Once i`m done - i`ll tickle the campaign a bit and release the new version. Probably i`ll add XLE and UIN freighters so that they could bring their toys to their allies in campaign.

RSF BB has no scetch yet, so its a bit difficult to produce.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on September 01, 2012, 01:23:10 AM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.

I don't really think it's needed. Right now each faction has a distinct artstyle and colour scheme so they all become unique. The RSF update should be enough in my opinion.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 01, 2012, 02:20:57 AM
The problem is that new RSF sprites have extra details like 'emergency exits', hangar doors for hangar capacity ships, vents and capacitors.

On the second though - ISA have evything except for doors and savepods and they look nice and match the new style.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 01, 2012, 11:55:44 AM
Okay. RSF drone carrier and Rostov-M missile boat finished. The only ship remaining is the battleship. Dread wont be changed as it is mission-only sprite and lore-vise is quite old and unique (there was only one dread that RSF lost during the 'Fall of the Federation' mission.

While working on sprites i decided to remove police and all its blue-white markings from civilian ships. There are enforcers in campaign that use those civ ships. Plus - players no longer start the game in RSF/ISA ships. They will get civilian frigate and civ gunship in case of reincarnation.

One of the civ ships has morphed into a fully capable light carrier. A highly demanded battlefield role was finally filled. It is rare in campaign and currently can be obtained at RSF base (civilian supply fleets have a chance to add it to stock). XLE ships can also be brought to RSF base by civies.

Pirates got access to every single weapon in the mod except for alien toys. So its advisable to visit pirates base from time to time. You may be lucky to get some UIN fine toys and heavy guns for your large ships there.

(http://www.okim.nickersonm.com/SF/pic131.jpg) (http://www.okim.nickersonm.com/SF/pic132.jpg)

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on September 01, 2012, 12:00:34 PM
Ah, great!  Even better. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WarStalkeR on September 01, 2012, 12:24:39 PM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.
There is no need for ISA's complete remake, but yes, just make an mirrored light orientation, like I did with my ships. I'm sure you always keep original PSD of the ships, so adding mirrored light orientation shouldn't be a problem for you, Okim :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 01, 2012, 12:50:16 PM
I`m afraid that if i`ll start to mirror - i will end up with completely new set of ships for ISA. I`m honestly not sattisfied with some ships. Besides - ISA will get a set of civ ships and those ships will be using new style/lights etc. So this might eventually trigger ISA rehaul at some point.

Well, i`ll try to finish RSF BB before monday and prepare a new version. BB is already hand-drawn and just needs a sprite. It will resemble current BB, but without fixed weapons and with two huge 3-barreled 408mm cannons as build-in weps.

After that we shall see what to do next.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 02, 2012, 06:26:49 AM
Finished RSF Moscow battleship. Its weapons were changed considerably. Instead of 7 large (5 turets + 2 hards), 8 medium and 18 (!) small it now has 3 large turrets, 2 superheavy built-in cannons, 12 medium and 15 small turrets.

(http://www.okim.nickersonm.com/SF/pic134.jpg)
(http://www.okim.nickersonm.com/SF/pic133.jpg)

Two 408mm tripple siege cannons are the same 408mm cannons, but with a burst of 3 shots.

BB has ammo feeder that drastically increases its effectiveness when required.

Hangar doors are just for visual representation of its 18 hangar space. No fighter support in combat.


That`s the last thing i was spritings/adding before the update. I`ll now playtest the new version and possibly release it in a week.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 03, 2012, 11:16:47 PM
Ok. RSF is finished, mod is somewhat tested. New toys added. I think that tomorrow there will be an update.

Here is a new RSF size comparison pic. Just to fill this post with smth :)

(http://www.okim.nickersonm.com/SF/RSF-ships-new.jpg)

Omsk got some 'meat'. It now looks a bit more like a warship.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Lancefighter on September 03, 2012, 11:24:10 PM
Those all look incredibly unified, and really neat
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 03, 2012, 11:54:26 PM
UIN ships.

Spoiler
(http://www.okim.nickersonm.com/SF/UIN-ships.jpg)
[close]


XLE ships.

Spoiler
(http://www.okim.nickersonm.com/SF/XLE-ships.jpg)
[close]


Civilian ships.

Spoiler
(http://www.okim.nickersonm.com/SF/CIV-ships.jpg)
[close]

All these ships are available in campaign (in future update) either at RSF base or ISA outpost. Just follow the info messages.

Note that UIN and XLE q-freighter and armored freighter are intentionally made slightly different from their combat vessels. Civilian variants were made to resemble other civ ships.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on September 04, 2012, 05:20:49 AM
These are some of the best ships and factions on this site!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on September 04, 2012, 05:42:30 AM
These are some of the best ships and factions on this site!


These ARE the best ships on the sit

Also best mod in my opinion ;D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on September 04, 2012, 05:49:41 AM
Just a headsup, Rosnov M is missing those white bolts on the wings,

I thought the "snake" like ships were for a mercenary faction, isnt the XLE representing the Chinese and other Asian Countries?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 06:59:48 AM
Thanks for your kindness :)

Rostov-M indeed lost its rivets somewhere. Thanks for pointing this out. XLE are using green/golden ships with scales. I think that`s the perfect way to represent Chinese and other Asian Countries.

There was a picture of a merc group that also used green ships with scales, perhaps that confused you :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on September 04, 2012, 07:25:53 AM
The new sprites look great. Will you add ship descriptions in the new version? Feels rather empty without them when you're looking over the ships.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on September 04, 2012, 08:05:55 AM
Excellent!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on September 04, 2012, 08:06:49 AM
The new sprites look great. Will you add ship descriptions in the new version? Feels rather empty without them when you're looking over the ships.

I second ship descriptions!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on September 04, 2012, 08:08:01 AM
I offered to help, but he said he'll do them later on in development.

Whether or not they come, more lore never hurts. ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on September 04, 2012, 08:18:02 AM
Warning, Wall of text and some poor grammar (possibly) incoming...

While i love how the XLE ships look, they somehow give me the felling of a special private army due to their extremely snake like look and coloring, its nice that your focusing on a reptile like ships while representing those countries but there's 2 big flaws on them, being military ships they tend to "blend" into w/e they are meant to be, military tanks are usually yellow if their main battlefield is a desert while most is a forest like cammo, right now those ships are incredibly light green like a traffic light post, its like they painted to look cool instead of symbolizing their task, the Russians are a perfect example, they feel like military ships due to their dark color and the red is not as imposing.
The second problem but might be just me, is that, there are 2 type of Asian countries that would never blend the same way much like the Russians and EU or US, Japan and South Korea, both of them would have the most advance looking ships in any game with only Germany as a possible comparison, while Asia countries like China, North Korea, Mongolia, Taiwan, etc... have a very strong military connection with Russia's, Their ships should be more standard base while having that "Dragon" lookalike your trying to achieve.

Also i know you have been making sure every ship as a specialty, how about making the XLE ships a version of the Russians but be more maneuverable and less expensive (smaller hulls), possessing a the massive burst and high speed but having very weak hull, the so called hit and run or zerg in since the ships are cheap and well... China has the biggest army and economy in the world... not like losing ships and crew matter much..

About their looks, dark green with a brownish color would be great, also ur trying the make them look different so:
Spoiler
(http://th05.deviantart.net/fs70/PRE/i/2010/267/d/e/gallente_escort_carrier_by_kero40-d2zau1f.jpg)
[close]

If you notice, the U like front resembles of a claw, the long back takes from reptiles like tail, by adding those scale like your using on the ships you made and a few outer scales with a razer look.

Take this as an opinion, i personally wished i could have the patience and perseverance to create ships dot by dot...
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 08:59:21 AM
What kind of descriptions you `d like to see for ships? I`m surely not the best writer out there and i wont write as much text as Alex did (the count of ships currently in game makes it difficult to write stories about each). But i feel that simple "created in.. best used.. role.. etc." might not be enough.

XLE. Well, Japan can become a part of ISA or be conquered by XLE pre-warp. Or just see that becoming a part of XLE is their only way to become starfaring faction while not being consumed by others.

XLE looks should be different from those that RFS have. Look at moder CPR military - there is nothing Russian there. Most of the modern vehicles and weapons are unique. Its really difficult to trace anything AKMish in QBZ weapons.

All these talks around color schemes is a bit tricky. In space you most of the time will see a ship at long ranges either by its IR or electronic emmitions and other such things. I really doubt that visual contact is all that necesarry (BTW, during skirmishes most of the time ships should shield their bridges with blastpanels to avoid losing it). In any way you`ll spot a ship at long range by its bright exaust rather than decals, painting etc.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on September 04, 2012, 09:04:27 AM
What kind of descriptions you `d like to see for ships? I`m surely not the best writer out there and i wont write as much text as Alex did (the count of ships currently in game makes it difficult to write stories about each). But i feel that simple "created in.. best used.. role.. etc." might not be enough.

Quite the contrary, that would definately be enough for the moment. There's no need to fill a few pages of several paragraphs of lore, but a few sentences about the ship and its purpose and design would be good. Something to give the player a sort of idea of what the ship is for.

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on September 04, 2012, 10:00:36 AM
Quote
All these talks around color schemes is a bit tricky. In space you most of the time will see a ship at long ranges either by its IR or electronic emmitions and other such things. I really doubt that visual contact is all that necesarry (BTW, during skirmishes most of the time ships should shield their bridges with blastpanels to avoid losing it). In any way you`ll spot a ship at long range by its bright exaust rather than decals, painting etc.
Well as long as you got the Photoshop/Paint Layer files, making more ships of the same type with different decals would be easy and gives out more choices to the player as well as, different fleet types in the same faction just how you did those awesome civilian ships with those different systemtypes.

Quote
XLE. Well, Japan can become a part of ISA or be conquered by XLE pre-warp. Or just see that becoming a part of XLE is their only way to become starfaring faction while not being consumed by others.
Being XLE and RFS allies, they shouldn't have a problem becoming a space farer faction, since it would be of the best interest by both parties to expand, one for proving funds (XLE) in turn of tech (RFS)
I can see Japan and South Korea joining up the ISA to protect themselves from the XLE and RFS, or simply making a smaller factions like the "Japan and Korean Protectorate" JKP allied to the ISA and UEN with a few Frigates, Destroyers and a Cruiser type

Quote
XLE looks should be different from those that RFS have. Look at moder CPR military - there is nothing Russian there. Most of the modern vehicles and weapons are unique. Its really difficult to trace anything AKMish in QBZ weapons.
I never Said XLE should look like RFS in terms of how their ships hulls but instead on how the weapons and shield are placed, sorry for not being more specific

Hope its more clear on what i meant  :-\
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 10:21:24 AM
XLE and RSF use flares (XLE active ones), both have frontal shields. Both like lasers and ballistics, though XLE use more rapid fire weapons instead of heavy punching as RSF. Their lasers are mostly continous unlike burst beam lasers RSF use. They also rely on armor more than on shields. They just look absolutely different and unique.

The same with ISA and UIN. Both have strong shields and advanced energy weapons. Though UIN are also good with ballistics (but thats mainly influenced by European history).

I think that XLE swallowed all those who refused to joing them peacefully. And given their power and size - there are few who actually refused to join :)

A little lore-wise info. Ironclads are going to use a bit different timeline. The current era is called FTL. So currently its 208+ FTL. The countdown starts from the development of the first FTL drive. There will be some events that predate this. Those will be reffered to as happening pre-FTL or simply STL. For example - moon base was constructed around 250 years STL.

The real date of those events will remain a mystery, but its something like 500+ years from curret Earth date. I`m working on timeline sicne 250 STL to 200 FTL. I need to acomplish this first before i`ll start putting info on ships.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 10:25:27 AM
Oh. Forgot one thing :)

(http://www.okim.nickersonm.com/SF/pic135.jpg)

(http://www.okim.nickersonm.com/SF/pic136.jpg)

That`s a miner. A DE sized ship with two frontal weapons - a drill (oh yeah!) and a cutter laser. Other toys are going to be carried mining drones and remote mining drones. Mining drones all will have lasers. Those that act like fighters will carry charges and drop them like current bombers in the original game.

I`m thinking to add two more variants with only two drills and only two cutters.

Now, can someone point me to a free video capturing prog? I`ll get you a nasty video of this baby in action :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on September 04, 2012, 10:39:02 AM
I WANT TO MINE MY ENEMIES!

And it sounds excellent!  Similar to he Apogee, no?  Tech miner?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 10:51:52 AM
Scrapper is a standard issue space asteroid miner supplemented with several automated mining drones to cut small pieces of asteroids and drag them into cargo bay. Miner can carry remote controlled charge deployers for cracking medium sized asteroids.

Cutter beam and drill are used to deal with large asteroids with drill being used to dig inside the asteroid and hold it in place while cutter does the rest of the work.

This model was designed in late 64 FTL as a part of RSF 'Remote Mining Program'. During the following years it was modernized several times. The latest upgrade featured spaced blastshields on the cocpit to protect the bridge from debris being produced by drilling.

Scrapper is a reliable and sturdy vessel that is seen all around the known space.

Hm... Is this the description you`d like to see for the ships?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on September 04, 2012, 10:56:07 AM
That's excellent!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on September 04, 2012, 11:01:51 AM
I am loving this. Definitely loving this. When i am not playing BF or modding Caelus, i am playing this, all the way. No vanilla at all. :D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: robokill on September 04, 2012, 02:41:12 PM
when are gonna release update/uddare main page
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Wriath on September 04, 2012, 07:53:21 PM
Great description for the miner! A bit of perspective like that does wonders for immersion.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 09:55:55 PM
The update is ready. All i need is to add descriptions. But this will take a long taking into account the amount of ship hulls and variants in the mod.

So its up to you, guys. If you wish an update - it will be ready today eve. If you wish descriptions - those are gonna delay the update ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Wriath on September 04, 2012, 10:49:12 PM
I'd like to get the undescribed version, you could save the descriptions for a patch in a few days once we've put some testing into all the new content, and you've adjusted what you feel you need to from there.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on September 05, 2012, 12:23:28 AM
So its up to you, guys. If you wish an update - it will be ready today eve. If you wish descriptions - those are gonna delay the update ;)

Descriptions can be added later. It's not exactly a priority one issue to be honest, it's more of a nice touch.

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on September 05, 2012, 04:16:17 AM
While description's are nice, I have been wanting to try this update since you first put the new RSF models up.....
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 05:07:36 AM
Ok then. It will be ready within the next 12 hours. I`ve added 2 variants of miners and i need to put them into fleets. Also i need to test UIN in campaign and see wheather their convoy is bringing in too much toys or not.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 01:48:39 PM
New version (Ironclads 3.0) is out. Link to the archive and change log are available on the first page.

Main features of the update are:

1. complete rehaul of RSF sprites
2. new ships for RSF, ISA, XLE, UIN
3. over 20 new weapons
4. civilian private sector that controls heavy traffic of freights in campaign
5. over 15 civilian freighters and other vessels
6. pirate scavenger fleet has access to any weapon except for aliens`
7. XLE and UIN convoys passing through the system and bringing some toys and ships
8. new much less powerful player starting ships
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: The Soldier on September 05, 2012, 02:57:33 PM
Best you change that title! ;D
And yay! MOAR SHIPS!!!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Vensalir on September 05, 2012, 03:24:48 PM
Great job as always, the UIN ships integrate quite well I think, and the sprites are excellent ! As an added bonus, I can now own a Germany-class Cruiser called ISS-Rammstein  ;D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Barracuda on September 05, 2012, 03:49:16 PM
So are the Space Cowboys [Americans] getting a sprite upgrade too?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FlashFrozen on September 05, 2012, 03:52:03 PM
Just one small bug, the random mission "ironclads" will end up with an error,

Code
9259 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [moscow] variant [mission_ironclads_ship_1]: slot id [SB13] not found for weapon [14mm_dc]
java.lang.RuntimeException: Ship hull [moscow] variant [mission_ironclads_ship_1]: slot id [SB13] not found for weapon [14mm_dc]
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 03:55:20 PM
Remove saves/missions/ironclads folder (and any other related to this mod). It contains your modified variants that are no longer valid due to significant changes to ship configurations.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 03:57:46 PM
So are the Space Cowboys [Americans] getting a sprite upgrade too?

In some future probably yes, but not in any near future.

I`m planning to have some rest from modding StarFarer and finally sit and actually play my mod :)

EDITED: and i need to shot some fresh screens for the main page with new RSF and other factions.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on September 05, 2012, 04:12:18 PM
Oh, can you change the name of the folder to "ironclads" ?  It's crashes Starfarer Mod Manager when it's installed in my mods directory.

EDIT:
And the ISA seem to enjoy large, point objects protruding from thier ships, no? ;D Just like the Harrier and F-16 jets.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FlashFrozen on September 05, 2012, 04:33:42 PM
Ahhh, that fixed it, my bad  :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Trylobot on September 05, 2012, 09:01:04 PM
Okim,

Just wanted to let you know how impressed I am with how this mod has progressed. It has reached a level of completeness and balance that very few other mods can even get near. You've got your own art style, unique for multiple factions yet consistent within the factions. Boatloads of custom weapons. Balance. Gameplay with your own flavour, appropriate to a total conversion.

You are an epic modder. Carry on.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 09:35:49 PM
Oh, can you change the name of the folder to "ironclads" ?  It's crashes Starfarer Mod Manager when it's installed in my mods directory.

EDIT:
And the ISA seem to enjoy large, point objects protruding from thier ships, no? ;D Just like the Harrier and F-16 jets.

I will, but i don`t understand why.

To Trylobot. Thanks a lot :) Wish i could start using your editor before 3.0. It really could have changed and hastened a lot of things.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TaLaR on September 05, 2012, 10:28:13 PM
Overall very good mod, *mostly* balanced and plays quite notably differently from vanilla.

Though weapon balance seems weird sometimes:
1)14mm Quad AC - ultimate kinetic ballistic weapon. 8x flux efficiency + decent range + low OP cost, what else to say? Especially weird compared to 14mm dual, which has only 2x efficiency...
2)Dual blaster - 4x flux eff, decent range, only 3 OP cost, hard flux => occupies every single small energy/universal slot on my ships
3)Auto blaster - less range and flux eff than Dual blaster at double OP cost - why would anyone ever equip this?
4)Microlaser - zero flux cost o_0...

+In general, ballistics vs energy balance is very skewed to energy side compared to vanilla due to 2 factors:
1)ballistics have much lower ammo capacity.
2)absence of flux efficiency advantage over energy. (with 14mm Quad as notable exception)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 11:16:25 PM
Oh, yeah. There are indeed some extreme balance oddities in the mod.

Dual blaster was planed as a low-cost version of autoblaster (which, btw, was quite efficient when it had no deviation at all). But at some point i made dual blaster to fire in linked mod rather than alternating (increasing its effectiveness by 2x).

14mm quad. I always forget to reduce its ammo count. Its supposed to be a weapon of fighter and missile doom, but without extra ammo mod it should dry out much faster than now.

Microlaser with 0 flux is a bug of sorts. I wasn`t testing it for long enough.

Please, keep such comments comming. The abundance of weapons in this mod is preventing me from testing everything. I`ve recently discovered that 6-pdr Autocannon that fires 6 ballistic weapons does not really match its cost in OPs (12!). Should have either its OP reduced or fire rate increased.

I`ve made ballistics generate flux at a rate of 25% of their damage per shot. Made RSF extremely overpowered. Currently RSF guns generate flux at 50% of their damage. XLE weapons also have reduced flux, but all other factions have flux generation = damage.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 12:38:30 AM
Few notes.

-  balanced (well, tried to, needs testing) reported weapons.

- introduced Lazywizard`s/xenoarch script that cuts out excess supplies, fuel and crew. Plus it randomly removes some weapons.

- UIN now bring fully random weapons from their list, no longer spamming ISA with their weapons.
The same will soon be used for RSF and ISA convoys after the 5th convoy. Pirates already have this convoy behaviour.

- fixed civ freighter fleets having very low chances to bring in civ ships.

- reduced amounts of pirates and enforcers.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 02:42:10 AM
Lol. Wyrm with a massdriver, two Wasps, augmented drives and targetting unit is an uber anti-pirate combo.

Wasps take out one raider or cripple reaper/catapult and driver with its basic range +extra 90 from TU, with its outstanding projectile speed allows to stay far far away from pirate`s weapons.

Wyrm basic drives + Augmented drives provide 270+ speed - more than any pirate ship can afford.

Active flares pick off Eels and other nasty missiles and driver is effective enough to deal with fighters.

Strategic speed is 420! That`s the fastest that anyone can achieve in campaign.

The only drawback of this config is 15 cargo space.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TaLaR on September 06, 2012, 04:45:28 AM
I`ve made ballistics generate flux at a rate of 25% of their damage per shot. Made RSF extremely overpowered. Currently RSF guns generate flux at 50% of their damage. XLE weapons also have reduced flux, but all other factions have flux generation = damage.

Taking faction ships + faction weapons as balance basis seems to be quite likely to create some overpowered ship + other faction weapons combinations. Or at least make some weapons useless for player, because other faction has similar, but better option for slot in question...

Ideally no weapon should have alternative that completely overshadows it. Though i understand that each vs each balancing takes lots of time, and even vanilla game isn't quite there yet...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 06:24:25 AM
I`m trying to make weapons as unique as possible. And thanks to the whole list of variables and features that Alex invented - it is quite possible.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: pipikins on September 06, 2012, 09:07:59 AM
Hello when ever i try play with you mod i crash do i need to do anything special? i have just unziped the file in to the mods folder
If you can tell me how to get to the log i will send a link to you thanks
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 06, 2012, 09:43:51 AM
Me want play... ME WANT PLAY NAOW
Spoiler
140906 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
   at java.lang.Enum.valueOf(Enum.java:196)
   at com.fs.starfarer.loading.J.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOoO.o00000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 10:12:46 AM
Hello when ever i try play with you mod i crash do i need to do anything special? i have just unziped the file in to the mods folder
If you can tell me how to get to the log i will send a link to you thanks

1. remove any Ironclads related data from saves/missions folder. Game saves there your custon variants that are no longer compatible with the latest update.
2. log file is in starfarer-core folder. The last entry in it contains an error.
3. this mod runs under 0.53.1 SF version. Any previous versions will resulti in a crash (just a mention)
4. if nothing  helps - redownload the mod and reinstall it. Make sure that you delete the previous mod data if you had any. Current version uses new file names and may result in crashes if old data is still present in the mods forum (hulls, variants etc).
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 10:14:15 AM
Me want play... ME WANT PLAY NAOW
Spoiler
140906 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
   at java.lang.Enum.valueOf(Enum.java:196)
   at com.fs.starfarer.loading.J.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOoO.o00000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I hope you are not using another mods with Ironclads? It uses different weapons file. I don`t know what`s causing this error, but it seems that its weapon file related :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 06, 2012, 10:20:35 AM
I have other mods in the mods folder yes, but i dont activate them
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 10:26:14 AM
When does it happen? If on a startup - then its probably an archive-related problem. If somewhere during the gameplay - i need more specific info on when, what weps and what ships are used.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 06, 2012, 10:28:13 AM
On startup yes, once the bar comes up it pops up.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: pipikins on September 06, 2012, 12:43:56 PM
Hello when ever i try play with you mod i crash do i need to do anything special? i have just unziped the file in to the mods folder
If you can tell me how to get to the log i will send a link to you thanks

1. remove any Ironclads related data from saves/missions folder. Game saves there your custon variants that are no longer compatible with the latest update.
2. log file is in starfarer-core folder. The last entry in it contains an error.
3. this mod runs under 0.53.1 SF version. Any previous versions will resulti in a crash (just a mention)
4. if nothing  helps - redownload the mod and reinstall it. Make sure that you delete the previous mod data if you had any. Current version uses new file names and may result in crashes if old data is still present in the mods forum (hulls, variants etc).

the game just crashs once i selcet it as a mod and click 'play starfare'

I have removed everything file to do with starfarer but its still not working
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 01:16:04 PM
Redownload the archive. I have no other idea why that could happen.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: hydremajor on September 06, 2012, 10:22:32 PM
How about a wing commander mod addition ?

Them fighters look sweet....
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 11:05:36 PM
No, definitely not going to put in controllable fighters. That`s a bit too much.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 07, 2012, 03:06:58 AM
Finally got my first CR in campaign (yeah, i play my mod THAT often).

Here is its pic:

(http://www.okim.nickersonm.com/SF/pic137.jpg)

It has 2 shotgun drivers, 1 terminator autocannon, medium driver and some 125/50mm cannons for support in case of main weaponry failure or running out of ammo. Pd consists of 2 42mm flaks and 14mm defence/dual guns.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TaLaR on September 07, 2012, 05:13:36 AM
More on balance:

1)Shotgun Driver - isn't it too good? 6x flux efficiency, good range, and minor spread only improves it's ability to hit small targets. It doesn't have any serious drawbacks compared to alternatives. Considering how flux-starved all RSF ships are, this weapon becomes the only logical choice for large slot kinetics.

2)Terminator AC - unmatched efficiency *and* dps amongst HE guns. Another large HE weapon - Heavy Rotary Assault Gun is inferior to it in every single stat, and has additional fire-up delay to make it even more of a joke...

3)ISA energy weapons have 2x flux efficiency vs RSF's 1x. Of course RSF ones are generally easier to hit with and often have better dps, but that's nowhere near enough to compensate such huge efficiency gap.

4)Also on ship systems - considering how powerful correctly used Fortress Shield is, it seems a bit too common. Accelerated ammo feeders as system for top RSF ships on the other hand seems a bit too weak, *especially* against aforementioned fortress shields...

5)Turbo-Laser Cannon vs Gatling Laser Cannon => improvements in all stats and no charge-up period at cost of only single OP. Of considering its 1x efficiency even Turbo is of dubious usefulness for most builds, but using Gauss is simply out of question.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 07, 2012, 06:46:24 AM
Drivers have a very long charge-up. That forces you to calculate your aim with greater precision. Against civs, pirates and ISA this driver is a neat weapon. Against RSF its useless most of the time. Its kinetic and it costs you 26 OPs (408mm siege with slightly less range costs 20 OP for comparison).

Terminator is alright. There is a problem with heavy rotary cannon. I misplaced its cooldown and burst fire rate. Should be 0.2 for cooldown and 0.05 for burst rate. I`ve noticed it while playing and already fixed it.

Energy weapons are more advanced for ISA and more accurate for RSF. Plasma and blasters i`ve adjusted while playing to 1:1 in damage/flux while lasers are 1:1.5 damage/flux.

Look at ISA ships. They have almost no armor and can`t actually sustain shields for long enough when under heavy fire. Fortress shields are their saviours. Its not that difficult to defeat ISA Kansas cruiser and Michigan BB. Its might be a problem in 1 on 1 skirmishes, but with a wing or two of bombers or assault crafts and proper tactics its an easy task. For example - order your strikers to gather on the opposite side of the BB and then launch a simultaneous attack. It wont be able to cover two opposite sides even with its fortress shield.

About gatling vs turbo lasers. Its up to you what to pick. They are designed for different roles. Gatling is better used against shields as its a rapid fire weapon and generates hard flux very fast. Turbo is great when enemy shields are down or when their flux is high enough and enemy AI chooses to take a hit and overload rather then take a direct hit to its armour.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 07, 2012, 07:17:50 AM
One more thing about lasers vs plasma that i forgot to mention.

Autolaser and laser beam are pd weapons. They are efficient against torpedoes and fighters.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: IIE16 Yoshi on September 07, 2012, 07:48:49 AM
The 3-shot laser, I believe it's just called the Laser Cannon, that is good at PD, but if it's not already aiming at a missile, it seems to have real difficulty in tracking a missile. It's wonderful for most missiles, but for things like the Eel, which (jerkily) swerves around to hit you in the ass, it will almost never take them out. Alien weapons are wonderfully OP. A Michigan, with the basic alien laser in all small mounts, the alien laserbeam in the mids, and russian turbolasers in the 4 larges makes for a exceptionally dangerous ship. Bigger, slower ships have to withstand the onslaught of the turbolasers, the alien laserbeams can shutdown a ship that's caught off guard with it's shields down, and the small alien lasers rip apart missiles, and if there's no missiles, they rip apart ships equally well. That said, the ship is awfully flux-heavy, with something in the region of 4-5000 flux/s.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TaLaR on September 07, 2012, 08:08:53 AM
Drivers have a very long charge-up. That forces you to calculate your aim with greater precision. Against civs, pirates and ISA this driver is a neat weapon. Against RSF its useless most of the time. Its kinetic and it costs you 26 OPs (408mm siege with slightly less range costs 20 OP for comparison).

Ships in this mod are larger, slower and have much less acceleration than in vanilla. So even destroyers usually fail to dodge Shotgun driver. +Actual projectile speed is very fast, and it's not that much harder to use then slow projectile plasma cannons. I'd say it's quite useful against RSF as well - their shields might be bad, but still present. Combination of HE + Kinetics works better then pure HE, either it forces enemy to drop shields prematurely and eat HE or drains their flux reserves...

Terminator is alright. There is a problem with heavy rotary cannon. I misplaced its cooldown and burst fire rate. Should be 0.2 for cooldown and 0.05 for burst rate. I`ve noticed it while playing and already fixed it.

Well, yes Terminator lacks in total firing time and summary damage output. Still, using it only after you are mostly done with shields (via shotgun driver) can mostly compensate that problem. Though i guess if other HE weapons are getting an upgrade it might really be ok.

Energy weapons are more advanced for ISA and more accurate for RSF. Plasma and blasters i`ve adjusted while playing to 1:1 in damage/flux while lasers are 1:1.5 damage/flux.

Plasma weapons are usually harder to hit with and have lower dps than lasers so this might work. Need to playtest before i can comment further.

Look at ISA ships. They have almost no armor and can`t actually sustain shields for long enough when under heavy fire. Fortress shields are their saviours. Its not that difficult to defeat ISA Kansas cruiser and Michigan BB. Its might be a problem in 1 on 1 skirmishes, but with a wing or two of bombers or assault crafts and proper tactics its an easy task. For example - order your strikers to gather on the opposite side of the BB and then launch a simultaneous attack. It wont be able to cover two opposite sides even with its fortress shield.

Ok, i might be somewhat biased here - i strongly prefer sustainable builds. So speed + flux >> armor for me. +AI isn't actually good at pressing attack while at high flux (despite having enough armor to make it affordable), so RSF ships often give ISA easy opportunities to vent.

About gatling vs turbo lasers. Its up to you what to pick. They are designed for different roles. Gatling is better used against shields as its a rapid fire weapon and generates hard flux very fast. Turbo is great when enemy shields are down or when their flux is high enough and enemy AI chooses to take a hit and overload rather then take a direct hit to its armour.

You seem to imply that Gatling has better dps... Unless their stats have been already modified after 3.0 Turbo has better dps (625 vs 500), range (850 vs 750), turn rate (Slow vs Very Slow), per shot damage(750 vs 100, useful against armor damage reduction) and doesn't have charge-up, costing 25 OP vs 24 OP for Gatling => it's clear win no matter how you look at it.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: pipikins on September 07, 2012, 09:06:44 AM
Redownload the archive. I have no other idea why that could happen.


not working :( this mods looks epic anyway :P thanks
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 07, 2012, 10:43:03 AM
I feel stupid

very.... very... stupid..

did not have 53.1 xD
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 07, 2012, 11:00:46 AM
LOL at not having 0.53 :) Sorry.

Shotgun driver is planned to hit more often than its heavy brother with at least 1 projectile. Try firing at pirate Raider/ISA Arcansas with a basic or heavy driver and then with a sg driver. You`ll see the difference - sg will be more effective here. Then try firing sg shot at aproaching RSF destroyer with shields down. Shotgun will miss with 3-4 projectiles due to the low profile of DE where heavy or basic driver will hit directly where you pointed thus being more effective.

Gatling is firing in a constant burst while turbolaser fires 1 shot per 1.2 seconds. Where GL throws 4 shots and forces enemy to keep the shield up - TL fires 1 shot and provides a 1.2 seconds apportunity for the target to drop their shields and get rid of hard flux.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 08, 2012, 11:44:14 AM
Found a problem with gatling laser. There were two entries and the latest GL was not updated. Fixed it and removed charge-up for it (mainly because of the confusing 100x9999 damage/shots - seems incompatible with energy weapon type).

Added XLE linked beamer, charged boltgun, set of kinetic rockets (small, med, large launchers), set of smart rockets (sm/med/lrg, 'Smart' means that they adjust their heading when launched). Added UIN emp gun - a small weapon with almost no damage, but good range, lots of EMP and PD/ANTI_FIGHTER flags. Its nice to see large missiles loosing their drives and bobmers smashing into your hull :)

Edited all the variants. This was required after some balancing changes. All pirate ships now use at least one weapons from each faction.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 01:59:58 AM
Saw this thread about favourites per ship class http://fractalsoftworks.com/forum/index.php?topic=4296.0. It made me wonder what are your favourites in Ironclads?

Mine for instance are:

Fighter: Su57. It has a new striking look and its manoeuvring jets make it a hard to hit fighter. Multiroleness makes it an interesting fighter (in current dev version SU-57 has undergone some changes that moved it from strike fighter type to multirole).

Frigate: Colorado for its large energy mount. Especially when its equipped with a gatling laser.

Destroyer: Mauler for its scrappy looks and lots of mounts. Usually put a frontal shield on it an arm it with a heavy rotary autocannon + some ion cannons. MJs makes getting into the range of the guns much easier.

Cruiser: Kentucky with loads of torpedoes. Can blow battleships with ease if kept safe from their guns. Plasma torps + Hellfire torps make wonders.

Battleship: Moscow. Mainly because it is a proper BB with built_in weapons and loads of firepower.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: strych90 on September 10, 2012, 05:02:03 AM
Hey, don't know if someones already pointed this out, but the tornado interceptors have 1950 combat speed
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 05:07:14 AM
Yeah, and a burn drive in addition :)

Fixed that.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: strych90 on September 10, 2012, 05:56:20 AM
Heh, OK, that's good
I bought a couple in-game to see what 1950 speed would look like and they absolutely flew across the map in seconds, and had trouble turning around or maneuvering. 

I must say that I really like what you're doing with this mod, and really enjoy what you've done with the missiles, particularly the ISA's (The wasp mk2s, I think). Some of your new ones are what I wish the ones in vanilla were like to begin with.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 06:08:39 AM
Barrakuda mk.2 with proximity detonation. There isn`t really that much missile variation in the mod currently.  The only absolutely new missile types are the mentioned Barrakuda mk.2, Whaleshark with different warhead types and Hellmaker torpedo with energy damage.

In the future update there will be new missile weapons. Fast kinetic rockets, smart rockets that adjust their course, micromissiles that act both as anti-ship and anti-fighter homming missiles, hunter missiles with heatseeking ability, light torpedoes that do additional EMP damage (already in the mod as Pulsar torps), proximity detonating torpedoes and powerful frag missiles that act like Barrakuda mk.2, but with fragmentation damage.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on September 10, 2012, 06:12:45 AM
Barrakuda mk.2 with proximity detonation. There isn`t really that much missile variation in the mod currently.  The only absolutely new missile types are the mentioned Barrakuda mk.2, Whaleshark with different warhead types and Hellmaker torpedo with energy damage.

In the future update there will be new missile weapons. Fast kinetic rockets, smart rockets that adjust their course, micromissiles that act both as anti-ship and anti-fighter homming missiles, hunter missiles with heatseeking ability, light torpedoes that do additional EMP damage (already in the mod as Pulsar torps), proximity detonating torpedoes and powerful frag missiles that act like Barrakuda mk.2, but with fragmentation damage.

Oh boy!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: strych90 on September 10, 2012, 06:20:31 AM
Barrakuda mk.2 with proximity detonation. There isn`t really that much missile variation in the mod currently.  The only absolutely new missile types are the mentioned Barrakuda mk.2, Whaleshark with different warhead types and Hellmaker torpedo with energy damage.

In the future update there will be new missile weapons. Fast kinetic rockets, smart rockets that adjust their course, micromissiles that act both as anti-ship and anti-fighter homming missiles, hunter missiles with heatseeking ability, light torpedoes that do additional EMP damage (already in the mod as Pulsar torps), proximity detonating torpedoes and powerful frag missiles that act like Barrakuda mk.2, but with fragmentation damage.

Oh boy!

Haha I second that!

Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FalseDead on September 10, 2012, 09:32:04 AM
Since you asked!

Favorite Warships

Fighter: 171, all those missiles make it amazing at intercepting Fighters, Frigates, and Destroyers

Frigate: California, use the four outer smalls for SRM, the two center for Hvy Blasters, and the medium for Laser beam, Kills Frigates, Destroyers, and can endure long enough to cripple/Slow Cruisers

Destroyer: Indiana, use the four corner mediums for Killer wasps and the smalls for either 2pdr or 50mm, and medium 8pdr

Cruiser: used to be Kansas, but I am having trouble dealing with universals that were changed to the ballistic mounts, so I don't know anymore

Capital: Michigan, Basically use a entirely energy weapon complement with a couple missile to deal with small ships that are running
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: IIE16 Yoshi on September 10, 2012, 10:54:22 AM
Will all the XLE and UIN ships be following a naming scheme, too?
Like the Kursk, Moscow, Omsk and such for the Russians, or the Michigan, Kansas and Denver for the Americans?

Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 11:58:30 AM
XLE Drake destroyer. Fast, deadly, but has troubles with raising shields in time. Wings stretch too far to the sides for the shield to cover them fast enough.

(http://www.okim.nickersonm.com/SF/pic138.jpg)
(http://www.okim.nickersonm.com/SF/pic139.jpg)

Answering the question about naming the hulls. Yes, there are going to be patterns unique to both facions. UIN will be using the names of the countries that are present in EU. XLE - mystical and real reptiloids.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FalseDead on September 10, 2012, 12:28:10 PM
Beautiful ship!

Not my style, But it will look good covered in explosions! ;D

Also What do you think of the latest blog?

Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 12:53:49 PM
Just read it. Well, nice to have an option to make choices and not max out everything. An interesting ability to increase damage, lower weapon OP cost and increase ship`s total OP. Might end up with rediculously overpowered RSF ships where every single slot will be armed with more advanced weapons than RSF currently have (drivers, boltguns etc.)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 13, 2012, 10:25:07 AM
XLE Raptor heavy fighter. Carries 2x 42mm he autocannons and 2x small Micromissile launchers. Effective against unshielded targets and enemy bombers.

(http://www.okim.nickersonm.com/SF/pic140.jpg)


RSF destroyer firing XLE Streamgun. Pilons are armed with Blastguns - not so powerful proximity cannons with HE damage. In the middle you can find a Micromissile Battery (med. size). Streamgun is a ballistic weapon with great accuracy, long range and kinetic damage (inspired by flechette guns from vanilla).

(http://www.okim.nickersonm.com/SF/pic141.jpg)


P.S.

There are a couple of new fighters and a reworked XLE de. Plus some XLE weapons like Reaper Burstcannon and UIN emp gun that i fail to take pictures of due to my lazyness :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Trylobot on September 13, 2012, 10:27:19 AM
Ironclads is quickly becoming my favourite mod ;D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 13, 2012, 10:32:22 AM
Thanks! Nice to know that someone is interested in my work :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 15, 2012, 02:50:29 AM
Hi, guys.

Finally put info on Ironclads mod to my personal site. You can find it here http://okim.nickersonm.com/okim-studios/modding-sf.html.
Feel free to browse the site for other my projects. Site isn`t complete and some page (such as Table top game) are not accessible yet, but all my modding projects that i`ve ever made or tried to make are there.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 15, 2012, 01:12:22 PM
its not working, the ui of your site shows up, but the info about the mod doesnt.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 15, 2012, 02:41:02 PM
Using Opera, aren`t you? If so, i`m afraid that its the only browser that wont show the site properly.

Ie, Chrome and Firefox have no problems with it.

EDITED:

hm, Chrome shows this particular page incorrectly for some reason.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 15, 2012, 03:01:24 PM
Ok. Fixed Chrome issues. Should now show everything properly.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 16, 2012, 01:08:10 AM
Final version of XLE Drake destroyer. Took a while to figure out what i didn`t like in the original sprite. Also while testing i several times reduced its firepower. I`ve also made some improvements to other XLE models (drives mainly).

(http://www.okim.nickersonm.com/SF/pic142.jpg)

1 large universal hardpoint, 2 medium universal hardpoints, 7 universal small mounts. As you can see XLE are uning universal ships unlike strictly specialised RSF ironclads.

The new update is ready. If you want it - i`ll put it out in a day or two. Or i can wait until 0.54 comes out and update the mod for it. What`s your call?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: WKOB on September 16, 2012, 01:47:08 AM
I see no reason not to give us a test version, could be up to a week before 0.54 is out, no?

Also, while I love the XLE ships, the engine flares seem a bit too saturated, perhaps give them a white core?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 16, 2012, 02:32:41 AM
That`s unfortunatelly is beyond modding possibilities. I can control only the one color of the engine. No other choices for core or fringe. Just one for the whole effect and the other for the contrail.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on September 16, 2012, 06:53:35 AM
That`s unfortunatelly is beyond modding possibilities. I can control only the one color of the engine. No other choices for core or fringe. Just one for the whole effect and the other for the contrail.

Could you stack the engines and make them different colors?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 16, 2012, 07:26:33 AM
I`ve reduced saturation and brightness a bit. Looks less eye-burning now. Core is now more vivid, but still is not as visible as it should be. I assume that this is due to man`s eye ability to see more green hues (not sure if its the proper word) as of any other color :)

Making engine over engine is probably not the best solution.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on September 16, 2012, 10:18:59 AM
I`ve reduced saturation and brightness a bit. Looks less eye-burning now. Core is now more vivid, but still is not as visible as it should be. I assume that this is due to man`s eye ability to see more green hues (not sure if its the proper word) as of any other color :)

Making engine over engine is probably not the best solution.

Was just a random thought, was pretty sure it wouldn't work
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Haresus on September 16, 2012, 12:29:20 PM
Great mod, love to see that you are still working on it. The feeling of trying to attack a lone alien ship with your fleet, and getting wrecked without getting a single hit is pretty badass... :P
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 18, 2012, 06:28:52 AM
UIN Austria-class frigate. The smallest non-fighter ship in UIN arsenal with medium energy hardpoint (in this case equipped with a Particle Beam).

(http://www.okim.nickersonm.com/SF/pic143.jpg)

All UIN ships are now using high tech drive effects to represent their advanced particle technologies. These are ion drives that only UIN have access to.

Austria is using a high energy focus system. A purple cable is just a purple cable going straight from the reactor to the energy mount :)

Initially this ship was supposed to get a manoeuvring jets system. There were supposed to be two 45 deg oriented thrusters that are now replaced by 30deg oriented drives. I`l adjust the hull in the future to match the new angle of the drives.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on September 18, 2012, 08:20:11 AM
Progress! And more ships!  Keep it going, they look good. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 18, 2012, 08:22:34 AM
I like the change (quality step-up!) in style. I am also really looking forward to seeing more UIN and civilian ships. I like that you've included some civilian combat vessels. Instead of naming UIN ships after European countries, I'd much prefer to see them named after major cities like Paris, Berlin, Amsterdam, etc., but that's totally up to you, of course.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 18, 2012, 10:53:40 AM
Town names are used by RSF. They have no states and no countries that can provide alternative names. ISA have states, UIN - countries. Only pirates, civilians and XLE use non-geo/political names for their ships.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Shoat on September 18, 2012, 12:08:56 PM
Wow, I didn't think I could see the quality (and attention to detail) of your sprites rise even further.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 19, 2012, 11:12:35 PM
While experimenting with the 'impact' value of the beam weapons i`ve found that it is possible to create MOO2-ish tractor beam! It will not drag the targeted ship, but will stop it and even spin if it hits far from the origin point of the target. UIN will probably get a large energy weapon based on this effect at some point.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on September 20, 2012, 09:29:07 AM
That sounds interesting, you could make a Gyro Destabilser based on the MOO2
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: intothewildblueyonder on September 20, 2012, 10:21:18 AM
ah, so you finally discovered that gem. Use it for PD (use a wide beam for extra fun) against fighters and missiles, which will continue to attack after they are no longer targeted, and find an appropriate lyric-ated  song (i.e. with the word 'spin' or 'you spin me round' in it ;))
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 21, 2012, 12:35:56 AM
New XLE and UIN weapons.

(http://www.okim.nickersonm.com/SF/pic144.jpg)

25 in total including those that aren`t shown here.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 21, 2012, 12:48:36 AM
Weapons that are yet to be added:

XLE:

- two torpedo types. One with proximity detonation, the other is guided. 3 sizes + 2 sizes with guided having no small version.
- blastcannon as a proximity detonating large cannon.
- inferno cannon as a large energy weapon dealing explosive damage.
- incinerator beam as a large beam weapon dealing explosive damage
- heavy beamer as a large energy continuous beam weapon. Will get a fancy glow effect that immitates several tiny beams forming a large one.
- a powerful siege laser as a built-in weapon for the battleship.

UIN:

- light mass driver.
- 3 barreled 60-pdr cannon.
- particle lance as an energy beam weapon with the longest range in the game. Deals kinetic damage.
- emp cannon as a medium low-power energy weapon. Used to disable weapons and drives on unshielded targets.
- emp beam as a large energy weapon. The same as cannon version, but is more accurate and has longer range.
- a massive railcannon as a built-in weapon for the battleship.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on September 22, 2012, 03:04:13 PM
Excellent!  I look forward to more weapons. :)
Anyways, I've got some campaign input.  After maybe 1-2 hours of hacking and slashing my way through pirates and private fleets, I find that pirates are WAYY too hard to find and there are WAY to many Pirvate fleets roaming the system.  Tone down the pirate fleets and up the pirates a bit.

And the two main factions should have thier fleets toned down just a bit as well, maybe 5-10% on each side.

Also, I find that this mod might actually be more balanced than SF itself (combat-wise).  I find that a...scary proposition.

o.O
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 23, 2012, 01:47:12 AM
Quote
I find that pirates are WAYY too hard to find and there are WAY to many Pirvate fleets roaming the system.  Tone down the pirate fleets and up the pirates a bit.

Emm. What? Tone down privates (civs) and up pirates?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 23, 2012, 03:13:10 AM
ISA Crawler-class cargo shuttle.

(http://www.okim.nickersonm.com/SF/pic145.jpg)

Unlike RSF who provide civilian sector with outdated or downgraded military ships - ISA are going to have all civilian ships designed from scratch. That`s their policy :)

Crawler is a standard cargo/passenger shuttle that is designed for short range freights. Very popular amoung privateers for its hull, size, cargo/pass capacity and 3 energy weapon slots. It lacks shields, but this is compensated by a reinforced hull that is designed to withstand atmosphere entry.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: legion on September 23, 2012, 04:07:06 AM
I played this mod for a while now, and I find the starting ships a bit... lacking, especially the light carrier. Against a small pirate scout (1 or 2 gunboats), they fare well, IF the fleet can catch it. But some of those pirates (most of them) have either 1 or 2 wings of that heavy fighter with them. Those are too strong, even if you have a fighter wing of your own and am equipped with nothing BUT AA, which in turn makes you vunerable to the gunboats... The default kinetic based loadout and lack of hangar space doesn't help either.

I suggest (for the light carrier atleast) to bump the hangar space to 12 and its weapon loadout to something more balanced with kinetic, flak/PD and assault damage types. The latter should be done for the other starting frigate, as the enemy fleets you are most likely to fight in the beginning are the Pirates, which are unshielded anyway.

The TC itself is very nice, i love the look on most of the ships (the alien ships are a bit too BSF though, but those will probably be changed later), but the start is very, very nasty if you don't change the weapon loadouts on the starting frigates. I hope this feedback helps create a more entertaining experience!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 23, 2012, 04:56:46 AM
Both quantity and quality. Keep it coming.  :)

Loving the Crawler-class.  Very different shape from the other ships, but it still fits right in there.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on September 23, 2012, 08:01:02 AM
Quote
I find that pirates are WAYY too hard to find and there are WAY to many Pirvate fleets roaming the system.  Tone down the pirate fleets and up the pirates a bit.

Emm. What? Tone down privates (civs) and up pirates?

Yea, that's what I mean.  If it seems too unreasonable, I'm fine.  I'll just have to start hunting ISA. >:D
And very nice Crawler, I'd like to see more! :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 23, 2012, 10:26:20 AM
Hmm. Is it enforcers who bother you, Soldier? Or all civilians are too much for you? :)

Reworked the starting ships as well as the whole civ enforcers. They now have better anti-armour weps. Not going to up the hangar space of the frigate carrier. Gave it a missile mount instead of the med ballistic. Its a carrier and should be used as a back line support.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on September 23, 2012, 10:32:31 AM
Just too many civilians.  They take all my main course, pirates. ;D I cna handle them easy.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on September 23, 2012, 06:22:09 PM
One question about the EU ships, do you follow any special reason for their size, for example, Historically i take great pride of my country (Portugal) being the first to Explore and find new continents by sea, same with Spain, based on that i would assume they would be granted with ships with flexibility in mind, you understand my point, gives ships some kind of personality based on their countries past
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 23, 2012, 07:50:11 PM
I see what you're saying. Fast ships of exploration for Spain and Portugal, quick raiders for Norway and Sweden, merchant and trade ships for the Netherlands, etc.

On a side note; there's evidence that the Norse discovered and explored the seas and new lands before anyone else. And then there's a lot of other theories about who went where first. Really interesting stuff to read up on.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 24, 2012, 01:07:14 AM
No historical references are used. Just using alphabetical order.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 24, 2012, 05:26:01 AM
Then shouldn't it start with Albania or Austria?

Here's an alphabetical list of European territories:
http://en.wikipedia.org/wiki/List_of_sovereign_states_and_dependent_territories_in_Europe

Might be useful.

That's not a criticism. If you want to stick to bigger and better known countries than that's up to you, of course. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 24, 2012, 05:39:43 AM
There wont be as much UIN ships as countries currently present in EU, so yes - i`m sticking to the most known ones.

BTW, is Albania a member of EU? According to that chart - its not.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 24, 2012, 06:47:00 AM
There wont be as much UIN ships as countries currently present in EU, so yes - i`m sticking to the most known ones.

BTW, is Albania a member of EU? According to that chart - its not.

The list below includes all entities falling even partially under any of the various common definitions of Europe, geographical or political.

Member of the EU? No. Geographically part of Europe? Yes.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 24, 2012, 10:38:32 AM
Improved Orel-E sprite. Previous just didn`t fit right the role of heavy energy frigate (was too thin and fragile-looking).

(http://www.okim.nickersonm.com/SF/new-orel-e.png)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on September 24, 2012, 12:15:40 PM
I like it. :)
I agree with Erik Doe, I think some ships should have a historical referance.  Makes each ship that much more unique.

And I have a random name for a new ship, Norse-Class Frigate.  Fast raider, loved by pirates.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Upgradecap on September 24, 2012, 12:29:17 PM
I like it. :)
I agree with Erik Doe, I think some ships should have a historical referance.  Makes each ship that much more unique.

And I have a random name for a new ship, Norse-Class Frigate.  Fast raider, loved by pirates.

I disagree. I want the ships to have their own, unique concepts and names, not inspired by the countries of old.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 25, 2012, 05:47:09 AM
New sprites for ISA fighters (and a size comparison pic for fighters).

(http://www.okim.nickersonm.com/SF/pic146.jpg)

I think that i`ll redo the UIN fighters. And pirates should also have some updated fighter sprites (as well as new fighters).
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on September 25, 2012, 12:00:09 PM
ISA fighters look great!  And yea, the UIN fighters don't quiet fit with the ISA right, changing them would be nice. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on September 25, 2012, 12:53:37 PM
This is not mine but hopefully gives you some ideas on the fighter "lookalikes"

Spoiler
(http://fc05.deviantart.net/fs70/i/2011/217/6/1/fighter_jet_montage_by_prinzeugn-dtuz9n.png)
[close]
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Upgradecap on September 25, 2012, 01:05:10 PM
Where did you get that, silent? Looks awesome. :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on September 25, 2012, 01:13:13 PM
From "deviantart", its a huge database of images everyone places there from any kinda of image "art", useful when you need some "examples" like these..
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 25, 2012, 01:38:24 PM
There is already a version of SU-47 in the mod (reversed wings), btw :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: LordHerpDerpington on September 25, 2012, 02:16:04 PM
Ooh, the Berkut! Easily my most favourite experimental plane. Lockheed can bite me, Sukhoi make awesome planes.

Also, which fighter in the mod has forward-swept wings? I don't see one.

Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: LordHerpDerpington on September 25, 2012, 02:16:17 PM
Ooh, the Berkut! Easily my most favourite experimental plane. Lockheed can bite me, Sukhoi make awesome planes.

Also, which fighter in the mod has forward-swept wings? I don't see one.

Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 25, 2012, 02:45:58 PM
Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?

Okim wants to use EU country names for UIN ships.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on September 25, 2012, 03:07:31 PM
Kingdom-Class Battleship. 8)
(Unite Kingdom-Class Battleship just doesn't sound right)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: K-64 on September 25, 2012, 03:32:29 PM
Britannia would probably sound better
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: WKOB on September 26, 2012, 03:04:11 AM
Albion Class is also an option.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 26, 2012, 03:18:23 AM
(http://www.okim.nickersonm.com/SF/new-su74.png)

Here is a new RSF SU-74 heavy multirole fighter.

Weapons are:

2x 14mm dual guns
Mosquito missile
Wasp missile
Arrow missile launcher

Flies in a wing of 3 crafts
It also uses manoeuvring jets as the rest of RSF fighters.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sproginator on September 26, 2012, 03:20:29 AM
(http://www.okim.nickersonm.com/SF/new-su74.png)

Here is a new RSF SU-74 heavy multirole fighter.

Weapons are:

2x 14mm dual guns
Mosquito missile
Wasp missile
Arrow missile launcher

Flies in a wing of 3 crafts

Sweet
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TheHappyFace on September 26, 2012, 05:01:18 AM
Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?

Okim wants to use EU country names for UIN ships.
what about the "flying" dutchmen  ;)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on September 26, 2012, 06:11:02 AM
Love it! :D

We all must decide on a name for the new Capital Ship of the UIN.  Kingdom-Class, Britannia-Class, or Albion-Class.  I'd say Kingdom or Britannia would win, just because they're epic names. 8)

EDIT:
Anyways, found a few bugs, or not.

*The rear 14mm Defense cannon on the TU-620 (the one with the 125mm Battlecannon) has no traverse, unlike the TU-610, which does have traverse.
*The 14mm Dual Cannon has Kinetic damage while teh 14mm Defense Cannon has fragmentation
*Rarely does PD ever do it's job, only in large numbers can it actually take down a missile.  Suggest that you make PD a bit more accurate (all the flak guns are fine as of now), especially the PD Rotary gun (the one that the ISA uses)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 02, 2012, 03:50:44 PM
Update 3.1 is ready. The link and changelog are on the main page.

Soldier, the only bug listed is TU`s rear gun. Fixed it.

14mm dual is a support/anti-fighter defence weapon. 14mm defence cannon is an anti-defence cannon. Both suck at their roles are the majority of defence weapons. The good thing - they are quite cheap.

Accuracy is not the only thing that influences how good you ship is at shooting down rockets. Its also crew based, based on target and firing ship speed and some other factors. Look at how Vickers fires - it has almost none deviation, but it still fails to score a hit. In contrary a 2-5 degree deviation increases the likelyhood of your pd weapons to score a hit. That`s why 14mm quad gun is so good at shooting missiles.

P.S.: that`s the last update until i get myself to the point where playing XCOM or even thinking of it will produce a huge desire to bring back my meal :)

That`s probably means that by this time Starfarer will get more than skills...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on October 02, 2012, 03:54:49 PM
Cant blame you, its been quite these days, maybe even too quite
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 02, 2012, 03:59:04 PM
Well, guess I'll have to get more flak cannons and 14mm Quad Guns. :) Anyways, no updated sprites? :( I wanted to see that epic B-202 bomber in action.

And eh, forums tend to die and then revive when the next patch comes.  If this mod gets terribly destroyed in the next update and Okim isn't here, I'll step in for the time being.

EDIT:
Ne're mind, the new sprites are in.  Just part of Okim's "7. some othr stuff i can`t recall :)" list. ;D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 02, 2012, 09:24:14 PM
Ah, yeah. I`ve updated ISA and UIN fighter sprites. And added in a crawler, SU-74, 2 fighters for UIN, a frigate for UIN and lots of weapons.

BTW, new UIN missiles seem to be a bit displaced to the bottom of the launchers. Probably not so critical and can wait till the next update, yeah?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 06:42:43 AM
Re-imaging of the ISA Indiana destroyer. New sprite is larger, more colourful and made in the similar way to the other new sprites.

(http://www.okim.nickersonm.com/SF/pic147.jpg)

Old sprite / new sprite
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 06:58:19 AM
The same destroyer in game:

(http://www.okim.nickersonm.com/SF/pic148.jpg)

Weapons are left the same as before. 5 medium universal and 5 small universal turrets. Though this ship now has a small turret on its back to fend off pirate missiles.

Two yellow lights are docks that represent hangar space. No combat landings are allowed during the combat, so this is not a carrier.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 03, 2012, 11:53:45 AM
Much better!  Will all the ISA ships get the same treatment?

EDIT:
My only gripe about this mod so far is that the RSF seem to lack a carrier (the Scimitar is a PRIVATE ship) and the Ark (the 3-fight deck dedicated carrier) is a bit to unwieldy.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Cypher on October 03, 2012, 01:14:11 PM
just a question, is the federation gone forever?

(it was my favourite for clear reasons)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 01:28:10 PM
Um, what? RSF is still there, but with new updated sprites.

EDITED: just realized that you meant Federation dread...

It is in game in one of the missions. You can`t control it as you have to fight it.

You can drive it through dev mode if you wish, but the amount of the turrets and corresponding arcs of fire makes it very laggy.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 01:50:02 PM
Much better!  Will all the ISA ships get the same treatment?

EDIT:
My only gripe about this mod so far is that the RSF seem to lack a carrier (the Scimitar is a PRIVATE ship) and the Ark (the 3-fight deck dedicated carrier) is a bit to unwieldy.


Eventually all ISA will be replaced. I`ve just tried to figure how the new ISA might look like. I love what i got.
As i said - the new update might get some long time to spawn, so don`t be teased by that ship :)

About RSF and carrier - that`s their doctrine. They have plenty of semi-carriers (almost all DE and above ships can carry fighters), but they prefer to use just Astrakhan as a carrier to due the serious weakness open bays produce. Remember - RSF are ironclads. And empty holes in the hull are notironcladish at all :)

EDITED: federation-related answer is on the prev page...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 03, 2012, 02:43:57 PM
Well, OK, I see it for the Astrakhan.  MUST GET A HOARD OF TU-610s AND UTTERLY CRUSH THE MOTHERSHIP >:D

And speaking of the Federation (the Russia-Class Dreadnaught now), it doesn't exactly fit the style of the RSF anymore.  While the rest of the federation moved on, the dreadnaught failed to update. ;D

And another thought, the ISA ships are looking a whole lot like the UIN ships now (with your updated Indiana Destroyer)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 03, 2012, 09:26:31 PM
I love this mod, it adds a whole new feel very different from the vanilla combat, I can't really describe it...., ok maybe "old style navy" seems to fit ok ;D.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 10:16:31 PM
Well, OK, I see it for the Astrakhan.  MUST GET A HOARD OF TU-610s AND UTTERLY CRUSH THE MOTHERSHIP >:D

And speaking of the Federation (the Russia-Class Dreadnaught now), it doesn't exactly fit the style of the RSF anymore.  While the rest of the federation moved on, the dreadnaught failed to update. ;D

And another thought, the ISA ships are looking a whole lot like the UIN ships now (with your updated Indiana Destroyer)

Yeah, that`s why its present in only one mission. And that`s why it dies there. Dreads are a failure in modern space navy. They are too costly in terms of maintainance and are quite vulnerable due to the lack of the shields.

Speaking of UIN and new ISA. I fail to see similarities here.

(http://www.okim.nickersonm.com/SF/pic149.jpg)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Mavolio on October 04, 2012, 09:50:31 AM
If you post them side by side they have the same'ish outline and profile but only in the most broadest sense. But you wont ever see them sitting next to each other like that in the game and they look different enough that you wouldn't ever notice.

(http://imageshack.us/a/img716/524/shipsimilar.jpg)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 04, 2012, 10:27:32 AM
Hm...

The outline may be somewhat similar when drawn like this. But the two ships are different in any detail including the frontal gap and aft structure. So i still fail to see that much of similarities.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 04, 2012, 11:45:32 AM
I really see no problem there, to me it just seems as if they're similar is all.  No hard feelings. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Amazigh on October 05, 2012, 09:25:15 AM
Also the fact that they have a nigh-on identical colour scheme isn't helping things out.
[Blue+Grey / Blue+Greyish Blue]
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Muffins on October 06, 2012, 03:02:58 PM
Well ideally ships from an alliance of nations or factions would use a similar coulor or marking scheme, if only to help with target identification. Personally i cant see a problem with them looking as they do.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on October 06, 2012, 04:09:33 PM
Well ideally ships from an alliance of nations or factions would use a similar coulor or marking scheme, if only to help with target identification. Personally i cant see a problem with them looking as they do.

Exactly the point, trading tech with allies is really normal, you can even call it a project undertaken by the 2 factions that result on those 2 ships
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on October 06, 2012, 07:15:11 PM
I think I'll give this mod a serious try. I like how it is starting to flesh out.

Okim, are you planning any big updates soon, that you recommend I wait for?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 06, 2012, 08:02:21 PM
He said nothing soon. ;D
P.S.: that`s the last update until i get myself to the point where playing XCOM or even thinking of it will produce a huge desire to bring back my meal :)

That`s probably means that by this time Starfarer will get more than skills...
I've volunteered to keep the mod generally working if any updates break it, but I ain't that good with java yet. :)'

And give it a try regardless.  It has some excellent ships, and I consider it to be the biggest mod for Starfarer out there right now, even bigger than Caelus.  Has 4 factions (6 if you count aliens and pirates), with 20 weapons each faction (far more than Caelus has now, a total of about 140 weapons) and at least 80 new vessels total, fighters and ship included.  Very interesting gameplay, and balanced in it's own world. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 07, 2012, 12:42:11 AM
No major updates. I`ll update the mod once Alex updates the game so that it works with new stuff. But there is XCOM comming soon, so i`ll just be wasting my time on it ;)

It was panned to have 35-40 per faction (4 factions), but currently its somewhere about 35-40 for each ISA and RSF and over 50 in total for UIN + XLE + Aliens. So in total its soewhere near 130 counting different sizes of missile launchers.

The major update this mod will get is when i finish respriting ISA. UIN and XLE will slowly grow too. This is probably a mid November update. May be earlier, may be later. I can`t forecast it from this point.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 07, 2012, 12:52:31 AM
BTW. Here is a recoloured new ISA. Made it less bluesh.

(http://www.okim.nickersonm.com/SF/isa-de1.png)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 07, 2012, 05:38:58 AM
Ah, much more grey. :) Looked fine before, and I don't mind the change.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on October 07, 2012, 10:17:06 AM
BTW. Here is a recoloured new ISA. Made it less bluesh.

(http://www.okim.nickersonm.com/SF/isa-de1.png)

maybe a bit more blue, cause now it looks to much like the civi ships
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 07, 2012, 10:20:59 AM
Civy ships are more brown than grey. :/
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 07, 2012, 10:51:42 AM
 >:(
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 07, 2012, 10:54:47 AM
Oh for god's sake, just use the more blue one! ;D
Sake you some time, and we all agreed that it was a fine choice of color. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Mavolio on October 07, 2012, 11:46:59 AM
I quite liked the colour scheme of the original.

The only thing i didn't like was on the right it reads ISA [Flag] but on the left its [Flag] ISA but that prob isn't worth the effort of changing  :P

Love the entire mod tho. Nice to have a mod with all the sides actually changed so its not just 1 OP moded side vs vanilla ships!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on October 07, 2012, 03:14:31 PM
>:(

dont be mad, I think that just inbetween is the perfect color mix
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on October 07, 2012, 07:42:26 PM
I really like the new grey colourscheme. But I also liked the old blue/ grey one.

Both work for me.  ;)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Barracuda on October 07, 2012, 08:48:09 PM
@Erick Doe
Agreed
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Arkangelmark5 on October 07, 2012, 09:08:42 PM
^
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 08, 2012, 10:19:02 AM
can't wait till the new sprite designs are added, looking very good.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Gabriel_Braun on October 09, 2012, 04:26:28 AM
More than any colour changes (they all turn red/orange when I see them fighting!) I'd love to see what the design idea is for the european carrier ship/ships.  Will they be the 'holes in ships' design of the ISA or the flat top design of the russians?  While everyone is whining though I'll add my 2-pence worth and say I bloody hate that satellite dish on the astrakhan!  Does it pick up ESPN? :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 11, 2012, 06:12:23 PM
I still love how you named the weapon damage values after the caliber of the weapon (76mm Battle Cannon does 76 HE damage, 125mm Battle Cannon does 125 HE damage, etc.).  Very unbalanced, but nevertheless is unique to thid mod.:)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Shoat on October 11, 2012, 06:32:13 PM
I still love how you named the weapon damage values after the caliber of the weapon (76mm Battle Cannon does 76 HE damage, 125mm Battle Cannon does 125 HE damage, etc.).  Very unbalanced, but nevertheless is unique to thid mod.:)


Why?

If a weapon turns out having too high DPS, you can still easily adjust flux cost, rate of fire, OP cost or range. Damage is not the only factor in balancing a weapon.
Also you can just change both the damage and the name at the same time if all else fails. I don't think anybody cares whether it is a 76mm Battle Cannon or a 71mm Battle Cannon.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 11, 2012, 06:40:19 PM
It was almost a joke. -_-

I still enjoy the mod, I really don't pay much attention to if anything is unbalanced.

Why is everyone such a critic?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 11, 2012, 07:23:24 PM
It was almost a joke. -_-

I still enjoy the mod, I really don't pay much attention to if anything is unbalanced.

Why is everyone such a critic?
^ :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Barracuda on October 16, 2012, 07:57:13 PM
When the author stops posting updates for a while, You KNOW something big is coming. StarFarer in a NutShell.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 16, 2012, 10:04:28 PM
Hahah. You are such an optimist! :)

XCOM is the reason of missing updates.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Shoat on October 17, 2012, 09:21:18 AM
Hahah. You are such an optimist! :)

XCOM is the reason of missing updates.

Ahhh, XCOM.
Just like the Skyrim release: Suddenly a third of the gamer population vanishes and is not seen by their friends and relatives for weeks.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 17, 2012, 09:56:40 PM
 love My russian carrier, nothing can beat Me. :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FalseDead on October 19, 2012, 10:59:17 AM
love My russian carrier, nothing can beat Me. :D


Yeah nothing can beat it ;D

So why don't you go after that Alien Mothership and its escorts......... :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 19, 2012, 11:59:56 AM
love My russian carrier, nothing can beat Me. :D


Yeah nothing can beat it ;D

So why don't you go after that Alien Mothership and its escorts......... :D
I can never catch up to any alien fleets :( I wanna fight them though.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 23, 2012, 12:21:14 PM
Hi guys.

Just coming to say hi and show some recent ISA sprites.

(http://www.okim.nickersonm.com/SF/isa-frg1.png)(http://www.okim.nickersonm.com/SF/isa-de1.png)(http://www.okim.nickersonm.com/SF/isa-de2.png)

I`m slowly getting back to modding, but i`m still visiting these forums a bit seldom. So if someone will notify me with 054 release - i`ll be happy as hell. Thatnks in advance :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 23, 2012, 12:28:25 PM
:D
New ships look nice!  What's the one all the way on the right?

And how the heck are we supposed to tell you that .54 is out if you don't come here? XD
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 23, 2012, 12:31:02 PM
By posting here or PMing me. I do check my e-mail once in a while (much often than getting here).

The right one is Iowa support destroyer. Its a bit too fat for my taste and probably will get some improvements in the future...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on October 23, 2012, 06:46:55 PM
Hi guys.

Just coming to say hi and show some recent ISA sprites.

(http://www.okim.nickersonm.com/SF/isa-frg1.png)(http://www.okim.nickersonm.com/SF/isa-de1.png)(http://www.okim.nickersonm.com/SF/isa-de2.png)

I`m slowly getting back to modding, but i`m still visiting these forums a bit seldom. So if someone will notify me with 054 release - i`ll be happy as hell. Thatnks in advance :)

Those are perfect! What's the one on the right's role?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 23, 2012, 06:50:32 PM
Iowa Support Destroyer.  Says it in the name, probably mainly long-range weapons and a bunch of missiles. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 23, 2012, 09:51:38 PM
Its a missile destroyer. Two large missile hardpoints, 2 medium missile turrets. Previous (original) version was a bit overpowered, so i reduced its firepower...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on October 24, 2012, 06:50:26 AM
Its a missile destroyer. Two large missile hardpoints, 2 medium missile turrets. Previous (original) version was a bit overpowered, so i reduced its firepower...

sweet, well it looks great!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Tyrant on October 26, 2012, 07:47:00 AM
Excellent work on the mod! 11/10

PS.

my GOD the alien mothership is OP.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: superecnate on October 29, 2012, 06:58:59 AM
It says when I start Starfarer:
Fatal:Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

This is what I found in the log:
3964 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on October 29, 2012, 07:14:48 AM
Excellent work on the mod! 11/10

PS.

my GOD the alien mothership is OP.
That's the way it's supposed to be. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 29, 2012, 08:06:56 AM
It says when I start Starfarer:
Fatal:Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

This is what I found in the log:
3964 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

1. update to 0.53 (fixed a typo)
2. remove the mod`s folder
3. redownload the mod
4. install the mod
5. remove any other mods (though its impossible to use multiple mods with Ironclads)

Also make sure you have no modified files in your original folders.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: ArkAngel on November 13, 2012, 01:05:45 PM
Just started the mod and have to say its a lot of fun. I am not that far into it( just got a destroyer) and I gotta say its pretty cool. My favorite ship I think so far is the UIN France destroyer. It's a hell if a lot of fun to play with. I do have one question though. Do you intend to keep making/ updating the mod once the Alex finishes the game?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on November 13, 2012, 02:05:46 PM
Well, that's quiet a long time off.  Since Okim's already pumped so much content into this, I suppose he'd like to keep on updating it, but to add anything might be a problem.  What to add? ;D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 13, 2012, 09:03:24 PM
What to add?

More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.

I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Gabriel_Braun on November 14, 2012, 03:29:12 AM
It says when I start Starfarer:
Fatal:Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

This is what I found in the log:
3964 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

1.  :o update to 0.54 :o
2. remove the mod`s folder
3. redownload the mod
4. install the mod
5. remove any other mods (though its impossible to use multiple mods with Ironclads)

Also make sure you have no modified files in your original folders.


I saw that and got totally excited before realising it was actually a typo  :-\
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: ArkAngel on November 14, 2012, 05:57:06 AM
By god the Moscow has an unholy amount of armor. I ran out ammo with the Germany class cruiser shooting at the Bloody things engines. Funny thing is that it kept over loading itself on my fortress shield so i could just hit it with out fear.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 14, 2012, 08:12:00 AM

I saw that and got totally excited before realising it was actually a typo  :-\

Sorry. Fixed that typo.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on November 14, 2012, 11:48:03 AM
What to add?

More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.

I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)
...woah.  So that's where you get your ships. ;D
And n=by adding, I mean new content.  There's still a whole bunch more to add, but after that, what's next?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on November 14, 2012, 04:54:18 PM
What to add?

More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.

I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)

I'm hoping to see a UIN gunship or frigate soon. No pressure.  ;)

It is my favourite faction. Can't help but be partial due to my geographical location.  :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: ArkAngel on November 14, 2012, 07:41:59 PM
What to add?

More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.

I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)

I'm hoping to see a UIN gunship or frigate soon. No pressure.  ;)

It is my favourite faction. Can't help but be partial due to my geographical location.  :D

I think a carrier would be nice. just because the UIN has fighters. but i have to agree it is my favorite faction.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TheHappyFace on November 15, 2012, 01:20:54 AM

I'm hoping to see a UIN gunship or frigate soon. No pressure.  ;)

It is my favourite faction. Can't help but be partial due to my geographical location.  :D
europe forever!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 20, 2012, 01:33:38 AM
Guys...

The fact that future game update is growing and growing and growing makes me panic! It has so many modder-oriented stuff and so many new features and possibilities... hell, this will really take for a while until i get everything working in this mod.

I just hope i`ll be able to upload a new version till NY...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 20, 2012, 11:22:29 PM
Hi once again.

Just came here to post a link to my new project http://www.strategycore.co.uk/forums/topic/10162-cm-mod-for-silent-storm-1/.

Anyone familiar with Silent Storm might find it interesting.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on November 21, 2012, 08:48:36 AM
Guys...

The fact that future game update is growing and growing and growing makes me panic! It has so many modder-oriented stuff and so many new features and possibilities... hell, this will really take for a while until i get everything working in this mod.

I just hope i`ll be able to upload a new version till NY...

I wouldnt get bothered that much, from what i see, theres little to nothing that changes the current files used by mods besides the shipsystems, they do add alot of customization but like always until ppl figure out ways to make use of those changes, most will still be adding new ships, factions and redo the shipsystems. Only after a while we'll go in a mindless zerg to apply the biggest changes Alex is adding like npc AI
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: robokill on November 25, 2012, 05:41:29 PM
Awsome Mod I Love The Art And Lore. ps update front page pictures.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 25, 2012, 09:12:25 PM
Thanks.

I`m working on updating it to 0.54. So far there are some 'null' errors when pirate supply ship goes in. Can`t find the problem yet.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 26, 2012, 02:56:57 AM
Guys. Need your help with a script. I`m trying to make diplomacy dependent on choices you make while creating a new char.

I have troubles with java and can`t properly set up all the things. A simple example of how to put a diplomacy switch into character generation script would be helpful.

I want allow players to pick any of the factions in the game with their second list of choices (the 'Most recently you...' one). These factions include pirates, RSF, ISA, UIN, XLE and civies.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Barracuda on November 26, 2012, 01:50:52 PM
Hey Okim, I know your busy but could you upload some pictures of the new ISA ships too keep my addiction to your mod from making me go CrAZy?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: The Soldier on November 26, 2012, 02:54:27 PM
Hmm...it seems simple enough.  Choose this quote, get this ship, choose this quote, get this ship.  I can try making a character selection screen for you, getting the ships out of the way.  You can edit the skills/aptitudes after it's done, if you'd like.

Although I don't know how to add that diplomacy switch with the first character screen.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Alex on November 26, 2012, 05:01:28 PM
Guys. Need your help with a script. I`m trying to make diplomacy dependent on choices you make while creating a new char.

I have troubles with java and can`t properly set up all the things. A simple example of how to put a diplomacy switch into character generation script would be helpful.

I want allow players to pick any of the factions in the game with their second list of choices (the 'Most recently you...' one). These factions include pirates, RSF, ISA, UIN, XLE and civies.

Look where the new variable is defined (public static int factionPick = 0;) and then the places where it's used. It's not a working piece of code, just one example of how you might go about storing information from those answers for later use. Keep in mind that this way of doing it will not make the info part of the saved game - so while you can use it in sector generation immediately after, that's the only place you should use  it. Any changes you make in sector generation based on this info (such as adjusting faction standing) will be part of the save, of course.

Code
package data.scripts.plugins;

import java.util.ArrayList;
import java.util.List;

import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.characters.CharacterCreationPlugin;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;

public class CharacterCreationPluginImpl implements CharacterCreationPlugin {

public static int factionPick = 0;

public static class ResponseImpl implements Response {
private String text;
public ResponseImpl(String text) {
this.text = text;
}
public String getText() {
return text;
}
}

// Not using an enum for this because Janino doesn't support it.
// It does, apparently, support using enums defined elsewhere - just can't compile new ones.
private ResponseImpl SUPPLY_OFFICER = new ResponseImpl("Served as a junior supply officer in an independent system's navy");
private ResponseImpl GUNNER = new ResponseImpl("Hired out as a gunner on a mercenary ship");
private ResponseImpl ENGINEER = new ResponseImpl("Found employment as an assistant engineer on an exploration vessel");
private ResponseImpl COPILOT = new ResponseImpl("Spent time as a co-pilot on a patrol ship in an independent system");
private ResponseImpl SOMETHING_ELSE_1 = new ResponseImpl("Did something else");
private ResponseImpl ADJUTANT = new ResponseImpl("Served as an adjutant in the Hegemony Navy");
private ResponseImpl QUARTERMASTER = new ResponseImpl("Performed the duties of a quartermaster on an independent warship");
private ResponseImpl HELM = new ResponseImpl("Helmed a patrol ship operating in a backwater system");
private ResponseImpl COMBAT_ENGINEER = new ResponseImpl("Took over the duties of chief combat engineer during a lengthy campaign");
private ResponseImpl SOMETHING_ELSE_2 = new ResponseImpl("Did something else");

private int stage = 0;
private String [] prompts = new String [] {
"Early in your career, you...",
"More recently, you...",
};

public String getPrompt() {
if (stage < prompts.length) return prompts[stage];
return null;
}

@SuppressWarnings("unchecked")
public List getResponses() {
List result = new ArrayList();
if (stage == 0) {
result.add(SUPPLY_OFFICER);
result.add(GUNNER);
result.add(ENGINEER);
result.add(COPILOT);
result.add(SOMETHING_ELSE_1);
} else if (stage == 1) {
result.add(ADJUTANT);
result.add(QUARTERMASTER);
result.add(HELM);
result.add(COMBAT_ENGINEER);
result.add(SOMETHING_ELSE_2);
}
return result;
}


public void submit(Response response, CharacterCreationData data) {
if (stage == 0) { // just in case
data.addStartingShipChoice("shuttle_Attack");
}

stage++;

MutableCharacterStatsAPI stats = data.getPerson().getStats();
if (response == SUPPLY_OFFICER) {
stats.increaseAptitude("leadership");
stats.increaseSkill("fleet_logistics");
stats.increaseSkill("command_experience");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == GUNNER) {
stats.increaseAptitude("combat");
stats.increaseSkill("ordnance_expert");
stats.increaseSkill("target_analysis");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == ENGINEER) {
stats.increaseAptitude("technology");
stats.increaseSkill("field_repairs");
stats.increaseSkill("mechanical_engineering");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == COPILOT) {
stats.increaseAptitude("combat");
stats.increaseSkill("helmsmanship");
stats.increaseSkill("evasive_action");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == SOMETHING_ELSE_1) {
stats.addAptitudePoints(1);
stats.addSkillPoints(2);
data.getStartingCargo().getCredits().add(1000f);
}

else if (response == ADJUTANT) {
factionPick = 1;
stats.increaseAptitude("leadership");
stats.increaseSkill("fleet_logistics");
stats.increaseSkill("advanced_tactics");
data.addStartingShipChoice("lasher_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == QUARTERMASTER) {
factionPick = 2;
stats.increaseAptitude("technology");
stats.increaseSkill("navigation");
stats.addSkillPoints(1);
data.addStartingShipChoice("wolf_CS");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == HELM) {
factionPick = etc etc etc;
stats.increaseAptitude("combat");
stats.increaseSkill("helmsmanship");
stats.increaseSkill("evasive_action");
data.addStartingShipChoice("vigilance_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == COMBAT_ENGINEER) {
stats.increaseAptitude("combat");
stats.increaseSkill("damage_control");
stats.increaseSkill("flux_modulation");
data.addStartingShipChoice("lasher_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == SOMETHING_ELSE_2) {
stats.addAptitudePoints(1);
stats.addSkillPoints(2);
data.addStartingShipChoice("hound_Assault");
data.getStartingCargo().getCredits().add(1000f);
}
}

public void startingShipPicked(String variantId, CharacterCreationData data) {
MutableCharacterStatsAPI stats = data.getPerson().getStats();
stats.addAptitudePoints(1);
stats.addSkillPoints(2);

if (variantId.equals("vigilance_Standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(30);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 20);
data.getStartingCargo().addMarines(5);
} else
if (variantId.equals("lasher_Standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 40);
data.getStartingCargo().addMarines(10);
} else
if (variantId.equals("wolf_CS")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 22);
data.getStartingCargo().addMarines(7);
} else
if (variantId.equals("shuttle_Attack")) {
data.getStartingCargo().addFuel(10);
data.getStartingCargo().addSupplies(10);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 10);
data.getStartingCargo().addMarines(3);
} else
if (variantId.equals("hound_Assault")) {
data.getStartingCargo().addFuel(30);
data.getStartingCargo().addSupplies(40);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 25);
data.getStartingCargo().addMarines(15);
} else {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 20);
data.getStartingCargo().addMarines(10);
}
}
}

And in your sector generation, you can say:

Code
if (CharacterCreationPluginImpl.factionPick == 1) {
// do something
} else if (CharacterCreationPluginImpl.factionPick == 2) {
// do something else
}
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on November 29, 2012, 05:29:30 PM
Just want to say, this is my favorite Starfarer mod ;D.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 29, 2012, 11:17:04 PM
Thanks!

I plan to release the new version this eve. With the help of Alex i managed to get diplomacy dependent on your character creation picks. This means that you can now become a pirate and fight the whole other factions or ISA/RSF pilot and wage war against your sworn enemy. Or become neutral XLE/UIN/civilian and fight just pirates and aliens.

No playing as aliens :) Though, this option might be funny.

After this release i`ll continue to redesign ISA and mod in more XLE/UIN stuff. Though this will be done at a slower pace as i currently work on two other non-Starfarer projects.

P.S.: about pics. I`ll try to sit down and get some pics. But i really don`t play SF that much these days :(
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 30, 2012, 10:53:43 AM
Ok. Here we go!

A version of the mod (Ironclads 4.0) is now available (http://okim.nickersonm.com/SF/ACM40.zip). It mainly make the mod compatible with 0.54 and also introduces starting diplomacy dependent on char pics you`ve made during start of the game.

You can play as RSF, ISA, IUN, XLE, pirates and neutrals (both civilian trader and enforcer).

RSF and ISA are enemies. Pirates and Aliens are enemies to all.
RSF and XLE are allies as well as ISA and UIN, but both XLE and UIN are neutral to any except pirates and aliens.

Note that you start on a gunship class ship, so the start is harsh. UIN and pirates start with frigates (pirates - for balance and UIN because they have no gunship yet).

Enjoy and report any bugs. I haven`t played it much, so there might be bugs.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on November 30, 2012, 11:21:39 AM
Thank you, Okim. For bringing the mod up to snuff.  :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: dogboy123 on November 30, 2012, 02:17:31 PM
Whoo! thanks for updating it ;D. Great job.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: erynr73 on November 30, 2012, 04:03:51 PM
Crashes on launch.

"Fatal: Weapon Spec [Harpoon_Single] not found"

Would check the error log, can't seem to find it...
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ArkAngel on November 30, 2012, 05:21:22 PM
I finally get to try the Austria and first thing I do is try to drive it. Feels like it can spin out if your not careful.
Other then that feels good :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Barracuda on November 30, 2012, 07:40:19 PM
Nice work so far. I like the ISA's new gunship and fighters alot.  ;D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on November 30, 2012, 09:37:41 PM
I thought that people now a days automatically remove the older mod folder before installation :)

Remove the folder, install the mod, play the game. Harpoon was used for an older alien fighter that itself was never used in the mod. Now Ironclads use no vanilla data (no weapons, ships etc). That`s why you got that crash - your old mod version that contained that particular fighter variant caused it.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Gabriel_Braun on December 01, 2012, 03:40:29 AM
Hey Okim, good to be back on ic again :D

I had a thought about an alien start (jff)-   Would it be possible to start with a single small ship and keep going with that until death and have the respawn craft pick dependent on player level?  I'm not sure as it is atm predefined starts in player file but you're a better programmer than I so do you think it would be possible to call a value that changes the variables before respawn but after death?  It might be a good way also to achieve 'rank' with the designated factions instead of purchasing military hardware but that's taking things on a whole new vector that may not be in line with your current vision.

Just the ramblings of an insane mind :D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: n4rf on December 06, 2012, 12:23:41 AM
Holy crap is it wonderfully difficult to take down an alien mothership now :D

Been a while since I tried, but I keep getting my butt handed to me, even using their own heavy weapons against them hehe.

Thanks for this wonderful mod
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: silentstormpt on December 06, 2012, 01:52:58 AM
I thought that people now a days automatically remove the older mod folder before installation :)

Remove the folder, install the mod, play the game. Harpoon was used for an older alien fighter that itself was never used in the mod. Now Ironclads use no vanilla data (no weapons, ships etc). That`s why you got that crash - your old mod version that contained that particular fighter variant caused it.

True, might need a forum thread explain how to "update a mod" and "install a mod" for dummies on the Modding Doc.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ValkyriaL on December 06, 2012, 03:20:51 AM
What happened to the federation dreadnought?
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 06, 2012, 03:56:07 AM
What happened to the federation dreadnought?

What do you mean? It is still there in Fall of The Federation mission. I don`t recall touching it in any way.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ValkyriaL on December 06, 2012, 04:02:30 AM
Oh. i though it was in the campaign =D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: n4rf on December 06, 2012, 08:25:42 AM
I think if it was in the campaign, it'd waste everything haha.

I understand why its not for those reasons. The alien mothership is pretty excessive as it is, should you down and capture one.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Shoat on December 06, 2012, 12:54:24 PM
Oh. i though it was in the campaign =D

It takes less than five minutes of work (and zero programming/coding skills) to put it into a roaming RSF fleet (or your starting fleet) if you want to.
Stafarer is incredibly modding friendly so small changes like that are easy to do.


And yes, it will wreck pretty much anything (until shops run out of supplies - starvation is the only thing you'll die of when you fly that monster).
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ArkAngel on December 07, 2012, 06:39:27 PM
Gasp fatal error causing crash. I was on iron mode fighting a Russia fleet with my 3france destroyers a few fighter wings and a Idaho light carrier.. When the crash occurred I had been deploying my third France after killing off majority of enemy fleet with a Moscow left only. The error message said something about France custom export not found. I would post log if I knew how.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 07, 2012, 09:11:34 PM
Go to starfarer-core, find there starfarer.log. Open it with any text editor. Post the last block of text. You`ll easily recognise it by 'errors' in it.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 08, 2012, 11:38:46 AM
You may want to consider upping the amount of crew in your fleets; at the moment it's all too easy to capture ships by luring the AI fleets into fighting each other, then picking off the now-uncrewed scraps.

Also, something is causing me to lose weapons I've stored at the abandoned base; so far I've only noticed alien weapons disappearing - but that may just be that those are the only ones I actually keep track of how many I have...

Ah, found it - your SupplyControl.java randomly removes weapons, supplies, fuel, and crew from every station.  Could you please exclude the Abandoned Base?

And, for that matter, would it be worth considering adding ships to things SupplyControl can remove?  If I remember right, (which I may not...), once you get up to 50 ships (fighter wings and hulls), no new ones can be added to that station.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 08, 2012, 08:49:25 PM
Stealing random weapons for abandoned base is a part of the supplycontrol script :) So take care what you leave there...

About ship max. Never heard of that. Will look into making supplycontrol 'steal' some ships too. Though this might be a problem - the mod already have sparse numbers of capitals.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 08, 2012, 09:14:34 PM
Hm.  Well, if it's deliberate that it steals stuff from the abandoned base... I disagree, but I can just mod in an exception.  (Or, I suppose, invest in leadership and cart around a fleet of cargo vessels.  But that's a bit silly.)

On stealing ships: Maybe put this in supply fleet generation?  Should be possible to see if you're likely to hit the cap, and then if necessary remove random ship(s) of the same size as what you're bringing.  (Not perfect, since player or even another supply fleet could add or remove ships before the supply fleet arrives, but eh.  Should be close enough.)
Or, simpler: only steal a ship if there are at least two of that hull present.

Also, the game does wonky things if you reduce a crew stack to zero.  Should maybe try to avoid that?  (Sadly, I haven't poked at the details enough to know exactly how this can happen, just that it did.)
Might also be worth making SupplyControl reduce crew (and marines!) by a percentage of how far they are over some limit; marines in particular can, at the moment, only be removed in chunks of (at most) 36, which has resulted in the RSF station in my current game having a stock of 10,000 marines...

Um.  I guess I should probably also make it clear that I think this is an awesome mod; I wouldn't be playing it enough to give this kind of feedback otherwise.  I especially like the XLE faction's ships.  ...Which, given my chosen forum name, should probably come as no surprise.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 10, 2012, 05:05:38 AM
Well, write such scripts and i`ll gladly include them with the next update. Seriously, i`m better at drawing than at scripting ;)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 10, 2012, 09:21:53 AM
Fair enough; I'll do some tinkering, see if I can come up with anything useful.

Random incidental side-note: alien mothership + shield generator = ridiculous.  (And speaking of the alien mothership, it's got an extra medium energy slot that I suspect is actually supposed to be a second launch point for its beam platforms.)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on December 10, 2012, 09:39:21 AM
You can make it so the mothership, when captured, can't have shields. Even with the hullmod. Just don't assign a shield radius to the ship.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 10, 2012, 09:49:13 AM
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed.  Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway.  (If there even are other capitals around that don't have shields; I haven't checked.)

There are, after all, a number of things that are already ridiculous if you've got skills at level 10.  For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: FalseDead on December 10, 2012, 02:49:44 PM
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed.  Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway.  (If there even are other capitals around that don't have shields; I haven't checked.)

There are, after all, a number of things that are already ridiculous if you've got skills at level 10.  For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.


Am I the only one thinking ramming speed upon reading this?
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: erynr73 on December 11, 2012, 01:36:04 PM
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed.  Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway.  (If there even are other capitals around that don't have shields; I haven't checked.)

There are, after all, a number of things that are already ridiculous if you've got skills at level 10.  For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.



Am I the only one thinking ramming speed upon reading this?

If only Burn drive was a hullmod.  It would be cool to see the mothership ram through a fleet of ships.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 11, 2012, 01:43:10 PM
Taking into account that i`ve increased mass of all ships... this might be a great sight! :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 11, 2012, 05:33:25 PM
Am I the only one thinking ramming speed upon reading this?

Oh.  Just tried this with the Germany... it actually works.  You can ram the alien mother ship to death.  Weapons?  Who needs 'em?  (Answer: anyone who wants to be able to kill fighters.  Or for stuff that can outrun you.)  (Edit: Just to make it clear, this only works if you're at least level 20-something; you need level 10 combat and level 5 tech.)

In the meantime: Okim, as long as I'm looking at scripting... instead of just randomly removing items from stations, shall I put that into supply fleet arrival?  Maybe add a "Pirate Looters" (or, if friendly with pirates, "RSF Inspectors" or the like) fleet that heads to the abandoned station - and spawns with a stronger fleet if you have more stuff stored?
Edit-edit: And, for ship removal, I'm thinking of actually tracking which ships belong to which factions, and doing things like making pirate ships sold to the RSF vanish in very short order, while RSF ships stick around unless the station's getting overstocked.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 13, 2012, 03:06:50 AM
UIN Belgium class missile frigate. A craft that is designed to fulfil tasks of either a mobile strike craft or a powerful anti-fighter craft. In both cases in can fight on its own with frigate-size ships thanks to its 4 frontal small ballistic turrets.

(http://www.okim.nickersonm.com/SF/pic150.jpg)

To Wyvern regarding scripts. A simple exception for an abandoned base would be enough (supply reduction script).

Talking about hull remover... well, it would be difficult to assign all the ship classes to each faction and keep tracking it. So i prefer a script that removes the hull if there are more than 1 of such hulls on the base.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 13, 2012, 06:01:05 AM
UIN Bulgaria class frigate. Ideal for harass tactics where it can circle around the target and bring 5/6 of its weapons at it.

(http://www.okim.nickersonm.com/SF/pic151.jpg)

Full UIN ships list (modified Germany a bit):

(http://www.okim.nickersonm.com/SF/UIN-ships.jpg)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: conorano on December 13, 2012, 06:12:18 AM
no holland class?  :(
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: TheHappyFace on December 13, 2012, 06:45:05 AM
The netherlands! we need holland!
the flying dutchmen please  ::)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 13, 2012, 08:10:02 AM
Finland/Denmark for destroyers.
Hungary/Italy/Greece for cruisers.
Netherlands/UK/Spain/Sweden for battleships.

I can`t guarantee that all listed will be there, but minimum 1 of each will get there.

BTW, Austria will be used for a gunship. The current Austria will be renamed to Cyprus.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 13, 2012, 08:41:06 AM
Off-Top.

My Post-Apocalypse Mod  (http://www.strategycore.co.uk/forums/forum/34-silent-storm/) for Operation: Silent Storm.

Weapon models (http://www.okim.nickersonm.com/SS/shot23.jpg)
Simple map (http://www.okim.nickersonm.com/SS/shot30.jpg)



Just being a bad ass and posting a link here to get MOAR funboys!  ;D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: conorano on December 13, 2012, 10:30:52 AM
YEAH!! me steering a holland class battleship will ensure my sector dominance  8)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: n4rf on December 13, 2012, 11:02:03 AM
I finally took down an alien mothership (with legit setups, no ramming etc), quite an ordeal haha.

Fair bit of note, once you get one of them and a few stalkers... they are ridiculously powerful. Merely throwing shields on the mothership makes it far superior to anything else, and shields on a stalker plus plasma or ppc's makes it a killing machine.

I can see what you folks were talking about now heh. Granted it took me a LOT of effort to get these ships... maxed out my character, used elite crews, spent a lot of time salvaging alien weapons. I was trying to do it without any particularly special tactics, just through specializing setups. Quite an interesting challenge.

Well done on the mod. Haven't had this much fun in starfarer in quite a while :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 13, 2012, 11:56:06 AM
To Wyvern regarding scripts. A simple exception for an abandoned base would be enough (supply reduction script).

Talking about hull remover... well, it would be difficult to assign all the ship classes to each faction and keep tracking it. So i prefer a script that removes the hull if there are more than 1 of such hulls on the base.

Hm.  Okay.  Will keep things simple at least to start with.  I'd actually have something to hand you on this, if I hadn't spent all my time trying to track down exactly how I ended up seeing zero-size crew stacks.  (So far, I still have no idea.  May just give up on that for now and prioritize getting you something useful instead of tracking down an error I can't reliably replicate.)

As for assigning ship classes to each faction: this is kindof already done; you've got lists in each of the convoy files.  All I'd need to do is refactor those to be specified in a single file, and presto.  Still, I'll give you the simpler "if too many total hulls, remove some duplicates" code first.

Side comment: is it just me, or does the France class destroyer say "UIN" on one side and "?IU" on the other?  (Just in case the font doesn't come out right, that's supposed to be an upside-down N, followed by IU, in the second quoted item there.)

@n4arf: Yeah, taking out the mothership is tricky; my first time around, I used a Germany class cruiser with heavy lasers and magna cannons - basically specialized it with long-range anti-armor burst weaponry, to maximize damage dealt during the short intervals when I could afford to turn fortress shields off.  Really, any ship with fortress shields has at least a chance... so I should try for a kill sometime using, say, RSF or XLE ships.  Should make for more of a challenge.  ...Or just mod the mothership's base variant to have all the hull mods I install on mine.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 03:56:45 AM
XLE Dragon-class Heavy Cruiser.

(http://www.okim.nickersonm.com/SF/pic152.jpg)

A massive ship. Has 11 active flare launchers, 2 large turrets and 2 hardpoints, 9 medium turrets and few small mounts.

I lack XLE large weapons, so boltguns and kinetic launchers are temporally here.

(http://www.okim.nickersonm.com/SF/XLE-ships.jpg)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on December 14, 2012, 04:30:49 AM
The Anaconda's colourscheme is slightly different. Is that because she's a transport? I feel that the Anaconda's green would look better on the other ships as well. Fitting name for that heavy cruiser, by the way.  :)

Love that you're so dedicated on making new ships again. Now, with that said, where's my Netherlands-class Battleship?  8)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: conorano on December 14, 2012, 06:13:41 AM
thats one big and good looking cruiser ;D it looks fast with all those engines will it be one of the fastest cruisers in the game?

edit: ooh and what erick said about the colors i agree with aswell. the  dark green color looks really good
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ValkyriaL on December 14, 2012, 06:14:55 AM
I'ts very big, so i doubt that.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 06:28:53 AM
Its speed is indeed quite good - 60. For comparison - the fastest cruiser (ISA Kentucky  Light Cruiser) has 65.

I`m considering a possibility of replacing two current large hardpoints in the middle with a single heavy built-in weapon. Probably some variation of incenirator beam or magna cannon (that`s a Dragon after all!).
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 14, 2012, 09:06:39 AM
Oooh, shiny cruiser.  I'd definitely vote* for some kind of single built-in heavy weapon in place of those two hard points.

I'd also vote for leaving color scheme alone; the Anaconda's drab olive-green works well for a transport, but I wouldn't want to see that copied to other ships.

_____
* Footnote: Yes, I realize that my vote is worth roughly zero here; mod creation is a (presumably benevolent) dictatorship, not a democracy.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 09:42:57 AM
Improved the sprite a bit by giving it some 'muscle'. Removed the second hardpoint.
Showing for comparison the original colour scheme that i used for XLE. People complained alot about it being too contrast.

(http://www.okim.nickersonm.com/SF/pic153.jpg)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: The Soldier on December 14, 2012, 12:12:41 PM
I just want to drop in and say, excellent work so far. :)

That Dragon Heavy Cruiser simply dwarfs the other cruiser, I's classify it as a Battlecruiser in my book.

And I still await that UIN battleship. ;)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 12:48:21 PM
I have no concept so far + ISA are in need of new skins + XLE need more large weapons which i also have no concepts for + i have other active project + preparations for NY... So, not in this year, sorry.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 14, 2012, 02:03:25 PM
I don't know if this is intentional or not, but the shuttle pod you use when you transfer command is SO SLOW. Its max speed is 50 with the engine boost. This means it can't catch up to any ship, unless it's a battleship stuck in a nebula, and stops completely dead if in a nebula itself.

Edit: Just looked at the shipdata file, it apparently has a speed of 50. Changing it to 250 to see if that does anything. It should.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 02:16:07 PM
Yeah. I know that.

I copied the shuttle pod entry and forgot that my ship hulls file does not have a 2% 4% etc column :) That`s why game errourneously uses OP values of 50 points as speed.

Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 14, 2012, 02:41:03 PM
Its max speed was also set to 50. I changed it to 250 and it works now.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 11:39:03 PM
Guys, who knows other fantasy reptilian creatures? I`m a bit of stuck here with just a Serpent and a Bassilisk.

Currently i`m using: Wurm, Wyvern, Hydra, Drake and Dragon. Plus Cobra, Vyper and Raptor for fighters and Anaconda for Armed freighter.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: FlashFrozen on December 14, 2012, 11:45:11 PM
http://en.wikipedia.org/wiki/J%C3%B6rmungandr

No guarantees though, that ö won't work in the name for sure :P

http://en.wikipedia.org/wiki/Ouroboros

http://en.wikipedia.org/wiki/N%C3%AD%C3%B0h%C3%B6ggr

The loch ness monster? :P

Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 15, 2012, 12:11:43 AM
Hmm. Those are too geo-/national-specific names. It would look a bit odd to have an Asian faction with Northen ship names ;)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 15, 2012, 12:24:24 AM
Hmmm... Could extend it to legendary sea creatures, and non-legendary lizards. Also, there's some non-dragon legendary lizards you could use.

DD: Komodo
CA: Serpent(alt: Sea Serpent), Basilisk
BB: Leviathan, Kraken

I'll see if I can come up with a few more later.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 15, 2012, 01:07:08 AM
Komodo will do. What legendary lizards? Please - no T-Rexes and Diplodocuses :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 15, 2012, 01:53:00 AM
Basilisk would be one of them. Big lizard or serpent, depending on what mythos, that can kill you/turn you to stone with but a gaze. Sea Serpent and Leviathan are sea creatures.

And no, I wasn't suggesting dinosaurs. :P
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on December 15, 2012, 02:03:17 AM
Níðhöggr (Nidhogg) is the name of a Dragon from Norse mythology. Then again that falls into the same category as Jormungand, the Midgard serpent.

Draco/ Draca, Dreki and Dragoon are also derived from serpents and dragons. Dragoon could be fitting, since it is also a military designation for a certain revolver, a cavalryman and the carrier of a dragon musket.

Adder, Snaca, Naga are all serpent related.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: arcibalde on December 15, 2012, 02:17:52 AM
Naga! Okim use Naga please. My first association with Naga is from Heroes of Might and Magic III. Damn those Nagas -> Queen Nagas was beasts  ;D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 15, 2012, 02:42:03 AM
Yeah, i loved them too. But they are not fitting well the current XLE theme. As well as adder and other real snakes/reptiles. Those are normal for civilians and fighters.

Seems that i`ll have to stick to Serpent, Komodo, Basilisk. And probably use 'Great + name' for larger vessels. For example Great Dragon for BB etc.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: conorano on December 15, 2012, 03:55:24 AM
maybe you can find some here? http://www.20000-names.com/dragon_names.htm i just searched serpent names on google and some look interesting maybe.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 15, 2012, 07:19:41 AM
Moscows are pretty fun to fly, by the way. Horribly slow, can't catch anything, but anything that gets under my guns pretty much dies instantly. Doesn't do that well against shields, but 8 laser beams and 3 heavy laser beams hurts.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 15, 2012, 09:09:54 AM
I'd second Leviathan as a good name.  Other relatively generic options include Cockatrice, Salamander, or Linnorm (a D&D popularized derivative of Lindworm or Tatzelwurm)
Slightly less generic names might include Proteus or Olm (a particular type of salamander that used to be thought of as baby dragons), or Tiamat (also D&D popularized, but originally an ancient goddess of chaos & water who has been associated with dragons or sea serpents)

If you're looking for eastern style dragon-y names, though, there are a lot to choose from.  For example:
Orochi, Ryujin, Kuma-Wani, Tianlong, Yazi, etc; in particular, wikipedia pages here (http://en.wikipedia.org/wiki/Japanese_dragon) and here (http://en.wikipedia.org/wiki/Oriental_dragon) have some good variety of options.

Lastly, I'd refer you to the following two wikipedia pages, here (http://en.wikipedia.org/wiki/List_of_dragons_in_mythology) and here (http://en.wikipedia.org/wiki/List_of_dragons), both of which are just lists of names with minimal descriptions; find something that sounds good, and you're good to go.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 15, 2012, 12:34:41 PM
Okay!  Got a revised SupplyControl.java file for you; feel free to use / edit it as you like.

Features:

Lots of cleverer things that can be done - like making pruning happen when supply fleets arrive, or adding a pirate looters fleet to try to loot the abandoned base, or the like.  But this is what I can offer you right now.

[edit]Removed attached file.  At least for now, there's a more recent version posted later.  This was never intended to be used as permanent storage of the file anyway.[/edit]
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: silentstormpt on December 15, 2012, 12:46:17 PM
Might as well start creating methods that work for all mods and vanilla on the plugins folder, for example, fetch all variant ships per faction returning an array etc
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on December 15, 2012, 02:18:25 PM
Yeah, i loved them too. But they are not fitting well the current XLE theme. As well as adder and other real snakes/reptiles. Those are normal for civilians and fighters.

Seems that i`ll have to stick to Serpent, Komodo, Basilisk. And probably use 'Great + name' for larger vessels. For example Great Dragon for BB etc.

Basilisks are no more fitting than Naga's. Both are legendary beasts. The Naga is a great serpent or dragon from Hinduism and Buddhism.

Spoiler
(http://upload.wikimedia.org/wikipedia/commons/e/e4/Laonaga.jpg)
[close]

Spoiler
(http://upload.wikimedia.org/wikipedia/commons/2/27/Naga_Head.jpg)
[close]

Of course, it is all up to you Okim.  :D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: arcibalde on December 15, 2012, 02:35:58 PM


Basilisks are no more fitting than Naga's. Both are legendary beasts. The Naga is a great serpent or dragon from Hinduism and Buddhism.
....
Of course, it is all up to you Okim.  :D
See? See! (its Erick he always make sense) Look how GOOD it looks. It's just... DUDE! Please make some nasty Naga super ninja Mega Giga Ultra Superb capital Ship... oooo c'mon  :D
Please? Pretty please? Elite pretty please?

Ok ill stop now...

 :'(
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 16, 2012, 08:46:35 PM
Okay!  Got a revised SupplyControl.java file for you; feel free to use / edit it as you like.

Features:
  • It skips the abandoned base; stuff the player stores is safe (for now).
  • Supplies, fuel, crew of all types & marines are pruned proportionate to how many there are over some minimum value - you can still have lots of some of them, but they won't build up to tens or hundreds of thousands.
  • Ships get pruned if there are more than 45 at a station.
  • Ship pruning prefers larger ships first, only prunes down to 45, and never removes the last hull of a given class of ship.

Lots of cleverer things that can be done - like making pruning happen when supply fleets arrive, or adding a pirate looters fleet to try to loot the abandoned base, or the like.  But this is what I can offer you right now.

Thanks. Testing it now. :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 17, 2012, 04:08:48 AM
ISA Idaho light carrier and Indiana mk.2 destroyer (with a large universal turret instead of 3 medium turrets):

(http://www.okim.nickersonm.com/SF/pic154.jpg)
(http://www.okim.nickersonm.com/SF/pic155.jpg)

New ISA sprites:

(http://www.okim.nickersonm.com/SF/ISA-ships-new.jpg)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: The Soldier on December 17, 2012, 11:44:38 AM
I like the look of the ISA now! :D My only gripe is the new landing bays, they a bit too small and seperated on te front of the destroyer.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Barracuda on December 17, 2012, 01:51:26 PM
ISA Idaho light carrier and Indiana mk.2 destroyer (with a large universal turret instead of 3 medium turrets):

(http://www.okim.nickersonm.com/SF/pic154.jpg)
(http://www.okim.nickersonm.com/SF/pic155.jpg)

New ISA sprites:

(http://www.okim.nickersonm.com/SF/ISA-ships-new.jpg)

http://www.hark.com/clips/qxfxrpkpcs-i-jizz-in-my-pants . < Best way to sum up my reaction
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ArkAngel on December 17, 2012, 04:04:24 PM
Gasp fatal error causing crash. I was on iron mode fighting a Russia fleet with my 3france destroyers a few fighter wings and a Idaho light carrier.. When the crash occurred I had been deploying my third France after killing off majority of enemy fleet with a Moscow left only. The error message said something about France custom export not found. I would post log if I knew how.
Still can't find the log but what ever, was probably a rare issue didn't have it again...
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 18, 2012, 12:44:54 AM
Just a though, but maybe you have erased somehow the custom variant that you have created for your France DE? Seems that game could not find the proper design for the ship and crashed to desktop.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 18, 2012, 02:32:22 AM
ISA Arkansas gunship and California and Connecticut frigates.

(http://www.okim.nickersonm.com/SF/pic156.jpg)

(http://www.okim.nickersonm.com/SF/ISA-ships-new.jpg)

Just replaced sprites. Nothing else.

Arkansas was re-replaced as the first new sprite looked really ugly.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 18, 2012, 02:46:38 AM
Just two more ISA ship replacements and may be a new gunship-size vessel and i`ll upload a new version.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ValkyriaL on December 18, 2012, 02:48:28 AM
I'l be waiting... When are you adding battlecruisers? ^_^
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 18, 2012, 03:29:03 AM
To UIN and XLE? 2013 - that`s for sure :) RSF and ISA already have a single battleship each.

If you mean an intermediate ship class between cruiser and battleship - i never actually planned those.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 18, 2012, 04:45:51 AM
ISA Colorado-class heavy frigate (now based on California hull).

(http://www.okim.nickersonm.com/SF/pic157.jpg)

All that remains for ISA light ships is a Denver-class heavy frigate (skimmer). This will take a while cause i have no concept yet. I don`t want it to use the original shape, but i also don`t want to base it on California as i did with Colorado shown above.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 18, 2012, 08:48:01 PM
Uploading a new version (http://www.okim.nickersonm.com/SF/ACM41.zip) now (4.1). REMEMBER! You should delete the old mod`s folder before installation. This particular version is incompatible with previous saves!

Changelog is here (http://www.okim.nickersonm.com/SF/readme.txt).



ISA Denver-class heavy frigate (or jumper):

(http://www.okim.nickersonm.com/SF/pic158.jpg)

Again, just a sprite replacement.

Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Erick Doe on December 19, 2012, 06:32:27 AM
You are making some great progress on the new ISA sprites.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 19, 2012, 11:35:10 AM
Got to play around with this a bit last night.  And, wow, the missile based XLE wyvern frigate is an awesome starting ship!

I tend to avoid actually using XLE ships due to their low vent rates, but they're just so pretty... and this setup doesn't have flux issues because, well, missiles.  Plus high speed, near-immunity to enemy missiles (thanks to superior point defenses - you hardly even need the active flares)... Only real flaw is that it performs poorly against shielded targets, but you don't start out hostile to anything except pirates and aliens, so that doesn't even matter.

Even took out an alien gunship one on one; its teleporter just wasn't up to continuously dodging swarms of missiles.

(Even with their low vent rates, I do prefer XLE for starting ships; the previous wyrm gunship worked quite nicely with a light plasma cannon and a mix of vents and capacitors.  Speed and maneuverability is very important early-game - at least the way I play.)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: dogboy123 on December 19, 2012, 09:38:58 PM
Holy crap, I just got a mothership!, I caught it when It didn't have enough crew. The real challenge was stashing that thing at the abandoned base, before I suffered and accidents ;D.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 19, 2012, 11:11:52 PM
BTW. Mothership is now (not sure if by now i mean version 4.1) has its 6 large turrets switched to built-in. This was made to ensure that only this huge saucer will get the most deadly weapons in the mod.

After i finish ISA redesign i`m planning to add some new pirate and Alien ships. That`s just for your information :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 20, 2012, 02:48:53 AM
Ok. The first of the last three ISA ships remaining - the Kentucky-class light cruiser with its three variants and comparison to RSF cruiser.

(http://www.okim.nickersonm.com/SF/isa-cr1.png)(http://www.okim.nickersonm.com/SF/new-novgorod.png)


Standard.
(http://www.okim.nickersonm.com/SF/pic159.jpg)

Assault.
(http://www.okim.nickersonm.com/SF/pic160.jpg)

Plasma - a rare variant mainly used to deal with the aliens.
(http://www.okim.nickersonm.com/SF/pic161.jpg)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 20, 2012, 09:26:08 AM
ISA Kansas-class heavy cruiser. Has 4 large energy turrets and other stuff. Slightly less effective as its former version. Compared to Germany heavy cruiser an Dragon as those are the largest cruisers in the mod.

(http://www.okim.nickersonm.com/SF/isa-cr2.png)(http://www.okim.nickersonm.com/SF/germany.png)(http://www.okim.nickersonm.com/SF/liao-cr.png)


(http://www.okim.nickersonm.com/SF/pic162.jpg)

Now the last one left - the mighty Michigun BB. That`s gonna be tough.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: dogboy123 on December 20, 2012, 09:27:26 AM
The new ISA sprites are awesome :o.
Title: New ISA ships
Post by: Okim on December 20, 2012, 09:14:11 PM
(http://www.okim.nickersonm.com/SF/ISA-ships-new.jpg)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 21, 2012, 12:08:55 PM
Nifty stuff.  I suspect the Kansas may replace the Germany as my go-to end-game flagship; that looks like it'll make for a really nice energy weapons platform.  Well, as long as it's got fortress shields for its ship system, but that seems to be standard equipment for high-end ISA warships.

(I tend to ignore the ballistic slots on the Germany; ammunition limits are so last-century.  Heavy lasers and particle cannons and beamers... makes for a pretty solid setup, though I do have to spend some of the Germany's forward medium slots on point defense - typically dual blaster turrets.  I've been avoiding using alien weapons this playthrough; makes things more interesting.)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 21, 2012, 11:30:28 PM
Quote
Well, as long as it's got fortress shields for its ship system, but that seems to be standard equipment for high-end ISA warships.

Well, no more :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 22, 2012, 03:41:37 AM
ISA Michigan battleship. The new version has a built-in Plasma Burstcannon that fires plasma bolts (large variant) in a very rapid succession. After it fires 12 shots it reverts to the basic plasma cannon`s rate of fire (regenerating each ammo at 1 per 2 seconds rate).

Comparison to RSF Moscow battleship and in-game shot.

(http://www.okim.nickersonm.com/SF/isa-bb1.png)(http://www.okim.nickersonm.com/SF/new-moscow.png)

(http://www.okim.nickersonm.com/SF/pic163.jpg)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Cypher on December 22, 2012, 05:08:12 AM
I hate to be a grammar-nazi, but shouldn't the battleship be a Michigan, not a Michigun?
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 22, 2012, 05:37:49 AM
Thanks. The long sleepless night of making this BB is to blame for that ;)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 22, 2012, 09:54:34 PM
The new Michigan looks awesome - though I'll miss having three large guns right up front where I can get full benefit of their range.  Lots of medium slots for particle cannons, though, yay!

* * *

Finally got to play around with the new Dragon class cruiser - wasn't until level 43 that I got one delivered to the station (at which point I immediately realized "Oh, hey, they have some of these in the random missions, don't they?").  The turret arcs are... odd, and, at least with the guns I've installed, cause the AI to try and broadside things instead of actually pointing its front at the target.  Also had some issues with the central medium turrets (equipped by default with smart rockets) not firing at targets in front of the dragon at all, despite being just barely capable of doing so.  Adjusting the turrets to have a bit more overlap to the front fixed both issues.

The large hardpoint looks like it's out of position - I'm guessing it just never got re-adjusted after you swapped from two hardpoints to one?  Of course, if you're planning on installing a built-in weapon of some sort here, then it hardly matters if it's off a bit now.

The choice of small ballistic slots with flak cannons also seems odd, given that the XLE has both of the best small energy point defense guns in the game.  It works; just... seems odd.

As for armament... I know you've said the charged boltguns / boltcannons are a temporary placeholder, but I feel they're a particularly poor choice for this hull - they're very flux-hungry, and the poor dragon barely has the dissipation to support a single such weapon, nevermind six of them.  Replacing those with 408mm shrapnel cannons backed by a mix of 50mm dual cannon and 125mm battlecannon results in a vastly more effective design.  (I actually prefer shotgun drivers, but thought it made more sense to use guns made by the XLE's allies.)  If you then also replace the microlaser arrays with beamers, you have enough ordnance points left over to add an integrated targeting unit, the XLE's signature insulated engine assembly, and one flux capacitor.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 23, 2012, 01:52:39 AM
Thanks for the feedback. I`ve reworked the cruiser a bit. And btw, XLE got some new weapons - a heavy magna that fires up to 4 shots (medium-sized variant fires just a single shot now) and a charged rocket launcher set that delivers energy damage.

I`ve also reduced effectiveness of linked beamers and microlaser weapons to match their cost. And there are also two new autocannons for RSF...
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 23, 2012, 06:04:10 AM
Just came to tell that Wyvern made a fix for an unusual supply control bug. I`ll upload the new version with it in few days.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 01:02:04 AM
Does anyone need my old RSF/ISA sprites? I don`t want to erase them because they took some time and effort to create, but i also don`t need them any more. So if anyone interested - i can share them.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Thule on December 24, 2012, 01:13:52 AM
You could post them here (http://fractalsoftworks.com/forum/index.php?topic=1131.0)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 04:59:05 AM
(http://www.okim.nickersonm.com/SF/pic164.jpg)

New pirate sprites. This one is a Raider-class gunship. All 3 sprites are used in game (as 3 versions of the same hull). They differ only by weapon positions (not types and sizes).

You can easily see what hull those ships are based on :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Shoat on December 24, 2012, 05:18:11 AM
Wow, these look fantastic.

I hope that there'll be more (and more endgame-y) ships available for the pirates after the rework, but seeing how much effort you're putting into every single one of these it'd probably be asking too much to create new ones on top of reworking the old ones.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 24, 2012, 05:18:56 AM
looks awesome as always  8)

and are all the new isa sprites in 4.1?
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 05:50:10 AM
Pirates will be maxed at cruiser-size baseship. Having something larger is not... well... piratish :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 05:58:28 AM
looks awesome as always  8)

and are all the new isa sprites in 4.1?

Thanks and no. New ISA sprites are going into 4.2.
4.1 has only new frigates.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: silentstormpt on December 24, 2012, 07:38:32 AM
Pirates will be maxed at cruiser-size baseship. Having something larger is not... well... piratish :)
how about a meteor as a base for pirates, that sounds piratish and yet its huge and easier to hide  ;)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 08:04:09 AM
I`ll leave asteroids for hidden bases once we get customisable (moddable) bases in game.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 24, 2012, 09:52:06 AM
will 4.2 be in before or after youve done the new pirate sprites?
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 10:03:18 AM
Emm.

Can`t say exactly when 4.2 will be released. It is done and i even mamaged to level up to 20 playing as UIN (and getting Kansas cruiser), so i assume that it is quite playable.

Those pirates i`ve done today are not replacing anything. This means that i can upload it even now.

Hmm.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 24, 2012, 11:58:00 AM
i would like to play it.

ooh and one thing. i think this mod is missing some music only i dont know what kind... combat music would be great some new campaign music would be cool too maybe something red alertish to get into the russia vs america vibe?

edit:you just reached 50000 views!! you deserve a gongratulation ;D
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Shoat on December 24, 2012, 12:02:20 PM

Those pirates i`ve done today are not replacing anything. This means that i can upload it even now.


So the new ones are in addition to the old pirate ships, and not replacing them?

That's exactly what I asked for - more ships for pirates. (Also, endgame doesn't mean capital size, it's just that their only cruiser size ship is a carrier/support ship, they need some combat-centered ship like the marauder with cruiser size)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 12:30:49 PM
For now they do not replace anything. But as soon as i do more sprites - i`ll start to overwrite the original ones.

I really don`t think that combat cruiser is needed. They are not a military faction - they are raiders. Simple criminals.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: dogboy123 on December 24, 2012, 07:33:46 PM
The pirate's ship designs are amazing already. I love how the hull is cobbled together, out of tubes, cargo containers and pieces of the faction's ships. ;D
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 24, 2012, 09:58:02 PM
Some additional balance comments:

The Hydra multi-gun frigate has the same sort of weapon arc issues the dragon did - the two outer turrets don't overlap enough at the front for the AI to realize it can fire them both at the same target.  That said, this may not be a problem here; turning sideways trades one side turret not being able to shoot for allowing the rear turret to be in-arc, and even with extra overlap, it'll still occasionally turn to bring that rear gun to bear.

The Shotgun Driver is, much as I hate to admit it, a bit overpowered right now; it should probably cost at least double, and maybe as much as 6x as much flux to fire.

The Heavy Massdriver, however, could use some sort of buff; it does less dps than both the burst-damage-specialized shotgun driver, and than its own medium slot counterpart.  I might increase any of range, rate of fire (and ammo count), or damage-per-shot (and flux-per-shot) - but probably not all three of those things.

Oh, and since I haven't mentioned it already: those new pirate sprites look awesome.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 25, 2012, 12:13:37 AM
Thanks for comments.

Shotgun driver takes 2.5 seconds to charge, so it is somewhat inaccurate against anything that is smaller than a destroyer. At least at AIs hands.

Heavy driver is indeed oddly underpowered. It should have 750 damage instead of its 600 (medium one has 450 which is overpowered on its own!). Will try increasing its damage and test it a bit.

Edited:

medium driver has its damage reduced to 350. It fires every 2 seconds (1 sec for charge up, 1 sec for reload), so its 350 per 2 seconds or 175 dps.
heavy driver now fires each 3 seconds (1.5 for charge up and 1.5 for reloading). Each shot deals 750 damage, so its 750 per 3 seconds or 250 dps.
shotgun fires 10 shots each 5 seconds (2.5 for charge up and 2.5 for reloading). Each shot deals 150 damage, so this is 1500 damage per 5 seconds or 300 dps.

Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 25, 2012, 04:29:18 AM
Version 4.2 is almost ready to be uploaded.

I made near 80% of all ship descriptions. The only ships left are XLE and UIN, all factions` fighters and aliens. That was a real brainstorm even taking into account the simplistic descriptions i made :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: The Soldier on December 25, 2012, 10:50:47 AM
Ah, finally! ;D  It's here! Descriptions make the mod more immersive.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Skyjump on December 25, 2012, 01:00:38 PM
I really love this mod, it is easily one of my favorites. Will there be any more UIN and XLE ships, and presence in the system? It feels like they are  a bit lacking.
also, if you attack a friendly fleet, their relationship towards you remains friendly, so you can farm their fleets. is that a bug?
thank you!
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 25, 2012, 01:27:28 PM
Probably a bug. I don`t know. I actually don`t think that original game has any friendlies in system.

Pirate ships so far:

---img moved to a later post---

Regarding UIN/XLE. As i said before - they will have at least one ship of each class (though i think that XLE will be capped at cruisers due to their love for speed and zippery). Presence will remain as it is now - just a bunch of supply ships.

A bit of lore:

Barnard`s Star system is RSF controlled space with a large colony. It was recently invaded by ISA. There were two grand battles each won by ISA (the capture of Grey Mist outpost which is ISA base in campaign and the destruction of the last Federation DN).

Both sides got their strength in the vicinity reduced to the point where they can just bite each other (this means that they wont have anything except for small patrols once the campaign stuff will be released by Alex).

Pirates took the opportunity and invaded this system salvaging lots of RSF and ISA dead ships flying all around the system and building a hideout in the outter rim.

XLE and UIN are neutral to everyone, they are here to support their allies. They are not participating in any battles.

Aliens are planed to be a later campaign feature that will unite all the sides.  But since we have only one system - they are flying there as if they already appeared.

Civilians are neutral to all due to the pact that all the factions signed. Civilian ships are not allowed to be targets of any violence unless they are carrying illegal goods, munitions and military crafts. Patrols of all factions are allowed to stop a civie fleet and scan it.


P.S. once we will get additional systems - i`ll slowly start to add other factions` worlds. Though i think that the various worlds will be less that i previously announced (less that 11 RSF colonies and etc.). I haven`t yet decided the fate of Earth. I though to make it a neutral territory controlled by private sector.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: The Soldier on December 25, 2012, 07:07:46 PM
Oh...those pirate ships look epic! :D Although they seem more RSF than any other faction.

And the lore is juicy, I'm reading it now. ;)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 25, 2012, 09:11:47 PM
That`s because they are heavily modified Rostov and Omsk.

Today i`ll try converting a new Connecticut into Catapult. And in the near future there will be XLE and UIN based pirate ships.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 26, 2012, 05:36:03 AM
Finished 2 pirate Catapult variants and a Marauder destroyer.

---pic moved to a later post---

I think that i`ll upload the new version once i finish Scrapper, Baseship and Sparker craft. The new version will have all the pirates replaced with new versions. Old pirates will be removed.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 26, 2012, 09:26:32 AM
You made those sprites really fast. And really awesome!
Looking forward to release  :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 26, 2012, 09:58:23 AM
And in the near future there will be XLE and UIN based pirate ships.
...Because the XLE ships clearly weren't fast enough already.  (Edit: Zombie pirate space dragon, anyone?)

Kinda hoping the pirate converted UIN ships will keep their shields (though presumably lose the fortress shields); having all of them unshielded makes them significantly less threatening in late-game.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 26, 2012, 10:13:08 AM
There will be Elite variants of most of the hulls that will use some extra OPs (over cap) on various hull mods. These will include shields, augmented drives, heavy armour and other stuff. Oh, and deadlier weapons ofcause :)

For example a Raider with light plasma, 50mm autocannon (small mount, 9 OPs) two smart rocket pods (6 OPs each), integrated targetting unit and frontal shield. Plus extra capacitors and vents. All of these upgrades will overcap the ship`s OP by up to 50%. This Raider has 50 OPs worth of toys having its cap at 35.

Such ships will be rare and will be called 'Wealthy' representing some lucky bastards who managed to plunder enough bucks to buy some advanced stuff.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 26, 2012, 10:31:35 AM
Neat!

It might also be worth considering putting some (or all?  All might be too much...) of the military ships up to 50% over base ordnance points; I'd imagine the major factions would have expert engineers around somewhere, putting together mil-spec variants of their base hulls.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: The Soldier on December 26, 2012, 11:15:58 AM
Excellent. :D At least the pirates might be a threat after this. ;D
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 26, 2012, 02:44:42 PM
what ship is the pirate round one based on? the one under the fighters
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 26, 2012, 03:08:12 PM
what ship is the pirate round one based on? the one under the fighters
If you go look at the new ISA ships here (http://fractalsoftworks.com/forum/index.php?topic=431.msg80272#msg80272), it's pretty clearly based on the California / Connecticut hull.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 26, 2012, 03:12:52 PM
what ship is the pirate round one based on? the one under the fighters
If you go look at the new ISA ships here (http://fractalsoftworks.com/forum/index.php?topic=431.msg80272#msg80272), it's pretty clearly based on the California / Connecticut hull.
cant believe i didnt see that... should look at the weapon hardpoints and ship details more often, not just the shape..
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 26, 2012, 10:20:29 PM
what ship is the pirate round one based on? the one under the fighters
If you go look at the new ISA ships here (http://fractalsoftworks.com/forum/index.php?topic=431.msg80272#msg80272), it's pretty clearly based on the California / Connecticut hull.
cant believe i didnt see that... should look at the weapon hardpoints and ship details more often, not just the shape..

Don`t worry. Lore for each pirate ship explains its origins :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 28, 2012, 12:08:39 AM
Pirate Hulk baseship and ISA Fatboy heavy freighter it is based on.

(http://www.okim.nickersonm.com/SF/pir-hulk1.png)(http://www.okim.nickersonm.com/SF/isa-civ3.png)

Pirate Scavenger salvage ship. Based on RSF miner.

(http://www.okim.nickersonm.com/SF/pir-scavenger1.png)(http://www.okim.nickersonm.com/SF/mining1.png)

EDITED: updated the whole ships picture. It now includes all new pirate sprites.

(http://www.okim.nickersonm.com/SF/PIRATE-ships-new.png)

I`ll upload a new version today once i finish some testing.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 28, 2012, 11:48:11 AM
A new version is available. As usual - delete the old folder before installing. And this one is incompatible with older saves. Here is the link: http://www.okim.nickersonm.com/SF/ACM42.zip

What`s new? All ISA ships including the freighter are replaced. All pirate ships also replaced, some of them getting extra sprites. Some new weapons. Lots of texts.

And... an Omnistation by LazyWizard that can produce anything including alien-ware! It orbits Bernard`s IV and awaits for the tech to be scrapped and reverse-engineered. It can manufacture ships and weapons. More info on this station here: http://fractalsoftworks.com/forum/index.php?topic=5199.0
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: The Soldier on December 28, 2012, 12:10:04 PM
Yay!  New sprites, weapons, AND the omnistation! :D
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 28, 2012, 01:51:10 PM
Man, i love playing pirates!

Especially helming reapers with chainblasters and eels!
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: The Soldier on December 28, 2012, 03:04:02 PM
Man, i love playing pirates!

Especially helming reapers with chainblasters and eels!
Wait, what?  Commenting on your own mod? ;D
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Ronald Klein on December 28, 2012, 04:11:28 PM
  Love the mod but the download link isn't working for some reason.Chrome keeps saying it can't find the page...
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Shoat on December 28, 2012, 05:28:37 PM
I think your website may have died (or it's a faulty link?).


Edit:
Seeing as all pictures are also gone, it's probably your website that died.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on December 28, 2012, 07:03:09 PM
Download & images working fine for me - perhaps it was a temporary failure?

That said, there are a couple of immediately obvious issues.  First, SupplyControl should be set to skip the omnifactory as well as the abandoned base.  Second, LazyWizard's omnifactory has a much better implementation of getting a ship's hull ID.  I've made both improvements to SupplyControl.java and attached the resulting file to this post.

[attachment deleted by admin]
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 28, 2012, 08:53:33 PM
Man, i love playing pirates!

Especially helming reapers with chainblasters and eels!
Wait, what?  Commenting on your own mod? ;D

Yeah, why not? :)

Quote
I think your website may have died (or it's a faulty link?).

I have no problems with viewing images and downloading archives. If there was a problem - it seems to have gone.

Quote
I've made both improvements to SupplyControl.java and attached the resulting file to this post.
Added your new script, Wyvern. Thank.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 28, 2012, 09:08:01 PM
Guys, tell us what your favourite ship sprites, ship hulls and weapons are?

My sprites being Novgorod cruiser and Dragon heavy cruiser. Third is SU-57 for its anime looks.

Favourite ship is again Nobgorod for its heavy armour and extreme frontal firepower. The second is Connecticut for its large missile mount. And the third place goes for UIN Austria for its weapons and small hangar.

Favourite weapons are light plasma cannon, heatseekers that are great against front shields and great at forcing ISA ships to turn their shields backwards. The last one is streamgun for its looks and good anti-shield strength. Though this one is being slowly replaced by the new chainblaster.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Shoat on December 28, 2012, 10:51:23 PM
Oh, yeah, it seems to work now.
When I posted last, your website was down (for at least 15 minutes before I posted about it, I made sure it was not just a short-termed fluke).

Anyway, since it fixed itself within a few hours, not worth discussing further.



For my favorite things about this mod:
Definitely sprite design overall - by far the best looking ones I have seen out of all Starfarer Sprites (the amount of detail is incredible).
I really like the visual theme of the XLE (triangular shapes instead of rectangles, lots of green - including the engine trails, which looks fantastic) and also the new pirate sprites a lot.
Favorite weapons are all the plasma weapons (plus the shotgun driver).

The fact that the only complaint that comes to my mind is that I want more of it is the best compliment I can make, because that does not happen very often.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 28, 2012, 11:23:45 PM
You want more of it? You bring one of each to the Lazywizard`s Omnistation and wait for a while. They will cost you money, but they will be in abundance within several month, so you`ll really wont have troubles with shortages :)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Erick Doe on December 29, 2012, 01:19:00 AM
I like it. I prefer this new fluent / organic flowing style of plating on the pirate ships. It also really looks welded on. More-so than it did with the old pirate ships. Good job!
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: The Soldier on December 29, 2012, 04:58:19 AM
My favorite ship is the SU-57 wing just bcause of that wing design. :) Second is the Tornado wing, it looks epic and lives up to it.  Third is the Kursk series of ships.  ALL of them are useful from early-game all the way to the bitter end, excellently made. ;)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Ronald Klein on December 29, 2012, 06:54:19 AM

  I personally love the energy weapons in this game! I would kill to be able to have these in a standard campaign,alas,I have no idea how to add them...I also like the ISA ships,particularly the Michigan.It's bloody brilliant! You can take out any fleet with a fully upgraded character in Combat and Technology.Just add 4 turbolasers and voila:instant death to almost anything,including the Mothership.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on December 29, 2012, 10:36:28 AM
Favorite sprite... that'd have to go to the Wyvern class frigate, and not just because it's got my name on it.
Honorable mentions go to Dragon, Wyrm, Raptor, Germany, and the Alien Mothership - the last not so much for the base hull, as for the way it looks with all drones deployed.
(Not to say the rest aren't awesome too; these are just my favorites.)

Favorite hull to use in play... Dragon.  Yeah, okay, the Germany is indestructible once you have a high enough character level, and there are other ships with more firepower, and blah blah blah; the Dragon is just fun.

Favorite weapon is the particle cannon.  Sure, there are other guns with better damage, or better flux efficiency, or point-defense capabilities; there are even a few with better range.  But particle cannons are cheap and accurate (once you've got a good level of gunnery implants) and effective, especially if you can mount a number of them.
Honorable mention goes to the lowly microlaser; it may not even be the best PD weapon out there - but it's the only gun that will reliably deal damage to those annoying teleporting alien frigates.  (Assuming cruiser+ hull with a range boosting hull mod, anyway; otherwise the pests like to hang around just outside of microlaser range.)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Lorn on December 29, 2012, 10:43:23 PM
Hello,

i have a problem when starting the game ... it crashes and a messagebox occurs:

Quote
"Fatal: Ship hull spec [onslaught] not found! Check starfarer.log for more info."

And in my logfile, there is this:

Quote
7481 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
7485 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
7506 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull spec [onslaught] not found!
java.lang.RuntimeException: Ship hull spec [onslaught] not found!
   at com.fs.starfarer.loading.class.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.U.return.new(Unknown Source)
   at com.fs.starfarer.loading.specs.U.ÔÓ0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Does anyone know what that means?

Thx in advance! :)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 29, 2012, 11:04:46 PM
Turn off all other mods. This is a total convertion mod that does not work with anything else.

You should also make sure that you have removed the old folder and any saves and custom ship variants for missions.

If nothing helps - redownload the archive and reinstall the mod.

If that also does not help - reinstall the game :)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on December 30, 2012, 06:23:32 PM
Some more balance comments:

Due to a bug (fixed in dev version), beam weapons with multiple beams display incorrect DPS and FPS (flux per second) values.  The displayed values have been multiplied by the number of beams the weapon fires (for DPS), or the number of beams squared (for FPS).  For an example, the Linked Beamer fires two beams - meaning that, while its displayed stats claim it does 180 DPS for 300 FPS, it actually does 90 DPS for 75 FPS - making it only barely better than the Beamer's 75 DPS for 75 FPS.
For another example, the microlaser array's displayed stats are: burst DPS: 300, sustained DPS: 60, sustained FPS: 270, while its actual stats are: burst DPS: 100, sustained DPS: 20, sustained FPS: 30 - no better than a single small microlaser.

And finally, there's the Laser Tri-Beam, a confusing weapon if ever there was one.
Listed stats: burst DPS 514, sustained DPS 900, sustained FPS 2700.  Okay.  So, first correct for multi-beam bug, gives us:
burst DPS 171.3, sustained DPS 300, sustained FPS 300.  So what's up with burst being lower than sustained?  Well, turns out the weapon uses charges - so burst is calculated off maximum potential rate of fire (24 shots / minute), while sustained is calculated based on how quickly the gun can recover charges - which is 30 charges per minute.
But even that can't be the full story, since it's showing a real dps that's almost half the sustained dps - not in a 24 to 30 ratio like the recharge rates.  What's the extra gotcha here?  I don't actually know, but there's something else wonky going on with this gun.

* * * * *

Also, the new magna cannon & heavy magna cannon are rather unimpressive.  The heavy magna cannon is about the same as the old magna cannon... except that it gets one more charge, and generates 50% more flux, making it all but unusable by, well, anything.  Plus, it's actually lower sustained DPS than the medium slot magna cannon!  Maybe you meant to also increase its per-shot damage by 50%?

Previously, the magna cannon was a good niche weapon - high anti-armor burst damage for those ships (not the XLE, that's for sure) that could support its flux costs.  Now?  Well, it doesn't have burst damage... it's still vaguely decent, but, given that overall damage output of a ship is limited more by flux than by available weapon slots, I'd rather trade slightly worse anti-armor damage for improved damage-per-flux, i.e., would prefer any of light plasma cannon, particle cannon, particle pulse cannon, or linked heavy blaster.  Or, if I really want armor-crunching burst damage, there's always the alien blaster...
Dunno.  Maybe I'm just spoiled by knowing what it used to be; as energy weapons go, it's not that bad of a niche weapon.

Similarly, the choice of making the Dragon's hardpoint an energy slot is less than ideal; a full burst from the heavy magna cannon costs half its flux capacity, and the rest of the heavy energy weapons are either nearly as inefficient, or suffer from other flaws (plasma beam's comparatively short range, plasma cannon's inaccuracy, plasma-blast cannon's exceptionally low rate of fire).  Of these, the plasma blast cannon is probably the best choice; it's got good range, low flux cost, and does a nice chunk of burst damage.  Still, the last Dragon I outfitted, I ended up just using the hardpoint for an alien blaster.

My suggestion for this slot on the Dragon would be a built-in weapon, using firing graphics similar to the current Laser Tri-Beam (omg so much glowy!), and statted as an extended range, high-efficiency scorcher.  Doesn't need more DPS - just the range to actually reach out and touch someone, and the flux-efficiency to not overload the Dragon from firing it.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 30, 2012, 10:56:59 PM
So if the weapon has multiple beams - it actually doesn`t matter how many. All what counts for it is the exact values in weapons.csv file. Odd, but ok.

New magnas are already improved in current dev version. Mainly by OP reduction and flux generation. Plus additional shot fo hvy magna.

Dragon is cr and crs are not planned for built-in weapons. Don`t forget that there are other large energy weapons planned for XLE - larger beamer and scorcher.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on December 31, 2012, 07:48:47 AM
So if the weapon has multiple beams - it actually doesn`t matter how many. All what counts for it is the exact values in weapons.csv file. Odd, but ok.
Right.  Haven't been able to track down the original post on that bug, but it's listed as fixed in 0.54.1a (not yet released) (http://fractalsoftworks.com/forum/index.php?topic=5105.msg79410#msg79410).

New magnas are already improved in current dev version. Mainly by OP reduction and flux generation. Plus additional shot fo hvy magna.
Neat.  Thanks.

Dragon is cr and crs are not planned for built-in weapons. Don`t forget that there are other large energy weapons planned for XLE - larger beamer and scorcher.
Okay.  Wasn't sure about that, since you'd talked about maybe making it a built-in weapon before, and have mentioned not planning any larger XLE ships.

Speaking of planned XLE ships... are they likely to get a carrier?  (Could just be a converted Anaconda, though I'd think a new light cruiser would be a good choice - something inbetween the Drake & Dragon in terms of speed & firepower - maybe just a single large hardpoint (or narrow arc turret), backed by a decent collection of small & medium turrets?)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 31, 2012, 08:38:14 AM
The funny thing about carrier is that i just made the scetch 30 min ago :)

XLE ship have no hangar capacity at all, so they have to rely either on Boas or Anacondas. This is not good and it will be changed by introducing a carrier. I think it will be a CR-size, but not as over-dedicated as Astrakhan. Just two hangars will be enough.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Skyjump on December 31, 2012, 09:35:36 AM
Will the UIN also be receiving a carrier?
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 31, 2012, 10:31:46 AM
Yes. Probably a de size.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 12:39:04 AM
Happy New Year to all of you, guys!

Here are some new XLE weapons. Linked Streamcannon, Dual Blastcannon, Heavy Beamer and Incinerator Beam.

(http://electrotender.ru/SF/pic166.jpg)
(http://electrotender.ru/SF/pic167.jpg)
(http://electrotender.ru/SF/pic168.gif)
(http://electrotender.ru/SF/pic169.jpg)

Beamer is a long range 300 dps 150 fps energy weapon.
Incenerator is a scorcher, but with doubled range and 'speed' of beam.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 12:52:52 AM
New XLE destroyer - The Serpent-class.

(http://electrotender.ru/SF/pic170.jpg)
(http://electrotender.ru/SF/pic171.jpg)

5 medium turrets, 5 small turrets, 5 active flares.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: n4rf on January 01, 2013, 01:20:35 AM
I love you okim.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Thule on January 01, 2013, 03:35:09 AM
I love you okim.

I second this, fantastic looking artwork.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: The Soldier on January 01, 2013, 05:36:32 AM
Well.  That linked beamer is excellent! :D I can't wait to melt some pirates with it.

^^
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Ragni on January 01, 2013, 07:11:04 AM
Reporting an Exception:
I believe it is caused by OmniFactory.
It seems that Factory is unable to manufacture the "green-dragon-thingy-freighters" - Ship hull variant [liao-freighter-standard_Hull] not found!

I reproduced this defect twice. I usually try to get everything to Omnifactory. So at some point I manage to haul something to it, that it cannot reproduce.

Code
...
11489 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/isa-de4.png] as texture with id [graphics/ships/isa-de4.png]
11491 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 121.22 MB of texture data so far
11492 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/isa-de3.png] as texture with id [graphics/ships/isa-de3.png]
11495 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 121.88 MB of texture data so far
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_mining_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_pd_SHIP_SYSTEM not found
11549 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
11553 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 121.89 MB of texture data so far
11650 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
15609 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Games\Starfarer\starfarer-core\..\saves\save_DrIronclad_3462340599694952261...
17274 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
17308 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
44805 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [liao-freighter-standard_Hull] not found!
java.lang.RuntimeException: Ship hull variant [liao-freighter-standard_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.?öÕ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at data.scripts.world.OmniFac$ShipData.create(OmniFac.java:271)
at data.scripts.world.OmniFac.heartbeat$(OmniFac.java:43)
at data.scripts.world.OmniFac.advance(OmniFac.java:152)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.super.Õ??000(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 01, 2013, 08:11:59 AM
Found the problem - Omnifactory assumes (as, alas, it has to) that every variant is of the form shipID_variantName.  However, some of the specific variants in Ironclads are written as shipID-variantName.

For the short term, you can work around this by stripping ships before you sell them to the omnifactory; make sure they're using a custom variant instead of one of the built-in ones, and you'll be safe.

For an actual fix, those variants will need to be renamed.  Also, this explains that bizarre supply control bug I fixed, but couldn't figure out why it had happened.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 08:35:22 AM
Hm. So i just need to replace "-" woth "_". Ok.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 01, 2013, 08:42:46 AM
Right.  Looks like it's just "liao1-standard" and "liao-freighter-standard" that need to be modified (to "liao1_standard" and "liao-freighter_standard", respectively) - though I'll admit, I could have overlooked something.

And, of course, they need to be changed everywhere that variant shows up - file name, variant ID in the .variant files, as well as every place they could spawn in fleets.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 01, 2013, 08:45:13 AM
On a slightly different topic, the new XLE weapons look awesome, as does the Serpent class.  (Though I'm kinda surprised it didn't get dubbed Basilisk... maybe you're saving that name for something else?)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: LazyWizard on January 01, 2013, 09:13:16 AM
Reporting an Exception:
I believe it is caused by OmniFactory.
It seems that Factory is unable to manufacture the "green-dragon-thingy-freighters" - Ship hull variant [liao-freighter-standard_Hull] not found!

I reproduced this defect twice. I usually try to get everything to Omnifactory. So at some point I manage to haul something to it, that it cannot reproduce.

[...]

I'll write a quick fix for the Omnifactory. Due to the issue Wyvern mentioned, I can't get the factory to work with variants named like that - but I can at least prevent it from crashing the game! :)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: FalseDead on January 01, 2013, 10:36:34 AM
Wait.......

The Factory can Reproduce entire variants?

Not just hulls?

Also is there a way to turn off the factory? I have too many California class frigates and F171 Fighters
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 01, 2013, 10:44:08 AM
It's supposed to reproduce hulls - if you feed it a variant, it'll spit back the basic hull.  The trouble is that there's no 100% reliable way to get the basic hull, given a variant; it does the best it can, but the API it'd need simply isn't there.

And, no, there's no way to turn off the factory; it'll cap out at however many it makes, though, so once you've got, for example, six wings of F171 fighters in stock, it'll stop making more.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: n4rf on January 01, 2013, 03:10:32 PM
It's cool though, you end up spending a bit of your initial game in combating, capturing, and then selling those ships/weapons to the station to be made. Its a nice kick in the butt to keep fighting increasingly more difficult targets to gather material availabilities that don't exist in the other stations. It might actually affect an economy when one exists, but for now its nice to have one station to go to thats neutral... gives you the option to aggro everyone and still arm up too.

Overall I'd say its a nice influence in forward gameplay, and it makes losing a little softer when you know you can get those ships back without waiting ages for stock.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 08:19:37 PM
Let`s see what cool scripts LazyWizard and Wyvern will come up in future.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 11:36:35 PM
My first two vids. Tell me if those are just too huge (~50mbs each).

Serpent-class escort DE killing some fighters.
http://electrotender.ru/SF/serpent.avi (http://electrotender.ru/SF/serpent.avi)

Dragon-class assault CR killing several cruisers.
http://electrotender.ru/SF/dragon.avi (http://electrotender.ru/SF/dragon.avi)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Doom101 on January 03, 2013, 04:54:48 AM
.... Come at me Cosmonauts!

does anyone else say that when smashing RSF ships into tiny pieces? no? just me... okay..

oh also this
http://www.youtube.com/watch?v=hSSrOcYSNZo&feature=youtu.be


if you want to know what made me make this video well...
Guiles theme goes with everything right? well Guiles is also in the USA military ( im not sure which branch) so i thought how appropriate pounding RSF ships into dust with the ISA ships to a theme for a USA trooper from a fighting game.

also the mod is simply awesome! great jorb.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 04, 2013, 10:53:41 AM
So, I've been thinking about weapon balance.

Right now, factions are balanced using their own weaponry - so, for example, RSF ships have lower flux dissipation than ISA ships, but the RSF's (ballistic) weapons are vastly more flux-efficient than the ISA's (ballistic) weapons, so it mostly works out.
(Energy weapon efficiency is the other way around, though.  Seems odd, especially when the description for the RSF's Barnaul Cruiser claims the RSF's guns are more efficient...)

Now, this is fine... until the player comes into the picture.  The player can (and generally will) grab the best weapons they can find from any faction.  So, pick up a high-dissipation ISA ship, load it up with flux-efficient RSF cannons... Yeah.  Not exactly balanced anymore.

Now, one way to deal with this is to balance weapons purely by size and type - as the base game does - but that's kinda boring; you lose all the flavor.

So the thing I've started working on is faction-specific hull mods.  At the moment, I've only got one notion for these, but I think it's a good one:
RSF Munition Stores: an upgraded version of expanded magazines that can only be installed on RSF (or RSF-based, including some pirate or merchant) ships - for any other hull it'll just be grayed out and unavailable, like the dedicated targeting core on a frigate.  Not sure exactly how strong this should be - my first inclination is to have it triple the ammunition capacity of guns, but it could get adjusted up or down from there.

And once you have such a hull mod, you can balance ballistic weapons by ammo capacity - this will probably entail reducing the base capacity of the RSF's guns, and increasing the capacity of the ISA's guns.  At which point, yes, you could use flux-efficient RSF weapons on an ISA hull... at the cost of engagement duration; if you're just fighting a quick one-off battle, it'll be stronger - but it won't have the staying power to participate in a full fleet engagement.

Okim, does this sound like a good idea to you?  Any ideas for other faction-specific hull mods that could be worth implementing?
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 04, 2013, 12:23:27 PM
I prefer to wait until Alex implements multiple systems and some diplomacy stuff. This way it will be easier to balance the abundance and access to faction weapons. So, for example, there would be no easy ways to get RSF weapons while being in bad terms with them. Some high level and expensive (and rare) things should not be available until you get yourself allied to RSF (and thus become a bad bad person to ISA).
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 04, 2013, 12:27:56 PM
Hm.  Maybe.  Keep in mind, though, if you're fighting RSF ships, you'll get a steady supply of RSF weapons, looted from the wreckage of ships you've destroyed in combat.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Thaago on January 04, 2013, 12:55:51 PM
I had noticed a similar bit of balance issue with the UIN energy weapons mounted on ISA ships - they are still hard to get though, so its not a big problem.

Btw, is anyone else noticing a performance hit with this mod? My system is low end but runs vanilla flawlessly - with this mod I'm getting some framerate drops.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 04, 2013, 01:06:56 PM
That`s very odd. Especially taking into account that i use 'low-poly' borders for hulls (those that are used to calculate hits). Probably the amount of particles and projectiles cause these. I also heard that arc of fire may make a hit on performance.

Also the amount of stuff both graphical and text may be a bit too much to store in memory (there are just over than 100 weapons alone not counting tons of ships).
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 07, 2013, 03:47:28 PM
New version is available (http://www.okim.nickersonm.com/SF/ACM43.zip). It is mainly a graphical update as it adds a new XLE ship and replaces all RSF energy weapon sprites.

For full list of changes please refer to readme in the archive or on the first page.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: The Soldier on January 07, 2013, 03:56:58 PM
Nice. :) Will you be adding any of those "Decorative" item to your ships?  Blinking lights, rotors, etc.?

P.S. - As a side note, I find taht the dual 50mm mount is horrible compared to it's smaller brother for more OP and same damage, range, and virtually the same rate of fire.  Make it better? :(
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 07, 2013, 04:32:51 PM
50mm basic cannon costs 6 OP, has 700 range, 92 dps, 62 fps, 100 ammo. Its small.
50mm autocannon costs 9 OP, has 700 range, 158 dps, 79 fps, 150 ammo. Its small, fires 5 shots.
50mm dual cannon costs 8 OP, has 800 range, 133 dps, 60 fps, 300 ammo. Its medium.

For 2 OP difference you have +30 more shots per second, +100 range, +200 ammo and all of it for the same flux per second. So no, 50mm dual does not need a fix. It actually may require a dump of some sorts as it is one of the most cost/damage efficient weapons.

About decorations. Yes, at some point i`ll make unique lights for each faction, some dishes and probably some other animated stuff. But those are decors, so they are not a high priority. My main goal for the month or two is to create UIN and XLE carriers + some more weapons and ships. And finish the lore for the ships...
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: The Soldier on January 07, 2013, 04:40:40 PM
Wait...what?  Hmm.  I could have sworn the last time I played, the 50mm dual was absolutely worthless.  Hmm, guess I was wrong.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: The Soldier on January 08, 2013, 07:31:52 PM
Isn't the Scavenger-Class pirate destroyer a bit...overpowered?  With it's god-knows-how-many EMP drones trolling the space around it, it's impossible to get withint a torpedo's-shot range of it. -_- Either give it a different ship system, or make the EMP Gun wildly inaccurate.  Or reduce the EMP effect of it.  Not even the Ion Cannon from vanilla does THAT much EMP damage.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 08, 2013, 09:38:07 PM
Huh.  I've had no issues with those; a single Wyvern class frigate can troll one to death with just its point defense guns.  Takes a while and a careful pilot, and they do sometimes manage to retreat first...

What sorts of ships are you using that have issues?
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 08, 2013, 11:05:41 PM
Yeah. I kinda forgot about scavenger`s 'improvement' before uploading. Was a neat surprise for me either when i recently met it.

I haven`t any particular problems with it (was using Connecticut with mass Piranhas spam), but i ended up with removing EMP gun special effect and reducing its damage. I also reduced the amount of drones that Scavenger uses.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: tokmak333 on January 09, 2013, 06:09:21 AM
I think Aliens need more ship. Like Cruisers,Battleships.
And! Dreadnaught Ships RSF and ISA in normal game and buyable from stations
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 09, 2013, 11:34:59 AM
Some simple decorations on RSF carrier (2x small dishes rotating 360 deg, one large dish and runway lights):

http://www.okim.nickersonm.com/SF/RSF-CV.avi (http://www.okim.nickersonm.com/SF/RSF-CV.avi) (~20mb)

Vid also shows new gatling laser sprite and its firing.

---

Aliens have a CR already. A de with a fixed built-in heavy blaster is all what aliens will get so far. Not sure when i`ll add this one.

Obtainable dreads are a no-no is this mod. And RSF one is the only DN the mod will have.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: The Soldier on January 09, 2013, 12:25:47 PM
I was using either two Bulgaria Frigates and a Reaper or Germany class, and facing a lone Scavenger, my fleet got destroyed.  No chance.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 09, 2013, 01:41:23 PM
Even against such an overpowered Scavenger your Germany should not lose a combat. Its a heavy cruiser with tons of guns and a fortress shield.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: ValkyriaL on January 10, 2013, 03:21:51 AM
What did you base your runway lights on? because my runway lights are shooting shredder shells...
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 03:45:12 AM
What do you mean by 'basing on'?

I drew them by hand, and prepared png sequence for animation. The decoration weapon file uses an 'alwaysanimate' flag, so it just runs the 6 frames i`ve made in a constant cycle.

Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: ValkyriaL on January 10, 2013, 03:48:54 AM
Then how do i make sure they don't turn up in weapon groups, and don't do this? ???

Spoiler
(http://i.imgur.com/0t4Fd.jpg)
[close]
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 04:03:52 AM
That`s my runway code:

Code
{
"id":"RSF-CV-Lights",
"specClass":"projectile",
"type":"DECORATIVE",
"size":"MEDIUM",

"turretSprite":"graphics/weapons/decor/astrakhan-lights00.png",
"hardpointSprite":"graphics/weapons/decor/astrakhan-lights00.png",

"numFrames":6,
"frameRate":15,
"alwaysAnimate":"true",

"turretOffsets":[0, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[0, 0],
"hardpointAngleOffsets":[0],

"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",  # NONE, GLOW, MUZZLE_FLASH, SMOKE
"muzzleFlashSpec":{"length":0.0,   # only used if animationType = MUZZLE_FLASH
   "spread":10,
   "particleSizeMin":4.0,
   "particleSizeRange":18.0,
   "particleDuration":0.2,
   "particleCount":25,
   "particleColor":[255,150,30,200]},

"projectileSpecId":"42mm-he_shot",  # projectile that will be fired
"fireSoundOne":"gun_mechanicals_medium_up_whirr",
"fireSoundTwo":"gun_medium_2",
}

Carrier has several weapon slots with TURRET class (to make decors centred properly) and DECORATIVE type (to make sure they are not going to do stupid stuff like what you`ve shown) and a list that contains all 'built-in' decorative weapons.

BTW. You can manually deselect any weapon in any refit/design screen to make it group-less. It wont show in combat and wont be accessable.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 10, 2013, 07:51:26 AM
Okim heres a version of the dish that will follow your current target instead of doing the 360º rotation, just add a new float to get the angle based on the ships and the target ships coords:

float angleToTarget = 0f

if(weapon.getShip().getShipTarget() != null)
angleToTarget = (float) Math.toDegrees(Vector2f.angle(weapon.getShip().getLocation(), weapon.getShip().getShipTarget().getLocation()));

and change the facing of the weapon:

float facing =  ((weapon.getShip() != null && weapon.getShip().getShipTarget() != null) ? angleToTarget : 0);
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 08:55:27 AM
Thanks, i was thinking of using targetting units that follow the weapon on large RSF ships. This code might be handy for those :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 10, 2013, 09:33:31 AM
Really liking some of the new weapons, weapon graphics, and balancing - especially for the RSF's energy weapons.

The new dual blastcannon may be a bit off, though - haven't tested it, so it's possible that there's just another display bug, but the displayed DPS numbers seem a bit low for a large weapon.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 10:41:37 PM
Its with a proximity trigger that also counts in. But i agree - it should have some better rate of fire.

Normally i was planning to create a Blast Chaingun instead of that weapon. A mix of Reaper chaingun and Blastgun that XLE have. Something close to original Thumper, but with HE damage instead of fragmentation.

I must confess that i really appreciate your feedback. With each new weapon/ship its becomes more difficult to track balance of the mod :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 11:13:23 PM
Hey, i just found this (http://www.youtube.com/results?search_query=starfarer+ironclad) on youtube. Wasn`t even aware of how many vids you guys made about my mod! Thanks to all involved.

Vids are a bit outdated though, but still - its nice to see people piloting those ugly old sprites :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 11, 2013, 12:03:50 AM
Added some history lore to the first page. Not much, but at least something :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Strifen on January 11, 2013, 12:54:52 AM
I liked those 'ugly old sprites', and hoped they might return later as older timeline variants as a part of salvaged, lost, or abducted fleets.

guess not...?
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 11, 2013, 09:25:02 AM
Ah, speaking of feedback - the microlaser may have been over-nerfed; it usually takes three to four shots to kill one missile now, and I've found myself abandoning its use in favor of beamers or various forms of medium energy point-defense weapons.  Or even (gasp) flak cannons.  (Yeah, I still try to avoid using weapons with non-regenerating ammunition; that's a personal quirk of mine.)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 11, 2013, 09:59:07 AM
It deals 20 damage per shot. Normal missile has 100 hps. Ugrs, Arrows and micromissiles are the intended targets for microlasers. They all have low hp (20-75).

I`ll try increasing its damage up to 50 per shot (250 with 0.2 sec fire).
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 11, 2013, 10:04:00 AM
That's likely overkill - it was at 200dps with .2 sec fire before, and that was, imo, fine; I could even see a slight nerf from there being acceptable - just, cutting it in half was (again, imo) too much.

Alternatively, leave it where it is and remove the ammo limitations - if it's supposed to be targetting micromissiles and the like, well, those tend to come in large groups...
Hm.  I may need to run some tests myself, see if I can find a good place for its stats.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Spardok on January 11, 2013, 10:44:12 AM
I'm guessing there's no way to lower the fire rate and have it fire two or three beams at once, lowering single beam dps.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 12, 2013, 02:09:00 PM
An animated venting process on ISA Colorado heavy frigate.

http://www.okim.nickersonm.com/SF/AnimatedVenting.avi

The idea was to make hidden vents on ISA ships that will open when a ship is venting. So far i just made a script for starting, pausing and releasing the animation. Later i think i`ll be adding a smoke or glow of sorts.

Script is simple, but it forced me to spent some hours figuring out the problems (my java sucks). Eventually Alex helped with pointers (was using incorrect plugin) and after few more hours the script began to do what i wanted it to do (YAY!).

Feel free to use this script where ever you wish: http://www.okim.nickersonm.com/SF/AnimatedVents.java
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 12, 2013, 02:23:21 PM
An animated venting process on ISA Colorado heavy frigate.

http://www.okim.nickersonm.com/SF/AnimatedVenting.avi

The idea was to make hidden vents on ISA ships that will open when a ship is venting. So far i just made a script for starting, pausing and releasing the animation. Later i think i`ll be adding a smoke or glow of sorts.

Script is simple, but it forced me to spent some hours figuring out the problems (my java sucks). Eventually Alex helped with pointers (was using incorrect plugin) and after few more hours the script began to do what i wanted it to do (YAY!).

Feel free to use this script where ever you wish: http://www.okim.nickersonm.com/SF/AnimatedVents.java


oh well you could have asked, made that one 3 days ago ;D - thanks for sharing tho

Code
package data.scripts.plugins;

import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin;

public class AnimationWhenVentingOn implements EveryFrameWeaponEffectPlugin
{
public void advance (float amount, CombatEngineAPI engine, WeaponAPI weapon)
        {
            if (engine.isPaused()) return;

            AnimationAPI animation = weapon.getAnimation();
                
                   if(weapon.getShip().getFluxTracker().isVenting())
                        animation.play();
                   else
                        animation.pause();
}
}

btw you seen the EMP script psiyon made? its possible to make small emp lightnings when a ship is overloaded, quite nice to watch, also it doesnt need to add any weapons since it changes the actual combat engine
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: The Soldier on January 12, 2013, 02:36:32 PM
Well, that venting animation is epic! :D Mind if I use it for my mod?
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Thaago on January 12, 2013, 05:40:06 PM
Haha cool! I really like that animation.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 12, 2013, 08:56:14 PM
Emm. Guys.
You know what? Its damn possible to create faction flags, colour schemes and other distinctive visuals by using decorative animations!

We have some ship owner checks in API. We can create a single decorative animation for each ship with each frame containing a specific faction graphics!
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 12, 2013, 10:32:28 PM
Emm. Guys.
You know what? Its damn possible to create faction flags, colour schemes and other distinctive visuals by using decorative animations!

We have some ship owner checks in API. We can create a single decorative animation for each ship with each frame containing a specific faction graphics!

Awesome.

_____
And some more balance suggestions:
Heavy Magna Cannon should have double the charge recovery rate - so that its sustained DPS is equal to the medium Magna Cannon.  Otherwise, it's fine as is.
Incinerator Beam should cost more like 26 ordnance points, rather than 16; it's kindof a niche weapon - but in that niche it's completely unsurpassed.  (Yes, it also obliterates pirate ships... but there are plenty of other weapons that will do that too, just slightly less expeditiously; a Drake destroyer with a Heavy Laser Beam is slightly slower at slaying pirates, but no less capable.)
Microlaser: My suggestion is, after some testing: 50% increase in damage, 100% increase in charge recovery rate, reduce charges to 2.  That gives a microlaser a burst DPS of 75 - meaning it matches a beamer (until it runs out of charges), with a sustained DPS of 30 (meaning after about 1.5 seconds it's moderately pathetic - but not totally useless.)
Microlaser Array: I'd suggest 50% increase in damage, 150% increase in charge recovery rate.  This makes it actually competitive with other medium point defense weapons - it's better at shooting down single digit salvos of missiles than most of them, but significantly inferior for any secondary purpose - the linked beamer is better at support & anti-fighter (due to range & better sustained dps), and the various projectile (alien dual laser, chainblaster, laser cannon, etc) all feature superior range and the ability to deal hard flux.

What I'm currently using in my own somewhat-hacked copy of your mod:
Code
Microlaser,microlaser,1,1200,500,150,,,0,75,4,2,1,ENERGY,,150,,0,0.2,0.2,,,,,1000000,,,,,PD,268877
Scorcher Beam,scorcher,1,3500,450,500,,,0,16,8,,,HIGH_EXPLOSIVE,,500,1,1,,,,,,,500,,,,,"USE_VS_FRIGATES,STRIKE",773524
Incinerator Beam,incinerator,1,6000,800,500,,,0,8,26,,,HIGH_EXPLOSIVE,,500,1,1,,,,,,,750,,,,,"USE_VS_FRIGATES,STRIKE",7773524
Linked Beamer,hvybeamer,1,1800,800,180,,,,24,10,,,ENERGY,,150,0.5,1,,,,,,,10000,,,,,PD,10140998
Microlaser Array,focuslaser,1,3500,550,450,,,0,60,12,5,1.5,ENERGY,,450,,0,0.2,0.2,,,,,1000000,,,,,PD,2688877
Magna Cannon,magna,1,3500,800,,400,,0,10,12,,,HIGH_EXPLOSIVE,200,,0,2,1,,0,0,0,0,,450,,,,"USE_VS_FRIGATES,STRIKE",104770
Heavy Magna Cannon,hvymagna,2,9000,800,,400,,0,12,20,5,0.5,HIGH_EXPLOSIVE,200,,0,0.25,1,,0,0,0,0,,450,,,,"USE_VS_FRIGATES,STRIKE",10477055

I'd also suggest either greatly increasing the turn rate of the alien beam, or making it not a point defense weapon; right now, it's all but useless at actually hitting missiles, but still tries to target them over actual ships - resulting in it being largely ineffective against anything that uses missiles.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 12, 2013, 10:59:29 PM
Hm.

Might be simplier if i just copy/paste those. I tend to trust your feel of balance, you know ;)

Here is a new vid (http://www.okim.nickersonm.com/SF/AnimatedVentGlow.avi) (~7mb) showing a flux-level-dependant vent glow. The greater the flux level - the brighter the glow.

The script for this is kinda ugly and the frames are advancing with a step of 10% transparency per 10% flux, so the animation isn`t perfect at all. I can either reduce step to 5% increase (doubling the number of frames and size of the script) or wait till Alex adds a way to create some kind of blending between frames :)

Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: harrumph on January 13, 2013, 06:43:53 AM
The animations look great! I actually kind of like the jerky, low frame-rate style, there's something pleasingly old-school about it.

I've been playing Ironclads a bit the past few days—being able to choose a faction is tons of fun, by the way, and all the new art looks great; I especially like the ISA cruisers and the pirate frigates—and I thought I'd give you my two cents regarding balance. Short version: I think you need to seriously revisit missiles, and possibly PD and ship durability as well.

So, the longer story: I started out in a California and struggled mightily. Tried different configurations, but found I had to be very selective about which pirate fleets I attacked. It was frustrating, so I decided to start over, this time in a Connecticut; my own PD had been pretty ineffective when I was flying the California, so I figured missiles would be effective against pirates. Turns out, yeah, you could say they're effective: one salvo from a large Piranha launcher will knock out a pirate gunship, nineteen times out of twenty. I could easily wipe out three Raiders in about 20 seconds, without even having to raise shields. In fact, I found out I could destroy any pirate fleet with just the one California (I brought another along to switch into if I ran out of missiles, since the AI is oddly parsimonious with its Piranhas). And then I found out that three Piranhas is also enough to overload any RSF frigate/gunship (or kill them outright if they're oriented wrong), so I started tearing through RSF patrols too.

I upgraded to a Kentucky, which, with Piranhas in every mount and a few skill points in Combat, can one-shot a Moscow. Switched over to a Michigan, put Burst Plasma Cannons (I think that's the name—the longest-ranged plasma turrets) on the large mounts and Piranhas on all the mediums, and was able to solo two RSF system defense fleets back-to-back, without scratching the paint or even having to vent once. Started over as XLE, with all this in mind, and—although the Wyvern isn't as perfect a missile platform as the Connecticut—I managed to get up to level 10, with 100k credits and an alien carrier to my name, in about nine days of in-game time.

So, my analysis: first, the Piranha (and the Wasp, although the eyeball test tells me the Piranha is a little bit faster and/or more maneuverable, right?) is both too good and too cheap. Even without hullmods and player skills, it's extremely powerful and flexible. With points in Missile Specialization and the ECCM hullmod, it's a one-size-fits-all solution to anything (except some of the alien ships, and perhaps the Fortress-Shielded UIN ships). You can literally just spam them, without a target, as soon as you get contact pings, and they'll wipe out everything on the map. They can chase down any fighter, they can puncture any shield, and they have outstanding range. They make every other missile obsolete, with the possible exception of Smart Rockets (which are a better fit on small mounts, at the very least), and that's not even considering that they're the cheapest OP option in every size category.

Second, missiles are generally too effective, even setting the Piranha/Wasp aside. The fragile hulls, weak shields, and ineffective PD of most ships can't stand up to more than a few missiles at a time. I think that's by design, right? If I'm not mistaken, you're going for a dynamic like modern naval combat, where just two or three ASMs that find their mark can cripple or sink a huge warship. The trouble is that it's really, really easy (especially when so many ships use mostly or exclusively universal mounts), to stack a number of missiles that no ship can defend against. This is obviously the most extreme example, but with Expanded Missile Racks and 5+ points in Missile Specialization, a Michigan can deliver 60 Piranhas (roughly 600 damage each, depending on spec, or somewhere around 1300 if you're fully invested in Combat) in like 1.5 seconds. That's probably enough to punch through a Fortress Shield; it's definitely enough to kill any RSF, XLE, or ISA ship ten times over. And that's just the medium mounts! As an added bonus, mounting all those missiles frees up flux (and, in the case of the super-cheap Piranhas, OP) for other purposes.

Finally, a sort of corollary to the above—the weakness of shields and armor, especially on small ships, means that a few extra OP from Tech skills are way more valuable than they should be. Being able to stick just 5 points in capacitors means effectively doubling the defenses of many frigates—i.e. the difference between being overloaded by a single Piranha salvo and being able to tank it.

Beefing up ship defenses (whether armor, shields, PD, or some combination of them) would help at the smaller end of things, but it certainly wouldn't do anything about extreme cases like that Michigan build, and I think it'd spoil some of the mod's uniqueness. I like that missiles are so dangerous—it gives Ironclads a very different feel from other mods or the vanilla game—but I don't think it works to have them be both so dangerous and so spammable. Apart from some balancing among missiles (for one, making the Piranha more expensive, shorter-ranged, slower, weaker, or all of the above; for another, buffing the smaller missiles—Micromissiles, for instance, are much weaker than they look on paper because they don't instantly shred armor the way the bigger missiles do), I really think you should severely limit the number of missiles any one ship can carry. Getting rid of most universal mounts is probably the simplest way to do it; you might also consider leaving universal mounts in only one size category (say, medium) on a lot of ships, and then removing most missile mounts of that size from the game.

Sorry for the great big wall of text, and I hope that doesn't sound too negative. I think the mod is awesome on the whole!
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 13, 2013, 07:02:27 AM
Maybe changing the damage of the missiles to ENERGY would balanced them a bit, HE on heavy armored targets is well fatal

Also dont make those engine lights "light up" with the shipsystem script instead with a script for when you use your engine:
EDIT: trying to find it but i got something nice you can use instead;

weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().isPositive(); when you get the flux boost of 50% the animation happens

heres something you can add on your "lights" - a blueish glow when your animation on the flux rise are up:

            Vector2f WeaponCoords = new Vector2f(weapon.getLocation());            
            float WeaponLoc = WeaponCoords.length() / 2; //center?
            
            engine.addSmoothParticle(WeaponCoords, weapon.getShip().getVelocity(), 3f, WeaponLoc, 1, Color.blue);
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 13, 2013, 08:12:16 AM
Human piloted ships will always tend to be overpowered compared to static AI ship variants due to our ability to see weekness and to exploit it.

Wasps and Piranhas were based on Harpoon missile and slightly modified to match RSF and ISA doctrines (RSF slow, low-tech, but sturdy and deadlier. ISA fast, with good guidance, but a bit fragile and pack less punch):

Harpoon: damage 750, OP 5, ammo 3,  range 2500, speed 300, hp 100

Wasp SRM Launcher: damage 650, OP 6, ammo 3, range 2500, speed 300, hp 90

Piranha SRM Launcher: damage 550, OP 6, ammo 3, range 3000, speed 350, hp 75

The main difference between vanilla launchers and similar ones in ironclads is in their sizes. When Harponn x3 is using small mount - my x3 launchers are only for medium launchers, when you have a 30 rounds Pilum for med mount - in ironclads there are 24/30 Wasp/Piranha batteries only for large mounts.

EDITED:

well. Looking at my missiles i noted three main things aboutthem that i will change:

- lower HP per missile to make PD more effective (this will overpower beam defences).
- reduce lifetime to vanilla standards making 'spam-before-beep' impossible.
- make larger missiless really hard to track frigates (Barracudas/Killer Wasps) to make them less effective against fast ships and easier to dodge.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 13, 2013, 09:10:44 AM

Quote
weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().isPositive(); when you get the flux boost of 50% the animation happens

Wont be helpful to me - i assign each frame of the animation to a specific flux level and pause it right away fixing this frame till the level rises or lovers.

Quote
heres something you can add on your "lights" - a blueish glow when your animation on the flux rise are up:

            Vector2f WeaponCoords = new Vector2f(weapon.getLocation());           
            float WeaponLoc = WeaponCoords.length() / 2; //center?
           
            engine.addSmoothParticle(WeaponCoords, weapon.getShip().getVelocity(), 3f, WeaponLoc, 1, Color.blue);

Again not in my case. I`m using a single weapon slot positioned directly in the center coords of the sprite. So this code will probably produce a glow in the middle of the ship which is not what i need.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 13, 2013, 09:54:40 AM

Quote
weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().isPositive(); when you get the flux boost of 50% the animation happens

Wont be helpful to me - i assign each frame of the animation to a specific flux level and pause it right away fixing this frame till the level rises or lovers.


you can also change the frames using the base amount, just like how you check the amount of flux being used by the ship for your current animations ;)

weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().getBaseValue();
weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().getModifiedValue();
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 13, 2013, 09:59:34 AM
Hm.  I wonder... how well would those pure missile ships fare against something with decent flak-based defenses?

Also, such a setup fares poorly against the alien mothership - if you let the missiles auto-target they waste time chasing drones; if you don't, the drones shoot them down.
I couldn't get it to work in the Fall of the Federation mission, either - too many targets, too many asteroids, and by the time the dreadnaught was out, I was out of missiles.

That said, I think he's right on the ultimate cause of the issue being the heavy use of universal slots - missiles are balanced to be an occasional-use weapon; if they're strong enough to work as occasional-use, then they're also strong enough to be ridiculous in huge swarms - though, of course, if your swarm of missiles doesn't clear the screen of enemy ships, then you're doomed.

I'm not sure what the right answer here is.  Lowering missile range (for the common, cheap sorts of missiles, anyway) is certainly a good start.  Possibly change the three-shot racks so they can't fire as fast?

I'd be wary of changing missile hit points, though; against "normal" numbers of missiles, current point defenses (beam or otherwise) are quite sufficient; making missiles weaker would shift the game closer to having them be useless unless you do mount them in ridiculous swarms.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: harrumph on January 13, 2013, 10:20:05 AM
Human piloted ships will always tend to be overpowered compared to static AI ship variants due to our ability to see weekness and to exploit it.
Yeah, you're totally right about this only being a weakness the player can exploit, not a true game balance problem. The AI uses missiles in a more sensible way, and they function just fine (that said, I do think the Piranha is too cheap no matter which way you slice it).

Wasps and Piranhas were based on Harpoon missile and slightly modified to match RSF and ISA doctrines (RSF slow, low-tech, but sturdy and deadlier. ISA fast, with good guidance, but a bit fragile and pack less punch)
Correct me if I'm wrong, but they must both be quite a bit more maneuverable than the Harpoon too, right? They definitely have better acceleration, which is one of their biggest strengths (and is a big part of what makes them so blindly spammable—they'll kill one thing and just whip around to go after the next).

I think reducing their lifetime will be a big help for sure.

Hm.  I wonder... how well would those pure missile ships fare against something with decent flak-based defenses? Also, such a setup fares poorly against the alien mothership - if you let the missiles auto-target they waste time chasing drones; if you don't, the drones shoot them down.
Not sure about flak; there's not a lot of it on the default loadouts. As for the aliens, yeah, missiles aren't great against the carrier, either, and the frigate can avoid most missiles, although Piranhas will eventually run them down.

That said, I think he's right on the ultimate cause of the issue being the heavy use of universal slots - missiles are balanced to be an occasional-use weapon; if they're strong enough to work as occasional-use, then they're also strong enough to be ridiculous in huge swarms - though, of course, if your swarm of missiles doesn't clear the screen of enemy ships, then you're doomed.
Try, instead of a pure missile build, a build with a few big energy weapons—try to match your main battery's flux output to the ship's dissipation—and missiles in all the remaining large and medium slots. You might want to give The Fall of the Federation another try like that: use plasma whenever possible, sending out a huge burst of missiles to deal with a threat when you're under pressure, and saving as many as you can for the dreadnaught.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 13, 2013, 11:21:08 AM
Huh.  Tried that, won... without landing a single missile hit; didn't need them against the swarm of lesser ships, saved them all for the dreadnaught... who promptly shot them all down with flak cannons.

Only casualty on my side was one wing of fighters that decided to retreat straight past the dreadnaught; I deployed a few wings to capture the second nav point once there wasn't anything in their way.

Attached image is the setup I used.  Maybe it needed more missiles?

[attachment deleted by admin]
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 13, 2013, 10:34:46 PM
I dumped down Michigan`s plasma cannon after i killed DN with just it and targeting unit. The number of shots was reduced to 6 from 12 that was before. I think that 4.3 has this change included, but i`m not sure :)

In any case i usually test ships by bringing in 1 or 2 ships of the same size from the opposite faction (RSF, XLE / UIN, ISA). If i win against one - the ship is good. If i win against both - the ship is overpowered. If i struggle to win - the ship is balanced well. Then i pick up the opposite faction and select my new ship as a foe and see how easily it can be defeated. Easy to kill - the ship is weak, difficult to kill - the ship is ok. Impossible to kill (Germany cruiser as example) - ship is a bit too overpowered for its class.

EDITED:

Just to note - missiles were given manoeuvrability and speed parameters close to original. Wasps, Mosquitos, Piranhas - as Harpoon. Barrakudas, Devilfishes, Killer Wasps - as Pilum. Eel, Hunter - as heatseeker (forgot its name), Arrow, Stinger and Micromissiles - as Swarmers. They differ from one another slightly with RSF being slow, but durable and ISA being fast and agile.

I also updated lifetime of all missiles to match vanilla ones. SRMs - 9-11 seconds, LRMs - 25-30 seconds, Anti-Fighter - 6-9 seconds. Some heavy ones like Sharks and UIN Mirw can travel up to 90 seconds.

Testing it now, but i already noticed a serious reduction in missiles power. For example - pirates are now dodging Killer Sharks with ease and even manage to burn drive out of Piranhas swarm (rarely though as they mostly point towards you and your missile swarm and usually just blast into salvoes when engaging drives).
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 14, 2013, 10:54:02 AM
Oh.  Huh.  Dunno if that change is in or not - mostly stayed out of plasma cannon range of the dreadnaught; the build I used didn't have the shield capacity to tank its firepower for any really useful amount of time.

...Should try an EMP build sometime, see how well that fares against the DN.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 14, 2013, 10:57:55 AM
Here is a new vid (http://www.okim.nickersonm.com/SF/AnimatedVentGlow.avi) (~7mb) showing a flux-level-dependant vent glow. The greater the flux level - the brighter the glow.

The script for this is kinda ugly and the frames are advancing with a step of 10% transparency per 10% flux, so the animation isn`t perfect at all. I can either reduce step to 5% increase (doubling the number of frames and size of the script) or wait till Alex adds a way to create some kind of blending between frames :)

Oh, and happened to re-read this... instead of 10% transparency per 10% flux, how about making it so that each displayed vent works at full capacity, and stepping up increases the number of active vents?  I'm not actually sure if that'd look better, but it could be worth a try.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: The Soldier on January 14, 2013, 07:13:39 PM
Emm. Guys.
You know what? Its damn possible to create faction flags, colour schemes and other distinctive visuals by using decorative animations!

We have some ship owner checks in API. We can create a single decorative animation for each ship with each frame containing a specific faction graphics!

So, if an RSF fleet takes an ISA ship, it can get, say, an red border around it and a little "RSF" flag over it? :D
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 14, 2013, 10:35:50 PM
Just a flag and a sign - need to be minimal in order to prevent ship from looking ugly when it gets damaged (damage decals are not applied on decorative weapons).

So far i just found owner check is shipAPI, but there are numbers in there like 0-1 with 100 being neutral. So that probably for combat only.
Need to find some faction ownership in other files that work in campaign as well as in combat.

And there is a small doubt that a weapon can influence anything beyond combat. Even in design screen we have only the first frame of the animation regardless of the script.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 16, 2013, 02:53:52 AM
Just a flag and a sign - need to be minimal in order to prevent ship from looking ugly when it gets damaged (damage decals are not applied on decorative weapons).

So far i just found owner check is shipAPI, but there are numbers in there like 0-1 with 100 being neutral. So that probably for combat only.
Need to find some faction ownership in other files that work in campaign as well as in combat.

And there is a small doubt that a weapon can influence anything beyond combat. Even in design screen we have only the first frame of the animation regardless of the script.

Probably only the setSupplies/setFuel and a few others that add cargo/xp (not in front of the code to see whats the actual method names) would set any changes after a battle, the supplies and cargo would make nice ideas in how damage would "destroy" the amount of cargo if you deal too much damage on a cargo ship.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 16, 2013, 01:05:48 PM
XLE Basilisk-class Battle Carrier. It combines good carrier capacity with formidable firepower.

(http://www.okim.nickersonm.com/SF/pic172.jpg)


This is the last XLE ship that i planned to add so far. I don`t know if i`ll make capitals for them and/or UIN. Not now at least.

I`ll do some tests before uploading the new archive. After that i`ll leave this mod for a while. Working on this ship made me realise that i need some rest from spriting.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: The Soldier on January 16, 2013, 01:13:47 PM
Nice! :D Finally, a capital with a flight deck!

Although, if any faction should have a capital with a flight deck, it's the UIN.  They still lack a carrier.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 16, 2013, 01:33:33 PM
Its not a capital. Its a cruiser. A brother to Dragon.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: The Soldier on January 16, 2013, 01:40:25 PM
Good god! o.0 That's huge.

Guess I read "Battle Carrier" as "Battle Cruiser" hmm.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 16, 2013, 01:44:40 PM
if you need some help with some decorative ships feel free to ask, also, check out the system for pod ejection it should fit with this (and any mod imo) mod perfectly
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 17, 2013, 02:29:59 PM
A silicon-based space monster code-named Rock Fly.

(http://www.okim.nickersonm.com/SF/rockfly.png)

Video: http://www.okim.nickersonm.com/SF/rockfly.avi (http://www.okim.nickersonm.com/SF/rockfly.avi) (~60mb)


Rock Fly was first encountered by XLE mining fleet in a distand asteroid field. Fly was at first peaceful and seemed to be quite curious of the shiny XLE ships. Several hours later after examining the fleet the Fly left them much to the relief of the crew.

Only when mining fleet proceeded with its main goal the Fly returned and attacked them. Fortunatelly a near by strike fleet answered the emergency call and managed to arrive before miners were obliterated. As scientists uncovered later - the asteroids that miners began to harvest contained 'hives' of small buggers - probably that`s why the Fly attacked.

Rock Flies are silicon based. They manage somehow to convert large amount of minerals into energy. Its 6 legs each contain a weapon that can act on its own. The Fly can spit out unstable bolt of superheated plasma that seems to detonate as soon as it gets into proximity range of the target. Rearlimbs include a powerful melter beam that is probably used to melt the ore that the Fly later consumes. Forelimbs launch a spray of small spikes. Scientists have no idea how the Fly is using those.

The main 'weapon' of each Rock Fly is its spawn - a swarm of tiny flies that are believed to be Fly`s children rather than workers. Each small bugger has a tiny shard thrower that is quite useless against armour and shields, but is dangerous to fighters.

The Rock Flies live a very long life that is believed to last millenias. They seem to be peaceful if not directly threatened.


Now the technical stuff. Wings are decorative and transparent. They are moving like sensor dishes, but each combat they randomly pick the direction. Weapons have offsets to the sides to make them look more organical. They are, however, quite good at hitting things. Plasma breath is a modified plasma blast cannon - better ROF, lower damage. The whole head is a plasma turret with animated mandibles.

Engines are placed in the wings` roots. There are two drives that will generate some greenish particles when The Fly moves.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 17, 2013, 02:37:13 PM
You managed to make me jaw dropped, cant say anything besides, that looks mindblowing
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: FlashFrozen on January 17, 2013, 02:52:10 PM
Wings! In space! while I can't expect the physics behind that, If they are buzzing/flapping decoratives that bug will be very neat to watch :D
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: The Soldier on January 17, 2013, 05:30:29 PM
Umm...wow. o.0 Pleace tell me I won't have to face that! ;D
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 17, 2013, 10:11:56 PM
Heh. Thanks. I knew you`ll like it. I mean - look at it. Is it a cute little buggy over there :)

Wings! In space! while I can't expect the physics behind that, If they are buzzing/flapping decoratives that bug will be very neat to watch :D

Solar winds, gravitational waves, some dark matter mumble-jumble. No? :)

Watch the video - its clearly shows how the wings swing. BTW, each combat will make those wings swing a bit different. I ended up with a perfect swing of all 4 wings in pairs in one of my test plays.

And looking how it 'bites the void' everyone can see how angry this bug is.

Umm...wow. o.0 Pleace tell me I won't have to face that! ;D

I`m making a mission where you`ll command XLE carrier and several fighter wings + other ships trying to kill the only one Fly. It will be extreme, trust me :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Romeo_One on January 17, 2013, 11:22:29 PM
Its wings consist out of conductive material, through its swings it moves a small fraction of residual Dark Energy from its front to the back, which causes the creature to create a forward motion, because the Dark Energy is stronger at its rear than in front of it.

Something like that? xD
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Shoat on January 18, 2013, 01:21:15 AM
Holy *** Okim. A fully functional space monster.
That is just plain awesomesauce.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: harrumph on January 18, 2013, 01:38:31 AM
Totally sweet.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 18, 2013, 01:44:40 AM
Thanks! I have a feeling that i actually managed to impress you, guys :)

To become a fully functioning space monster this Fly needs custom effects (explosion, damage decals, probably bloody spots) and to be un-salvagable in campaign.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Shoat on January 18, 2013, 02:59:59 AM
To become a fully functioning space monster this Fly needs custom effects (explosion, damage decals, probably bloody spots) and to be un-salvagable in campaign.

Is it even possible to modify that (and also sound effects like hit sounds or engine sounds) at the moment?


Un-salvageable-ness is probably going to be a normal flag you can set for a ship at some point (and may even be achievable through some trick right now), seeing how you can already make any weapons un-salvageable by making them built-in.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: TheHappyFace on January 18, 2013, 05:03:33 AM
i thought it was allready possible to make them unsalvageble... just dont know the ai hint...
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 18, 2013, 06:30:48 AM
How about set the engine to check this ship by id and if(ship.isHusk()) and set the hp to 0 - im not home right now but ill check on this once i do
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 18, 2013, 08:48:01 AM
I prefer to wait when Alex will make these flags ;) I hope that some day this will happen.

Do you guys want to watch a 9 minute combat where brave XLE captains die with honour trying to take down the Fly? I ask because its 300+ mbs and in a half-sized quality (looking quite bad on 1280x1024).
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: LazyWizard on January 18, 2013, 05:45:36 PM
I prefer to wait when Alex will make these flags ;) I hope that some day this will happen.

Do you guys want to watch a 9 minute combat where brave XLE captains die with honour trying to take down the Fly? I ask because its 300+ mbs and in a half-sized quality (looking quite bad on 1280x1024).

If you want, I can compress these videos for you. There shouldn't be much of a quality drop with the program I use.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 18, 2013, 10:47:30 PM
Well... if it's just a single ship... you might be able to get by with setting its fleet point cost to, I don't know, 50,000 or something; I think I recall something about the flagship in a fleet always being able to be deployed, regardless of starting fleet points.  Might be worth testing.
Won't prevent capture, but means anyone who does will suffer instant accident-fueled devastation.  Other notions along those lines include setting crew, cargo, or fuel capacity to -10,000, or in some other way rendering the ship cripplingly unusable by the player.  Fleet points are probably the best, though, since others might make it implode on its own...

That said, I'd love it if the weapons on that thing were salvageable.  I mean, can you imagine how awesome it'd be to mount a bug head trophy on your cruiser as a functioning weapon?
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 18, 2013, 11:30:23 PM
Let`s wait until the next release. I hope it will have what this beast needs ;)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 19, 2013, 06:07:33 AM
Now all we need is a snake like monster like on Star Wars or the worm on Dune
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 21, 2013, 11:57:43 AM
New sprite for Germany cruiser. It also was switched from 'Heavy' to basic cruiser. I wasn`t sattisfied with the old sprite - it was too huge and somewhat ugly.

(http://www.okim.nickersonm.com/SF/germany.png)(http://www.okim.nickersonm.com/SF/isa-cr1.png)
(ISA cruiser is shown for size comparison)


Video showing various decorations for this ship (experimental!) and mass drivers: http://www.okim.nickersonm.com/SF/new-germany.avi (http://www.okim.nickersonm.com/SF/new-germany.avi) ~60mb

Germany carries 3 large ballistic guns and tons of small universals as well as 4 medium universals. It also has a large hangar, but with only one wing docking clearance. Large guns on the front can`t fire forward - the ship is intended to be used as a line cruiser. Lore-wise the hangar docking route is from above the ship not from the front, so firing into that arc by large guns is a bad idea.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:24:23 AM
UIN Austria drone carrier and Devastator drone. Former Austria is renamed to Cyprus.

(http://www.okim.nickersonm.com/SF/UIN-devastator.png)
(http://www.okim.nickersonm.com/SF/austria2.png)

(http://www.okim.nickersonm.com/SF/pic173.jpg)


Each drone has a 6-pdr assault gun, dual 2-pdr gun, a simple shield and can engage host ship`s target at up to 3000 SUs. Frigate on its own is very weak and is better left at range of 2000-2500 SUs from its target.

P.S.: antennas are decorative and animated.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 03:26:07 AM
are those sticks new guns?

edit: cant believe i didnt see that ps... nice ships btw. looking forward to killing those bugs.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:27:03 AM
No. These are decorated antennas :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 03:29:09 AM
and the bugs are obviously not capturable or are they? (i mean boarding, capturing could be really interesting)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:30:41 AM
They are not in campaign. If Alex will add some flags to the game to make ships un-salvageable - then Rock Flies will get their place in it.

Quote
edit: cant believe i didnt see that ps... nice ships btw. looking forward to killing those bugs.

That`s because i added it after you posted :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 03:32:28 AM
then i hope he will do that becouse they look really cool to fight and maybe even fly :)
could you do a mission when you are one of these bugs then? like fighting off a mining company or something
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:36:36 AM
Hmm. Nice idea actually.

P.S.: probably hunting down miner fleet wont be that interesting. But i may create a scenario where nearby RSF Patrol Fleet picks up the call for aid and rushes for help.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 03:48:32 AM
that sounds interesting it should ofcourse be a challenge for the player.
question: wont the rockfly get hull damage when it gets hurt? becouse that coud look really odd. maybe if you can change it give it like a bleed animation that triggers when getting hit.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:53:44 AM
Cause it`s exoskeleton is has thick layer of armour. In order to damage the beast you have to crack the carapace. BTW, Rock Fly has lover hull than armour.

Again - once (IF) Alex implements custom damage decals and other tech-era related stuff - Rock Fly will be much better.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Sproginator on January 22, 2013, 04:20:53 AM
Snazzeh
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 10:03:37 AM
your rock fly gave me a lot of ideas for the species. if you dont mind i have some questions.

the weapons of the flies could/should be fragmentation. the reason being is that corrosive spit doesnt explode but more like spread on impact this would work really well with fragmentation since fragmentation damage can target multiple places with one shot. the weapons could also have an emp effect to resemble the sticky corrosive stuff that the fly spits the sticky stuff would then disable the weapons rendering them impossible to turn or shoot (for a certain amount of time). im not sure about the emp thing, could be really interesting, i am however kind of sure about the fragmentation becouse it fits so well with the spit and slimey stuff.

another idea is a new fly, the queen
the queen would be the leader of a hive, she doesnt have much firepower on her own. but she breeds all the flys and therefore is the most important. she can call her children in battle. these are weaker then the rock fly children but are in bigger numbers. these are her main defense. also she could have a hangar bay to house some smaller rockfly types (fighters) these would be as strong as a frigate or so.

well that are some of my ideas so far, i hope you will consider them. im really eager to see these guys in action and i think this is your most interesting work yet   :) ironclads is my favourite total conversion and im happy to see it still growing.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 11:22:36 AM
Quote
the weapons of the flies could/should be fragmentation. the reason being is that corrosive spit doesnt explode but more like spread on impact this would work really well with fragmentation since fragmentation damage can target multiple places with one shot. the weapons could also have an emp effect to resemble the sticky corrosive stuff that the fly spits the sticky stuff would then disable the weapons rendering them impossible to turn or shoot (for a certain amount of time). im not sure about the emp thing, could be really interesting, i am however kind of sure about the fragmentation becouse it fits so well with the spit and slimey stuff.

Hey, Flies are mobile fusion foundries. They don`t spit acid - that`s plasma over there. Their limbs are housing a powerful plasma spray that melts rock, metal and other stuff with a superfast stream of plasma.

The only fragmentation weapon is a spike thrower. Lore-wise there is no explanation yet to what it is used for, but some scientist suspect that Flies fight each other for territory and resources and those spikes are good at inpaling spawns.

Quote
another idea is a new fly, the queen
the queen would be the leader of a hive, she doesnt have much firepower on her own. but she breeds all the flys and therefore is the most important. she can call her children in battle. these are weaker then the rock fly children but are in bigger numbers. these are her main defense. also she could have a hangar bay to house some smaller rockfly types (fighters) these would be as strong as a frigate or so.

No way there will be any 'queens'. These are Flies, not some kind of hive bees. Each creature is individual and lives for itself and her progeny. These spawns are already in the game acting as always present drones.

To be honest - this Fly is just an example of what can be done with current system and a small hint to devs that modders may create smth that may require additional support ;)

If Starsector will get those improvements for modders - Rock Flies will benefit from them. Probably even get some other cousins. But mod is not about giant space bugs - its about cold war that all of a sudden errupted in a full scale conflict.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 11:30:19 AM
i guess youre right then, when you explain it i can see why everything shouldnt be fragmentation. and i got to deep with the flies idea. 1 fly is enough then and i understand that this isnt going to be another major faction :) still, i cant wait to control one of them in a mission. and could you place some in the stimulation menu? i would like to test various ships out on them. anyways i look forward to next update.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 10:40:06 PM
No matter what forces i give the opposing fleet - Rock Fly makes an easy kill of it. That thing IS overpowered if under player control.

So. There will be a mission where you control it, but its difficulty will be 'Trivial' :) Otherwise i have to bring into combat tons of Moscows and Michigans to somehow make it difficult. And that`s not exactly lore-wise.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Sunfire on January 23, 2013, 10:37:16 AM
No matter what forces i give the opposing fleet - Rock Fly makes an easy kill of it. That thing IS overpowered if under player control.

So. There will be a mission where you control it, but its difficulty will be 'Trivial' :) Otherwise i have to bring into combat tons of Moscows and Michigans to somehow make it difficult. And that`s not exactly lore-wise.

But it's fun! Or you could have the RSF Dreadnought fight the Rock Fly
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 23, 2013, 11:27:39 PM
Releasing a new update. Here is an archive:  http://okim.nickersonm.com/SF/ACM44.zip (http://okim.nickersonm.com/SF/ACM44.zip)

AS USUAL! Remove the mod`s folder from your PC before installing a new version. You also should clean up any custom variants in save/missions sub-folders.

Full change log (http://www.okim.nickersonm.com/SF/readme.txt).

This update shows four possible decoration for ships - RSF, ISA, UIN and a monster. I may eventually make all the ship to use animated stuff, but there are over 100 ships in the mod, so that`s probably a long time to wait.

Other features of this update are few new UIN ships and weapons and a total missile rebalance work. Ship variants were also changed a bit due to the major removal of universal mounts from most of the ships.

Enjoy, report bugs. Tell me what you think about the Rock Fly (its appearance, animation, combat stats etc).
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: The Soldier on January 24, 2013, 12:58:49 PM
*fistpump*
Lotsa new stuff! :D
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Wyvern on January 24, 2013, 07:19:43 PM
Hunterkiller MIRW: the secondary missiles from this are very nearly stationary.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 24, 2013, 08:03:40 PM
Thanks. I managed to remove all maxspeed values from all mirvs. So Whaleshark is also not working.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Wyvern on January 24, 2013, 10:06:06 PM
Germany cruiser's flux lighting is off by several pixels to the rear.  It also has an incredibly low base flux capacity for a cruiser - its normal variants should probably invest heavily in capacitors, stripping weapons to make room if necessary.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: PCCL on January 25, 2013, 04:07:02 PM
if you choose served in the ISA then the california escort frigate you'll start out with no supply, no fuel, and no crew.

pretty sure that's a bug....
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Wyvern on January 25, 2013, 07:56:49 PM
Also, the rock fly has *way* too large a collision radius - I went in with a heavy-PD ship to have something that could clear out its drones, and found that my beamers were trying to target the main rock fly from about twice their range away... which meant they weren't killing its spawn.  Annoying.  (This isn't the only ship with an oversized collision radius - just the most egregious example.)
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 25, 2013, 08:04:38 PM
Fixed ISA issue. Script was missing an Escort variant of Caliphornia.

Fixed the Fly. That`s odd actually. The radius was three times greater than Fly`s length and it really should`nt be so huge. Also adjusted its border so that shots now hit weapons and head more often
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Wyvern on January 25, 2013, 08:16:37 PM
Collision radius is, if I recall correctly, what the engine uses for its "is that thing close enough for me to shoot at?" calculation - having a collision radius that's too high results in weapons firing when they're not in range, while a too small collision radius results in weapons shooting "through" shields and other oddities.  Generally you want it to be... I think about 10 pixels out from the farthest-out edge of shields or hull?  (Doesn't need any great precision, though.  And I find myself wondering, sometimes, why the game engine doesn't just calculate this itself.)

Also, there are some oddities with shield radii that don't cover the whole hull; I forget the exact details, though.  Not relevant to the fly anyway, since it doesn't have shields.

Anyway - extreme difficulty may be accurate for that mission with base hulls, but the XLE carrier can solo the thing if you give it an explicitly rockfly-killing variant; I suggest incinerator beams, beamers (but not in the rear-facing slots), and every range and speed increase you can get.

Of course, since the rock fly is zero fleet points, the mission gave me 0% completion for a flawless kill.  :-P
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 25, 2013, 11:04:55 PM
Hmm. There is a problem with giving it OPs - another mission would allow players to refit the Fly giving it access to all the hull mods.

Probably i just should remove that mission - it kinda stupid already giving that Fly rolls every one in it with ease.


P.S.: i usually kill the Fly in the Dragons & Flies mission by ramming it with on of the damaged escort destroyers and trying to keep as close as possible when the ship dies. Low hull of the Fly means that ship`s sacrifice guarantees extreme damage or even death to the it.

I always lose carrier in the battle :)
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Dri on January 25, 2013, 11:51:51 PM
Damn, dude, that Rock Fly is amazing and really makes use of all the new modding options Alex has given everyone access to. Bar a few minor issues its quality is in par with what I'd expect Alex and David to come up with professionally! :O

I can only hope that we'll be seeing some organic nasties in vanilla Starsector cause your Rock Fly proves it can not only be done but also look awesome. :o
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: spam1712 on January 26, 2013, 03:08:48 AM
Quote
22231 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
37380 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [uin4_hull] not found!
java.lang.RuntimeException: Ship hull variant [uin4_hull] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.corvus.UINConvoySpawnPoint.addRandomShips$(UINConvoySpawnPoint.java:91)
   at data.scripts.world.corvus.UINConvoySpawnPoint.spawnFleet(UINConvoySpawnPoint.java:50)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
please help :c
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Romeo_One on January 26, 2013, 03:20:22 AM
You are missing a variant, either create one that goes by the name "uin4_hull" as a quick fix or wait for an update.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: spam1712 on January 26, 2013, 03:33:37 AM
You are missing a variant, either create one that goes by the name "uin4_hull" as a quick fix or wait for an update.
but how exactly do i do that?
just create an empty ship layout?
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Romeo_One on January 26, 2013, 03:36:02 AM
You could do that, Trylobots ship editor should help you out with that :)

That way you could add your own configuration for that particular variant.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: spam1712 on January 26, 2013, 03:38:36 AM
You could do that, Trylobots ship editor should help you out with that :)

That way you could add your own configuration for that particular variant.
thank you kind Sir!!
it helped :D
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Romeo_One on January 26, 2013, 03:40:40 AM
Happy to help out ;)
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 26, 2013, 06:04:11 AM
Now i wonder what is behind this odd error... ship_hull variants are created by default, so there should not be a problem here.

Unless i somehow added uin4_hull to faction fleets. Hm...


EDITED: ah. Found the problem.

It should be ship_Hull, not ship_hull. Its too sensitive to case ;)
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 26, 2013, 06:38:17 AM
Hotfix is available. Though its not exactly a hotfix - you`ll have to download the whole mod :)

Its save compatible, so no loss of progress for you guys.

P.S.: sorry for the buggy 4.4  :-\
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Sproginator on January 26, 2013, 06:42:00 AM
I'm finally going to say. This is by far the best mod in my collection that I have kept over the years, it's got great ships, the weapons are suburb and it's frequently upgraded. Congrats on such a fine job
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: spam1712 on January 26, 2013, 08:11:06 AM
I'm finally going to say. This is by far the best mod in my collection that I have kept over the years, it's got great ships, the weapons are suburb and it's frequently upgraded. Congrats on such a fine job
i agree 100%
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on January 26, 2013, 08:32:00 AM
Thanks, guys! I really appreciate this ;)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Sproginator on January 26, 2013, 08:36:58 AM
No problem, Just keep up the great work my good man :)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on January 26, 2013, 09:03:50 AM
Ahh. Had to re-upload the archive. Rock Fly got double built-in lists after its col radius change  :-\
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Typo91 on January 26, 2013, 09:06:16 AM
I deleted the old version, and put in the ACM44.1.zip's ironclad in my mods folder just like it was from the last version.

WHen i try to launch i get an error

Fatal: Duplicate key "builtInWeapons"
Check starfarer.log for more info
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Typo91 on January 26, 2013, 09:09:36 AM
just redownloaded it after your last post, now it works.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on January 26, 2013, 10:21:32 AM
Sorry for that. :(

Seems that i really should take a break. Getting things messed more and more often. And not only in mods :)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Wyvern on January 27, 2013, 08:33:36 AM
Actually, you can allow the rock fly to be "outfitted" - just give it zero ordnance points, set the ordnance point cost of its special armor to zero, and add the following method to RockFlyCarapace.java:
Code
	public boolean isApplicableToShip(ShipAPI ship) {
return( "rockfly".equals( ship.getHullSpec().getHullId() ) );
}

The above is a lightweight one-ship version of what I'd mentioned before about making faction specific hull mods; what it means is that you can install that mod on a ship only if the ship's hull ID is "rockfly".

(Oh, and yes, you'll also need to import com.fs.starfarer.api.combat.ShipAPI)

Edit: as an added bonus, getting to the outfit screen means you can get to the simulator, which allows you to try rockfly vs. alien mothership.  An amusingly curbstomp battle.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 05, 2013, 11:09:20 AM
Hi there.

Here is a linky to my other post on these forums regarding my new (actually vey old) project http://fractalsoftworks.com/forum/index.php?topic=5560.0

P.S.: sorry for such a shameless bumb and advertisement of my projects :)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Arghy on February 06, 2013, 03:35:22 PM
Okim you gotta mod the crap out of stardrive when it comes out http://www.stardrivegame.com/ .

Can you add a monster faction like the scourge with a ton of ships to test your ships against in the end? As it is now the game pretty much ends when i get a capital class vessel unless i attack the RSF defense fleets/alien mothership. I'd love to attack a huge fleet of nigh endless enemies that would result in me losing my massive fleet.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 12, 2013, 11:25:48 PM
(http://www.okim.nickersonm.com/SF/disassembler-old.png)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: conorano on February 13, 2013, 01:59:30 AM
more aliens?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 13, 2013, 03:20:05 AM
(http://www.okim.nickersonm.com/SF/disassembler.png)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: ValkyriaL on February 13, 2013, 06:14:50 AM
It's getting there! looking better every time.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Sunfire on February 13, 2013, 09:10:01 AM
Did I miss something? Im looking at an awesome ship, but I don't know what it is for or for whom it is for?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Tarkets on February 13, 2013, 10:53:42 AM
He's teasing us, we'll find out later
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Cypher on February 13, 2013, 10:54:01 AM
I thought the first one looked better; it was sleeker
The new one looks a bit crowded
(both very good though!)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 13, 2013, 11:47:06 AM
(http://www.okim.nickersonm.com/SF/pic174.jpg)


Stuff:

- Fixed Assault Lasers (med, energy, explosive damage)*
- Sponson Support Lasers (med, energy, kinetic damage)
- Rear Mounted Defence Laser (med, energy, 4 shots, fragmentation damage)*

- Decorative Antennas

- Gunbots with Defence Lasers

* - not available yet (replaced by Support Lasers)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 28, 2013, 03:38:40 AM
Hi guys!

I`ve updated this thread of mine about my board game project http://fractalsoftworks.com/forum/index.php?topic=5560.0.

You will find there a link leading to IndieGoGo campaign that i`ve started today. If you can spread the word about it - i would be very grateful.

Thanks in advance ;)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on February 28, 2013, 07:58:00 AM
So is there an ETA yet on the net version/content pack? Or have you become conscripted by the lords of the stars?  :P
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 28, 2013, 08:04:50 AM
The later. And its Lords of The Stars ;)

I`ll return to Ironclads soon with this new set of magenta ships and their masters. I made most of the work around the LS project and will wait till some money is raised. All i need right now with this project - is an artist and some local testers, so i pretty much free for some other things.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Sandremo on February 28, 2013, 08:44:31 AM
I'm having nightmares where the rockfly comes and eat's me... i'm scared to play this mod anymore Q_Q

(It's awesome!)

-Sandremo
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 28, 2013, 08:53:52 AM
After that beast was born i`m taking second thoughts before smashing flies, you know... Not that i`m afraid of the virtual 200m bug.. no. Not at all...
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 11, 2013, 10:49:41 AM
Finally finished weapon art for this ship. Due to my Lords of The Stars campaign - i`m a bit short on time, so that`s why there are so few updates and they are so small ;)

(http://www.okim.nickersonm.com/SF/pic175.jpg)

There are three weapons shown here.

An assault laser in the frontal fixed mounts. These are high-focus energy weapons that deal explosive damage.

Dual support lasers on each side of the ship are used to deal with target`s shields. They are rapid fire x-ray lasers that bombard target`s shields with intense radiation causing them to overload.

Rear mount is used for defence laser. That`s a unique and quite unusual 6-barrelled laser emitter that fires low-power laser pulses from all barrells simultaneously. Great against packs of missiles when those are traveling in line. Not that effective against larger missiles as it may look even taking into account that projectiles never deviate from one another.

So, you still have no idea of what these purple guys are?

Spoiler
Hey, i`ve made a small hint in the last sentence!
[close]
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Foxd1e on March 13, 2013, 02:56:30 PM
Ahh I can't come back to Starfarer...erm sector without Project Ironclads! This and Junk Pirates were two of my fav mods back in the day. Okim you have really fleshed this mod out, wonderful ship sprites, that's what has always drawn me to this mod.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 13, 2013, 09:13:10 PM
:)

Thanks!
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Foxd1e on March 14, 2013, 03:42:01 AM
you're welcome, thank you for a great mod!

On a side note is it possible to encounter the Rock Fly in the campaign? I've been waiting to test my battle-hardened fleet against it, checking the message log for a strange announcement, no luck thus far. I'd also like to try my guns against the RSF Dreadnaught that thing seems like another veritable beast! I know I can fight them both in the missions (well fight one/use one) but I'd like to pit my own fleet against them. The aliens are awesome tho, I immensely enjoy trying to best them.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 14, 2013, 03:57:45 AM
Currently - no. The reason - both will be salvageable in campaign and this sort of thing is what i wish to avoid.

I hope that at some point there will be some way to force certain ships to be non-salvageable (and have no crew/eat no supplies etc.). If that will not happen in the future - i`ll put them into campaign anyway (Rock Flies for sure, but DN - have to think about it).
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Foxd1e on March 14, 2013, 09:10:31 PM
Ahh that makes me a sad panda but I totally understand, Prophesy of Pendor(mispelled on purpose) a mod for M&B introduces a mechanic where if a prisoner is over a certain level they couldn't be recruited to the party. I think Starsector could make use of that same concept except using Ordinance points instead of Level to determine who's boardable and who's not. Although with my limited scripting knowledge I have no idea how to write such a script.

One other thing Okim if you have the time, what do the numbers in [,] next to ships in the .faction files? I went ahead and added in the rockfly and Dreadnaught just for fun, but as they weren't in there before I have no idea what to put in those brackets. I just put [0, 1] for now. I put the Dreadnaught with the RSF System Defense fleet, making that fleet even meaner. I added the rockflies as a special Alien fleet, instead of scouts, abductors, and motherships there is now also rockflies ;) I have no plans to add them to my fleet, just wanted to face off against them with my super ISA fleet.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 15, 2013, 12:45:56 AM
OFFTOPIC:

Made a major update to my Lords of The Stars campaign. Additional info in this thread: http://fractalsoftworks.com/forum/index.php?topic=5560.0
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on March 19, 2013, 08:39:18 AM
Any updates down the pipeline? ;_;

I'd love to see an UIN Cruiser/Capital
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 19, 2013, 08:48:18 AM
Nope and wont be in near future. I`m consumed by my commercian project, so no modding until i get it done. Sorry.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on March 19, 2013, 09:20:35 AM
Nope and wont be in near future. I`m consumed by my commercian project, so no modding until i get it done. Sorry.

Well ***.

Alright well, What the hell does the PDR abbreviation mean on the guns in the game?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Wyvern on March 19, 2013, 09:57:45 AM
Pounder.  As in, this weapon is a three-pounder, meaning, that's how much one of its shells weighs.  At least, that was the original meaning, way back when naval warfare still used cannons; I imagine that, in context of Ironclads spaceships, it's a rather more abstracted term that holds little physical relevance.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Barracuda on March 19, 2013, 10:38:38 AM
Hey Okim i know this isnt sword of the stars but i cant seem to get mine to start. Each time i try to play the game starts and crashes a millisecond later. But it was working fine before -_-
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 19, 2013, 10:50:18 AM
Look at this thread: http://www.kerberos-productions.com/forums/viewtopic.php?f=13&t=39037

There are guys with similar problems. And it seems that a working solution was discovered recently.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Barracuda on March 19, 2013, 01:24:09 PM
THANK YOU!  ;D

And your mod for that game is Awesome!  8)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 25, 2013, 03:43:55 AM
Just a quick info on the most recent addition to the mod:

(http://www.okim.nickersonm.com/SF/pic176.jpg)

Three simple modifications that allow players to increase their ship`s cargo, crew and hangar capacity.

You have problems with cargo capacity? Empty some of the weapon rooms to free extra space for your loot!

Wish to get some extra troopers, but don`t know where to accommodate them? Not a problem at all! Just free some space in weapon and engineering rooms - your crew will only thank you for reducing their travel time from their beds to their work places!

Your fighter pilots are being too noisy complaining about having to drift in space without all the simple commodities of a space ship? Not a problem - move your unnecessary cargo from the bay somewhere and craft some supports for fighters in your cargo hold. Surely not the best way to store a fighter, but at least pilots will no longer annoy you.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: The Soldier on March 26, 2013, 06:12:09 AM
Nice job. :) I await the update!
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 26, 2013, 06:48:07 AM
Emm... You`ll have to wait until 0.6 comes out. I also need some time to make Ironclads compatible with all the new changes that 0.6 brings (which are quite numerous).
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: The Soldier on March 27, 2013, 12:25:31 PM
Yea, I see. :P

"Current version is meant for Starfarer 0.54.1"

Might want to change that on the front page. ;)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 27, 2013, 02:41:21 PM
You asked for UIN capital ships? Here you go.

UIN United Kingdom class battlecruiser.

(http://www.okim.nickersonm.com/SF/uk.png)

Two fixed assault drives, 4 large turrets make this compact mini-battleship a deadly foe.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: The Soldier on March 27, 2013, 04:08:45 PM
HELL YES!!!  This just made my day!

I suppose it will play much like the Onslaught?  Tons of turrets on the sides, two epic cannons mounted facing-forward. :)

United Kingdom-Class as well. :D
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 28, 2013, 12:35:34 AM
Yeah. It even resembles Onslaught a bit by its triangular shape ;) Assault drivers are long-range proximity fuse high explosive ballistic guns with low rate of fire. UK will probably get manoeuvring jets as a special system.

I`m not sure about what to put on this ship`s aft. Currently there is a large mount. But ship is supposed to be specialised in frontal assault, so there is no actual use for a large gun on the rear. Need to think about it.

BTW, the ship is of the same length as Germany-class cruiser, but wider. So i`m not sure if this can be called a battlecruiser.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Cypher on March 28, 2013, 05:46:05 AM
Having already used France, Germany and the UK, what are you going to name the real battleship, not the battlecruiser (if there is one planned :) )?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 28, 2013, 05:57:31 AM
UK is going to be a cap.

UIN will get more cruisers and DEs. The same goes for XLE. Both factions are somewhat neutral in RSF/ISA conflict, so they have invested less in large ships. Not their style of play ;)

(http://www.okim.nickersonm.com/SF/pic177.jpg)

The current configuration consists of:

2x fixed built-in assault drivers
7x particle cannons
3x Hunterkiller MIRWX3 launchers
3x FRAG missiles X4 launchers
numerous Bofors defence guns

Hull mods are: integrated targeting unit and amplified sensors (+125% sensor range for capitals, costs 50 OP).
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: dogboy123 on March 28, 2013, 07:00:34 AM
*drools*
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Sunfire on March 28, 2013, 06:19:34 PM
Me likey a lot
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 01, 2013, 12:38:35 PM
Greece-class heavy cruiser.

(http://www.okim.nickersonm.com/SF/pic178.jpg)

This is the most powerful UIN cruiser. It carries 3 large energy guns, 3 large ballistic guns and a number of small mounts to fend off fighters and missiles.

Greece has no special system. It has no medium and missile mounts making it slightly less effective against frigates. The main role for this ship is to engage enemy cruisers and capital ships at long and medium ranges.

The design of this ship was inspired by RSF Novgorod-class cruiser. Greece is the only ship in UIN fleet that can engage targets in front arc with all its main guns - a quite unusual tactics for UIN, who prefer broad side engagements.

This ship can carry several fighter wings, but cannon provide support for them.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: conorano on April 01, 2013, 02:31:02 PM
These look cool and all but where the hell is my holland class!?  :P
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 01:20:46 AM
Updated UIN size comparison picture on the first page. For some reason i forgot about it and it listed an old Germany-class cruiser sprite...

(http://www.okim.nickersonm.com/SF/UIN-ships.jpg)

So, UIN now have a sizeable number of ships and at least one in each category. Next should follow XLE, but i have no idea or concepts for their capitol ship yet. I don`t even know how to name it - i`ve used all fairy draconic names that i found, so if you have something in your mind - please let me know. Note though that XLE are not going to use anything that is not well know, related to northern mythology and with odd unpronounceable names :)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: conorano on April 02, 2013, 01:39:44 AM
you could name the XLE capitol after a legendary dragon. to show its the superior XLE ship.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 02, 2013, 08:06:10 AM
The Smaug Class Battlecruiser?

Or better yet. Refer to this list for vessel "class" names. It seems you prefer to use the actualy name of reptilian species.

http://mythicalarchive.com/Browse_Category.php?Category=Dragon/Reptile

There's also the Dragons of DnD mythos, but I can't seem to find a list on google of any notable dragons.
And the names for the specific dragon races are rather bland.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 08:58:53 AM
What if i just call it a Great or Golden Dragon?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Wyvern on April 02, 2013, 09:05:09 AM
I'd probably go for something like "Grand Dragon", but yes, that would work just fine.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 02, 2013, 10:31:59 AM
I'd probably go for something like "Grand Dragon", but yes, that would work just fine.

You could also try naming them after poisonous snake species.

King Cobras
Black Mamba's
Copperheads

things of that sort.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 11:10:42 AM
Snakes are used for fighters. King Cobra is actually a nice name for a future bomber craft that XLE will get. Thanks.

I think i`ll stick with Great/Grand Dragon.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 02, 2013, 11:58:33 AM
Snakes are used for fighters. King Cobra is actually a nice name for a future bomber craft that XLE will get. Thanks.

I think i`ll stick with Great/Grand Dragon.

Would you be determining the level of the ships performance with the importance of the name?

Or anything of that sort?
Because the King Cobra specifically is it's own genus of snake, where as there's roughly 10 "true cobras" you might be able to use as ship class titles.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 12:01:11 PM
I already have a Cobra-class fighter for XLE, so King Cobra would suit nice a powerful assault fighter/bomber.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 02, 2013, 12:04:49 PM
I already have a Cobra-class fighter for XLE, so King Cobra would suit nice a powerful assault fighter/bomber.

Ah, ok.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 12:10:07 PM
I have some ideas for this King Cobra assault fighter.

It will carry 2 charged rocket pods and a scorcher beam. A bity little snake she`s gona be - charged rockets deal energy damage and thus are equally good against shields and armour, while scorcher will eat through armour with ease with its high explosive damage type.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 01:54:28 PM
So, The Great Dragon battleship is finished!

(http://www.okim.nickersonm.com/SF/liao-bb1.png)

As all other capital ships - GD has a built-in massive weapon. In this case its a powerful fixed version of Incinerator beam. As all other XLE ships GD will have active flares as its system.

Great Dragon can carry large number of fighters, but can`t provide in-combat support for them.

Weapon mounts:

1 massive, 4 large, 7 medium, 9 small. Not that much compared to other battleships, but GD will compensate it with speed - it will be the fastest BB in the mod.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Erick Doe on April 02, 2013, 08:26:24 PM
Having already used France, Germany and the UK, what are you going to name the real battleship, not the battlecruiser (if there is one planned :) )?

These look cool and all but where the hell is my holland class!?  :P

 ;D
Problem solved.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 03, 2013, 04:13:08 AM
UIN Danmark-class Broadside Destroyer.

(http://www.okim.nickersonm.com/SF/pic179.jpg)

Powerful asymmetrical ship that focuses all its firepower to one side. The other side gets some better small turret coverage and thus - better PD coverage.

A single large ballistic cannon working in conjunction with two energy weapons creates a serious amount of damage that not all DE shields can overcome. Taking into account that all UIN energy weapons deal kinetic damage - imagine how powerful those two energy weapons are.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Erick Doe on April 03, 2013, 04:36:43 AM
I like the design of that broadside destroyer. Including that large gun placed in a deep lying area of the ship. Not everything has to be 100% symmetrical. Just to be sure, it is DEnmark ingame, right?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 03, 2013, 04:42:58 AM
Danmark is Denmark in Danish ;)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: The Soldier on April 03, 2013, 01:39:44 PM
Then shouldn't the Germany-Class be Deutschland-Class? :P
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 03, 2013, 01:48:12 PM
Chaser-class pirate gunship.


(http://www.okim.nickersonm.com/SF/pic180.jpg)

This ship is a product of heavy modifications made to XLE Wurm gunship by so-called Crimson Snakes Warband. CSW are pirates by game terms, but richer than normal raiders. They mostly consist of XLE and RSF criminals.

CSW wont be the only such pirate subfaction...

About Chaser. Its the fastest ship in the mod. CSW modified Wurm`s engines with augmented ones that can temporarly switch to low-power hyperspace travel (burndrive). Chaser has no shields and flares due to those being ripped off in order to free space for burndrive activator and regulator.

Extra armour plates provide a small boost in armor points, but all the modidfications reduce the overall hull points of the Chaser.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Wyvern on April 03, 2013, 01:57:23 PM
Oooh, pretty.  ...Suspect I'll prefer the regular wyrm, though; extra speed is nice, but usually not as nice as shields.

One wonders what the pirates do with all the shield generators they strip off their ships...
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 03, 2013, 02:22:01 PM
I feverishly look forward to the next release of Ironclads.

Damn.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Teh_Wolf on April 04, 2013, 02:33:36 PM
No Britain class ship? ;~; sorry, it's just that I'm British
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: The Soldier on April 04, 2013, 03:20:39 PM
There is the United-Kingdom Class. :) Just a few days ago, look at the bottom of page 79 and the top of 80.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Teh_Wolf on April 04, 2013, 03:23:23 PM
Oh, thanks. I must have missed that ;D
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SteelRonin on April 06, 2013, 02:39:27 AM
Netherlands class carrier, or missle cruiser :P
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: NITROtbomb on April 06, 2013, 03:02:47 AM

a few questions (that i dont know if the have been asked before)
1. will UIN and the XLE get their own stations because currently they dont have a major impact on the "War" and i wonder if it would be better to give them their own station to fill the space because at the moment it feels a bit empty.

2. the missiles in this mod a OP just sayin :D 
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 06, 2013, 04:07:44 AM
Yes they are. That`s how missiles should work actualy IMHO.

XLE and UIN wont have their bases in RSF systems. They`ll get their own sectors with colonies and stations once Alex releases code for multiple systems.

Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: NITROtbomb on April 06, 2013, 05:58:00 AM
sweet thx for the info
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 06, 2013, 08:42:08 AM

a few questions (that i dont know if the have been asked before)
1. will UIN and the XLE get their own stations because currently they dont have a major impact on the "War" and i wonder if it would be better to give them their own station to fill the space because at the moment it feels a bit empty.

2. the missiles in this mod a OP just sayin :D 

Missiles are "supposed" to be "OP"
Or rather, Efficient & Effective.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: 56er on April 09, 2013, 03:47:43 AM
Only Thing bothering me about this mod so far is that the Oronance Points are super limited, the most non RSF Ships are preatty weak in Hitpoints (talking of Humans). Also the weapon ranges, especial on the large mount guns, are to short. If often maneuver around most time and when the battle/range comes all I do is holding the trigger pulled for a few moments, my opponent trough restricting/no shields and or to less flux to use them or the weapons onboard is then overwhelmed. This is maybe in some parts be realistic, but not that funny.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 12, 2013, 12:14:10 PM
Hi!

I`ld like to congratulate every one with the Cosmonautics Day or Yuri`s Night as it is known international. The first manned space flight is a major event for the whole world!

So here is a little present for you - a new update for Ironclads with all the new ships, weapons and Rock Fly in campaign!

This update was planned after Alex release of the new version of Starsector, so some things are still not finished and balanced (XLE GD battleship was run just for a couple of hours and wasn`t tested in campaign, it also lacks description). Also note that Rock Fly behaves quite strangely in campaign (probably due to the lack of crew).

Here is the archive: http://www.okim.nickersonm.com/SF/ACM50.zip(~ 11 mb)

Here is the changelog (might not contain all the changes): http://www.okim.nickersonm.com/SF/readme.txt
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: dogboy123 on April 12, 2013, 12:33:36 PM
Lol maybe you could put crew in the Rock-Fly, and say that the crew were eaten by the rock-fly on accident. And because it's diet is not organic (if I read your canon correctly), they cannot be digested properly, and so can rescue them from it's stomach.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 16, 2013, 06:54:33 AM
(http://www.electrotender.ru/SF/guns.png)

New sprites for 2-inch triple cannon, 6-inch battlecannon, rotary assault cannon and new UIN EMP cannon and EMP beam weapons.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on April 16, 2013, 11:34:36 AM
(http://www.electrotender.ru/SF/guns.png)

New sprites for 2-inch triple cannon, 6-inch battlecannon, rotary assault cannon and new UIN EMP cannon and EMP beam weapons.

wow, those are really nice.
i must say okim, i truely admire you. you are making this huge total conversation with a style so out from vanilla, and your stuff is still if insanely high quality and really good.
i wish i could do as well :P

keep going, i almost feel like im playing starsector 2 when i play your mod :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 17, 2013, 06:01:21 AM
(http://www.electrotender.ru/SF/guns2.png)

Updated 30mm FLAK (3rd), Phalanx (5th) and 6-inch Triple Assault Cannon (last) sprites.

The huge rotary cannon next to 3-inch is a powerful support weapon that fires 2-inch shells. Quite effective against shields.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on April 17, 2013, 06:05:13 AM
This is why this is my favourite mod<3
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 17, 2013, 10:11:19 AM
I`m afraid of the upcoming Starsector update. Too much to modify. It may take a very long for me to find and spare some time for it...
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on April 17, 2013, 10:51:47 AM
This is why this is my favourite mod<3

i like it too, my only beef is how much harder im finding it to play than vanilla.
im not sure why, im just having a much harder time.

edit : sprites are still awesome tho, loving the 6inch triple barrel. my next acquisition being an RSF battlecruiser, ill make sure to give them some :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 17, 2013, 11:19:40 PM
First steps in campaign are pretty simple - pirate raiders and RSF scouts die from missiles, ISA scouts are easy to deal with if you keep them away from you.

Stepping up to next level is a bit difficult - pirate warbands often contain Wealthy captains that usualy put a shield or extra armour on their ships. Missiles wont work here as effective as they did before. RSF patrols are much more difficult to deal with due to their powerful Kursk-class destroyers. You`ll need something with long range here (streamers/particle cannons paired with 10-pdr guns work good, just make sure you get extra ammo for them). ISA patrols easily rolled by RSF destroyers with extra PD guns. Just give them extra speed.

I usually start intercepting convoys and AIs once i get at least two destroyers. Pirate Armadas can also be put in this level, but only if you really fill that you can deal with them. Note that Crimson Snakes are considered a pretty much deadly foe for any fleet. They are super-fast and can avoid missiles, their lasers can be a problem to any ship, their armour can survive more hits than any pirate vessel.

SDF fleets are deadly and require you to have a large fleet armed to the teeth. RSF with their Moscow-class BB are IMHO the toughest as this ship can suck a lot of damage before dying. ISA mostly bring missile-heavy ships and fighters into their SDF fleets, so massive PD coverage is required.

Alien mothership usually owns everything. But it can pretty easily be dispatched by any capital ship with at least two large energy mounts and good capacitors. Put two heavy beamers on it, integrated targeting unit and advanced optics and your ship can just sit far beyond the reach of Alien Heavy Blasters slowly tearing mothership`s weapon platforms. Once those are dead - bring in TUs or B-202s and enjoy the fireworks. I haven`t tried UIN United Kingdom yet, but i feel it would own mothership pretty well with its two long range assault drivers and fortress shield.

Rock Fly needs some tactics. Its has no coverage from its rear, so harassing it with fast ships armed with some anti-armor weaponry is a good plan. Or you can always bring in heavy beamers and slowly melt the Fly from afar.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 17, 2013, 11:22:48 PM
Ah, and there is always a pretty easy way to get money - lots of civilians are flying all around the system. So if you are a pirate or ISA - there is nothing that can stop you from assaulting them.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Captain Draco on April 19, 2013, 01:38:50 AM
My favorite mods as well; thanks a lot Okim... one question are there any UIN ships heavier than France available for buying?   
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 19, 2013, 01:48:06 AM
Yes. But those are added to the station by UIN convoys at a rate of 1-3 vessels per run. You`ll have to play for some time till you get any of those (as fighter wings, frigates and destroyers are also taken into account when generating the hulls).

I`ll probably increase the amounts of ship hulls per convoy with the next release as i`m currently quite far in the game and just recently got first XLE cruiser while UIN have given me none. This should happen a bit earlier.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Captain Draco on April 19, 2013, 03:54:45 AM
Yes. But those are added to the station by UIN convoys at a rate of 1-3 vessels per run. You`ll have to play for some time till you get any of those (as fighter wings, frigates and destroyers are also taken into account when generating the hulls).

I`ll probably increase the amounts of ship hulls per convoy with the next release as i`m currently quite far in the game and just recently got first XLE cruiser while UIN have given me none. This should happen a bit earlier.

Sunk my Mocow during the Battle with entire ISA fleet and got my self a Germany Cruiser; now no Pirate Scum can out run me with augmented engines, and with Mass driver on the fore and two Chain Blasters it is quite deadly too.  Greece and UK are most beautiful ship models in the mod INMHO, will RP my renegade freedom fighter Commander some more to get them.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 21, 2013, 10:58:52 PM
Hi guys!

Slightly more than a week is left till the end of my Lords of The Stars Campaign (http://www.indiegogo.com/projects/lords-of-the-stars-board-game?c=home) on IndieGoGo.

Though this campaign didn`t get much, at least it covered part of the expenses. I must say that i hoped to see at least one contributor from these forums. Guess that`s because this mod of mine is the youngest among all others and i haven`t got enough trust from you :)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: ValkyriaL on April 22, 2013, 12:21:25 AM
Woah? not a single person from the forums contributed? would have expected at least Upgrade and his "Oh this game looks promising! >pays a lot of money for bonuses<". ;D

But even if the campaign doesn't get it going, a job would surely but little grant the money to finish that project. 2500$ ain't an awful lot. thats like half a month worth of paycheck. if you still wish to continue with it that is.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: arcibalde on April 22, 2013, 12:41:36 AM
2500$ ain't an awful lot. thats like half a month worth of paycheck. if you still wish to continue with it that is.
That depends where, here is one year wage  :-\

Okim you will finish your game. With the art.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 22, 2013, 12:47:35 AM
Oh that`s I will. No matter what. I`ve already contributed a lot to this project, so no turning back.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Pelhamds on April 22, 2013, 02:27:18 AM
[08:42:24] Yoshi: http://scr.hu/0zoz/ydevk
> Has a Flight Deck
http://scr.hu/0zoz/g72px
> Has no Flight Deck


We were chatting away on the skype chat and Yoshi brought this bugthing up and we had a look around to to where the deck stuff was but couldn't find out why there was no deck being used.

Is this a bug?

All credit to Yoshi.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 22, 2013, 02:55:11 AM
Have no idea why it shows as 0 decks. Probably there is some problem with decorative weapons and hangars being used on one ship. But i really doubt this.

Check out the Astrakhan carrier and Basilisk. The first also uses decorative weapons and should have 4 bays. The second has no decorative weapons and has 3 bays.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 23, 2013, 10:28:56 PM
Hey there, Okim. Could I make an offer to rewrite your ship and weapon descriptions?
To make an example, using the Omsk frigate.

Quote from: Current description of the Omsk
Omsk is an oldest ship in RSF space navy. It was first designed in 16 FTL as a monitor ship capable of FTL travel.

For its almost 200 years of service Omsk class survived many modernisations. The modern ships has a thick layer of armor, a powerful frontal shield generator and multiple hardpoints for various weapons. The latest improvement this hull has received was an addition of two flare launchers that provide protection from homming missiles.

Omsk is usually used as an escort for RSF capital ships, but it can serve as an assault or even strike ship. Good speed, armour and weapon arsenal make it a serious opponent for any known ship of its kind.

The Omsk-class frigate is one of the oldest serving ships in the RSF Navy, designed back in cycle 16.

Numerous refits and overhauls have kept it viable as a frontline frigate. The modern Omsk frigate boasts durable armour, a frontal shield and an array of hardpoints allowing it to mount missiles and various guns as well as a flare system to better fend off missile attack.

Typically seen escorting heavier RSF ships, the Omsk is also often seen operating in smaller wolfpacks and occasionally fitted to give capital ships cause for concern.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 23, 2013, 11:07:01 PM
Are you aware that there are almost 200 weapons and more than 100 ship in this mod? Its going to be a tough work and once you start it - there is no come back? ;)

In addition i can`t give you anything except for the credits.

BTW, your version of Omsk description is much better.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 23, 2013, 11:25:56 PM
It will certainly take a while and some ships and weapons don't have descriptions yet, so I'll either leave them or invent something. But it'll be a bit of fun.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 23, 2013, 11:30:10 PM
For now all the ships and weapons have descriptions. Only the majority of fighters have nothing yet.

Are you sure that you really wish to jump into it?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 23, 2013, 11:47:37 PM
Only if you want me to get to work on it. Though, I do need to figure out how to make a break in descriptions. A break being one of-
-these. Maybe I'm just being stupid, but I can't figure out how to accomplish the same effect as hitting enter, without skipping to the next cell in line.

EDIT:
Looking at these in notepad++, it seems I could write descriptions normally, provided I keep everything inside the "" marks.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 24, 2013, 12:03:13 AM
Well. I see no reason why not to accept your offer. But i warned you - its going to be difficult :)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 24, 2013, 12:07:33 AM
I'll get to work on those descriptions, then. I'm sure at some point, the enthusiasm will wear off as it sinks in as to just how many ships and weapons there are. But I'll do my best to get it done.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 24, 2013, 12:27:09 AM
You can avoid weapons as there are currently very simple descriptions for them (they are short so that they can fit in description window in refit).
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 24, 2013, 03:43:54 AM
Mm, many of the weapon descriptions are short, sweet and to the point already and I'm not sure where I could improve upon their descriptions. Typos and the like, I'll fix up. The Aliens have no descriptions of their ships, though. Nor does the Great Dragon, though you explained that in an earlier post. Should I magic up a description for the Aliens, or should I leave it blank until you make a description for them yourself?

P.S.
RSF ship descriptions are complete.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Erick Doe on April 24, 2013, 04:36:05 AM
Only if you want me to get to work on it. Though, I do need to figure out how to make a break in descriptions. A break being one of-
-these. Maybe I'm just being stupid, but I can't figure out how to accomplish the same effect as hitting enter, without skipping to the next cell in line.

EDIT:
Looking at these in notepad++, it seems I could write descriptions normally, provided I keep everything inside the "" marks.

Yes, as long as you keep the text within the marks, you can make a 'break' in the description.

Example:
Quote
mace,SHIP,"The Mace is an enigma of engineering. It has seen many revisions throughout its lifespan. Starting out as a Valkyrie-class transport and refitted and augmented into the role of a light civilian cruiser.

This particular ship has been fitted with multiple weapon systems that can be utilised if its captain is skilled enough in keeping everything operational. The Mace comes equipped with support and command systems, allowing it to field multiple wings of strikecraft.",,,
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 03, 2013, 03:38:00 PM
Okim, love your mod. I'm using it as de-facto standard (since I love your designs more than the stock ones)

Also having a blast making my own ships and pitting them agaisnt yours.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 04, 2013, 12:05:53 AM
Good to hear that you`ve figured out how to add ships.

I always wanted to test my ships agains yours in SOTS, but never bothered to make it real. Probably in Starsector this might come true. Maybe we`ll even make a combined mod of sorts when multiple systems will be released. What you think?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 04, 2013, 04:27:50 AM
So far I have 3 fighters, 1 frigate, a gunboat, 2 destroyers done.. with 1 battleship and cruiser in the works.

And since it's already made to work with your mod, combining them would be easy ;)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 04, 2013, 05:10:08 AM
Care to show some of them? Or may be start a thread with your mod?

BTW there is another good game with decent modding capabilities that was released few days ago - Stardrive.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 04, 2013, 07:10:05 AM
I know, already have Stardrive ;)

What can I say - great minds think alike  ;D

Oh, the ships:
* image removed*





Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 04, 2013, 07:52:26 AM
That`s two different factions? Looks nice. I though i`ll see something similar to your Phoenix and those do indeed resemble them.

Are you planning to launch your own public mod? Would like to see more ships and learn some info on these new factions.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 06, 2013, 01:44:04 AM

Also, playing a bit with your ships...the XLE ships are BRUTAL. You have some big balance disparity between factions.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 06, 2013, 03:08:09 AM
Those ships remind me heavily of the ships in Ascendancy. I love the second pair.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 06, 2013, 11:11:52 AM
And with that said, I noticed one worrying thing - taking my ballistic-heavy cruiser into battle I noticed how much it sucks agaisnt any ship with even slight agility. I was fighting XLE ships, but the same should hold true for any durable but fast ships.

Despite rocking as much long-range ballistics as I can put on it, fighting even 1 enemy light cruiser was a death sentance - because they would simply back up before their shields collapsed, vent their flux and come again.
And you can run out of ammo absurdly fast. Terminator turret? 10 second into the fight, out of ammo.
5 minutes after the battle started I was out of ammo and powerless.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 06, 2013, 11:37:22 AM
Ballistics are good against large and slow targets.

XLE can be dealt with by using long range beams like particle and laser beams and beamers. Among ballistics only drivers and streamers can be useful. While those two are kinetic-based - they work well against armour due to driver`s damage potential and streamer`s DPS.

Oh, and ISA missile barrages are unstoppable even by XLE active flares and beam defences.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 06, 2013, 12:16:43 PM
* REMOVED *
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on May 06, 2013, 01:04:26 PM
i like the simple yet detailed style of this mod.
its very unique and pleasant in its own way
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 06, 2013, 01:27:07 PM
I very much like the look of that battleship. Looks like a space-borne battleship.
Though, the blackness on the right hand side, that looks like shadowing. You should really fix that. Shadow your ships as if a source of light was from above them, from the player's point of view. Else it can look very weird as the seemingly sunlit side of the ship rotates and yet the lighting on the ship doesn't change. The way you've shaded the edges of the cruiser's engines are a good way of shadowing.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 07, 2013, 02:09:26 AM
Trash, under 'showing your ships' i actually meant starting your own mod`s thread ;)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 07, 2013, 03:08:44 AM
Indeed.

I can't belive how friggin insensitive and stupid I was being here with the thread high-jacking.

Will make a new thread and move all links and pics there.


EDIT: What gives? Why can't I make a new thread?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: mendonca on May 07, 2013, 03:12:22 AM
EDIT: What gives? Why can't I make a new thread?
I think you'll need to start the thread for the first instance in 'Modding'

Then one of us moderators can promote the relevant thread to this section :)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 07, 2013, 03:54:23 AM
Ah, yes. You and your work need to be accepted by the community to get in here ;)

Link to Trashman`s mod: http://fractalsoftworks.com/forum/index.php?topic=6145.0
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 08:58:11 AM
Season 1 Part 1 of Starsector - Project Ironclads :D

http://youtu.be/xtw2xxLYPSE

Enjoy!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 10:56:39 AM
Man, i hoped that you would kill that Kursk eventually. Your head-on shield bump attack was a nice way to bring Kursk`s shields down. I like to do this kind of stuff too.



Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: oddballartist on May 12, 2013, 11:29:22 AM
hey Okim are you done with your sots 1 mod. i used to play that with 2 friends for way to many hours in a week.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 11:35:31 AM
If you mean ACM - yes, its done.
If you are talking about advanced total convertion mod (TCM) - i`m afraid that it will never be finished.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 11:40:46 AM
Man, i hoped that you would kill that Kursk eventually. Your head-on shield bump attack was a nice way to bring Kursk`s shields down. I like to do this kind of stuff too.





Ahaa I know, I figured I had to take that flux straight through the roof! BUT HOW?!?!

Then I just went full blast :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 11:43:08 AM
And thanks for the front page post! :D!

What's a decent carrier?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 11:46:11 AM
ISA has a DE-size carrier. A good one for some small flight. If you have enough space for fighters in your non-carrier ships and just need in-battle support for them - look at RSF station for a frigate-size carrier. Its rare though.

Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 11:57:45 AM
The RSF kinda hate me XD
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 12:05:50 PM
Yes that`s so.

But you can always outmaneuver their SDF fleets.

Or you can hunt the enforcers and hope to get one of these frigate carriers as a salvageable ship.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 12:59:35 PM
Hmmm, Sounds like a good goal :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: oddballartist on May 12, 2013, 02:08:20 PM
ya acm was amazing. did you stop working on tcm and move on with this or dont have time for it?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 02:33:21 PM
Right now my board game project consumes all the time.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: oddballartist on May 12, 2013, 09:15:24 PM
i have been watching the development of that to all of your projects look really good.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 11:48:13 PM
Someone's got a fan ahaa!

.....

I want one too :(
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 13, 2013, 12:29:58 AM
Make more vids and you`ll get one ;)

Try to kill Novgorod-CR with just a single Denver and make a vid out of it. Or bring death to the Rock Fly with a carrier and tons of fighters. Or even better - humiliate the Aliens by killing their mothership and not getting hurt.

Or capture and mass produce the Chaser (Crimson Snakes gunship) at omnifactory and then own the RSF system defence fleet with them.

These are things that i once achieved in my mod and would be delighted to see done by other players.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 13, 2013, 12:35:11 AM
I'll make a note of this! IT WILL BE DONE!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 13, 2013, 03:37:18 AM

humiliate the Aliens by killing their mothership and not getting hurt.


I can do this without taking a major hit (i.e. from the mothership's monstrous cannon fire), but it's practically impossible to fend off all the little alien frigates. The fighters and carriers are easy enough, even the missiles are easy when your ship is teeming with ~30 bofors guns all over it, but the frigates with the beams always do some light damage to me.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 13, 2013, 03:44:48 AM
Fast turrets + optics + targeting unit + lots of beamers/laser beams + extended, hardened and frontal shields (to get as much arc as you can) and these little frigates are no problem to you :)

Just make sure you invest in capacitors a lot. And that your rear arc is protected.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 13, 2013, 08:34:10 AM
My old loadout was Michigan with Heavy Massdrivers for the mothership, and alien lasers for the everything else. Kite the hell out of it because of it's lack of shielding. My new loadout is the UK with those crazy Assault Massdrivers which kite even better. Bofors in the UK's many small slots and Magnas in the medium slots because some are universal and some are energy and EVE Online has taught me not to mix guns.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 17, 2013, 12:50:32 AM
Someone once said that he has problems with envisioning Ironclad ships in perspective. Well, here is the combat picture that is currently being made for my board game based on Ironclad`s sprites:

(http://www.okim.nickersonm.com/SF/Space_Battle.jpg)

Note - i`m not the creator of this art (the creator of this art piece is Pete Dora - who also made the race arts for this game) and it is undergoing the last stage of improvements.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 17, 2013, 01:55:54 AM
<3 it!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Shoat on May 17, 2013, 06:31:15 AM
Wait, shouldn't the Weapons be the other way around?

In that picture, the RSF are using Plasma and the ISA are using Lasers, that's the exact opposite of what you made it in this mod.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 17, 2013, 06:58:27 AM
On this picture there are no ISA and RSF - there are Humans fighting Wargars.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on May 17, 2013, 01:33:48 PM
Someone once said that he has problems with envisioning Ironclad ships in perspective. Well, here is the combat picture that is currently being made for my board game based on Ironclad`s sprites:

(http://www.okim.nickersonm.com/SF/Space_Battle.jpg)

Note - i`m not the creator of this art (the creator of this art piece is Pete Dora - who also made the race arts for this game) and it is undergoing the last stage of improvements.

that is damn cool :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 17, 2013, 02:22:26 PM
The full-scale version of this picture (1900x1024) is going to be present in 'Art pack' perk of the now-finished campaign for this game. Along with 7 race arts and probably some extra pictures.

The main aim for this art is to open a 'Space Battles' part of the rulebook for my board game. I`ll probably order similar picture for the ground combat, colonisation, exploration and movement parts too, but this is going to be expensive...
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: HELMUT on May 18, 2013, 07:40:27 AM
Very nice art indeed. I didn't expect the "underbelly" of the RSF ships to be so "Boat-like".

I wish you success with your board-game Okim! But you will still work and update the Ironclad mod eh? Eh? Don't leave us alone!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 18, 2013, 07:45:38 AM
That`s an artist`s vision of the starship. I personally didin`t envision such an "underbelly" for these ships.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on May 18, 2013, 10:29:11 AM
That`s an artist`s vision of the starship. I personally didin`t envision such an "underbelly" for these ships.

 its actually very fitting however.
seeing the lore, i always pictured the RSF ships being somewhat retro looking and monstrous (i know the picture isint a "real" RSF ship)
the boat feel going on there totally fits this feeling
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: K-64 on May 20, 2013, 12:05:25 AM
I always thought the red and black "grid" there signified the shape of the plating, with each line being a border to a change in angle. Though I guess we all have different ideas how every 2D Starfarer (modded or otherwise) ship looks in 3D
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 21, 2013, 05:28:42 PM
Part 2, Sorry it's long overdue, Major PC issues, Enjoy!

http://youtu.be/bJokgR3zdR4
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 22, 2013, 06:21:15 AM
Good job.

The bad thing is that i`m about to release a new version. And it will contain some reworked elements (like rebalanced ballistic weapons, new sprites for weapons and ships) that might not work with old saves.

I hope that they will, actually.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 22, 2013, 06:45:23 AM
I hope so! XD
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 22, 2013, 06:58:49 AM
Sentinel-class Alien destroyer (with built-in heavy blaster):

(http://www.electrotender.ru/img/pic181.jpg)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: LazyWizard on May 22, 2013, 07:06:21 AM
Good job.

The bad thing is that i`m about to release a new version. And it will contain some reworked elements (like rebalanced ballistic weapons, new sprites for weapons and ships) that might not work with old saves.

I hope that they will, actually.

These are only what I've run into personally and might not be 100% accurate, but:

What breaks compatibility:

What does not break compatibility:
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 22, 2013, 09:35:29 AM
Part 3! I'll be uploading starsector videos once a day, So keep an eye out!

http://youtu.be/TScci_07F00
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 23, 2013, 11:39:15 AM
Part 4 of the Project Ironclads playthrough is UP! ENJOY!

http://youtu.be/14dVv_Uuc-Y
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 23, 2013, 02:17:23 PM
Sentinel-class Alien destroyer (with built-in heavy blaster):

(http://www.electrotender.ru/img/pic181.jpg)
Have the ISA heavy blasters changed a bit? Those things look like they're spewing tiny plasma bolts. Are all the blasters going to look like that? Can maybe fiddle with the weapon descriptions to reflect that.
As for the Sentinel, good gawd, I hope that does not get thrown into the Mothership fleet. *I know it will anyway* My tactic for taking down the alien mothership relies on the slow firing nature of the alien heavy blaster and being able to raise and then drop shields between volleys. Those Sentinels will totally mess that up tactic. And with alien heavy blasters, those things simply cannot be ignored like alien frigates or carriers. Frigates are often incredibly timid/too willing to blink, while carriers just don't like to press an engagement in the first place. I can only hope they're as fragile as their other non-capital alien counterparts. If so, time to load up every long ranged weapon I can find and focus them down.

Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 24, 2013, 12:24:31 PM
Part 5!
http://youtu.be/lwQ02dhUwxU

I'm really enjoying this series so far!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Zmok on May 25, 2013, 03:42:31 PM
Hi, I came here to tell you this is my favourite mod for Starsector. I really like the feeling of cold war in space and I hope you keep up the good work until at least the version 1.0. Complete campaign would be epic.

Going to battle with RSF capital ship fleet while playing soviet military songs in the background is something you will never forget :-)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 25, 2013, 09:49:42 PM
(http://www.okim.nickersonm.com/SF/pic182.jpg)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Blade Skydancer on May 25, 2013, 10:52:44 PM
Nice. A destroyer/cruiser to go with the 5 frigates. The AI fleet shall reign supreme!

EDIT: Are you going to possibly include start options for Aliens or AI? Possibly behind several "are you sure? This will destroy game balance for you" dialogs.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Omez on May 25, 2013, 11:00:14 PM
I feel like a lot of the medium missile slots are really lackluster in comparison to their large missile slot brethren in terms of ammo capacity. One of the more extreme examples is the Barracuda Mk. II where the large slot has 20 ammo for 18 OP but the medium version only has 2 ammo for 10 OP. Just a big difference I noticed when I went from slaughtering pirate fleets in my Connecticut and then trying to do it in a Belgium. That is more of the Connecticut being too strong but still (Fast Missile Racks and a Large Missile Slot on a Frigate is the bane of shield-less ships everywhere)

Great mod though, it is easily my favorite. Keep up the good work :)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 26, 2013, 12:04:49 AM
Yeah, i`m slowly getting closer to missile rebalance for the mod. Med launchers will probably cost around 3-6 OPs depending on missile type. Wasps etc. will cost 3, Eels - 4, Barracuda mk.1 - 5, mk.2 - 6. Hunterkillers - 6.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 27, 2013, 08:34:52 AM
Part 6 of Ironclads:

http://www.youtube.com/watch?v=c3nztL5_Nyk
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Cik on May 27, 2013, 11:10:08 AM
well i've installed and played the mod for a few hours now. i guess i'll just have to say you're a ***

Spoiler
i don't think i'll ever be able to return to vanilla. my life would be so empty without the tri-barrelled 125mm battlecannon WHY IS IT SO GOOD
goddamn russia you make some nasty weapons
[close]
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Zmok on May 27, 2013, 02:58:57 PM
(Fast Missile Racks and a Large Missile Slot on a Frigate is the bane of shield-less ships everywhere)

Not only shield-less. RSF had a hard time enduring endless streams of engine-hitting missiles :-)

Replacing Fast Missile Racks with different ship system would be the easy solution. But I think more interesting would be equiping default variants with better point-defense and flares/drones, so they wouldn't be such an easy prey. Fighters guarding ships are also capable of shooting down missiles.

Missiles could differentiate warring factions. For example: ISA with smart long range multistaged missiles and RSF with many cheap quick boats packed with torpedos charging enemy capital ships.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 28, 2013, 11:00:43 AM
Part 7 of the Ironclads playthrough, Enjoy!

http://youtu.be/hmxLrodUsOc
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 30, 2013, 09:00:36 AM
(http://www.okim.nickersonm.com/SF/pic182.jpg)

"Strange AI ship, more than capable of defending itself

Not long after the purple curiosities that were the Disassemblers began to appear, larger ships began to accompany them. While neither ISA nor RSF intelligence branches have given names to these new robotic ships, preliminary reports have shown that these ships carry improved armament over their smaller cousins. Both the ISA and RSF have given instructions to their patrols to steer clear of these AI ships until their mission can be determined."
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 30, 2013, 10:33:58 AM
Oh, yeah. I forgot that you are supposed to make the descriptions for the Ironclads ;)

Thanks for reminding me. So... how is it going?

And btw, this one is DE sized and it is some kind of heavily armed scout.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on May 30, 2013, 10:57:31 AM
Oh, yeah. I forgot that you are supposed to make the descriptions for the Ironclads ;)

Thanks for reminding me. So... how is it going?

And btw, this one is DE sized and it is some kind of heavily armed scout.

they look rly cool.
did i told you before how i like your sprites ? yeah i think i already did ;D
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 30, 2013, 11:24:49 AM
Thanks ;)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 31, 2013, 10:47:49 AM
Part 8:
http://youtu.be/7utcC_CcWLM
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Helios on June 02, 2013, 09:45:19 AM
Had some great time with this mod, kudos Okim!

Fun moments:

Not long after the beginning, some RSF defence fleet managed to capture an Alien Mothership. Lucky bastards.
(http://i.imgur.com/03pl4Cw.jpg)

Also get my self a little pet. Didn't even thought it was possible, but it happened anyway.
(http://imgup.com/data/images/462.jpg)

Driving around in this "ship" is some real fun. With a whooping 1000 OP, I can fit every single ship module available into the poor thing, and still have lots of unused OP. Sadly it has no customizable weapon slots. And this thing can also carry 1000 crew, just imagining the scene put a grin on my face... Now I wonder if that Omnifactory is really THAT omni...

One last thing: How do you get the Dreadnought? It's in the database but I can't find it anywhere. Does it randomly spawn in the shop, or I have to do something on my part?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: ValkyriaL on June 02, 2013, 09:52:07 AM
The dreadnought is mission only, you will have to mod it in yourself if you want it in the campaign.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on June 02, 2013, 12:13:12 PM
You might notice the Dreadnaught looks distinctly different to the rest of the RSF fleet. All RSF ships looked like that. ISA ships looked different, too. When Okim redid all the ships, he left the Dreadnaught out. I don't know what his personal reasons were, but I think he gave a lore explanation, stating the RSF felt the Dreadnaught was rather unnecessary. The Moscow fulfills their powerhouse needs.

One minute, I'll go dig up the post if I can.
EDIT:
And speaking of the Federation (the Russia-Class Dreadnaught now), it doesn't exactly fit the style of the RSF anymore.  While the rest of the federation moved on, the dreadnaught failed to update. ;D

Yeah, that`s why its present in only one mission. And that`s why it dies there. Dreads are a failure in modern space navy. They are too costly in terms of maintainance and are quite vulnerable due to the lack of the shields.

And I haven't tried putting a Rock Fly through the Omnifactory, can you imagine the MESS that'd make inside the station?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Helios on June 02, 2013, 08:38:36 PM
Thanks guys! Didn't really see any in-game mission, so guess I'll try the console commands mod. Hope the future version could make dreadnought obtainable, even of lore wise obsolete.
It's big, it's powerful, and it's unique, perfect candidate for flagship. With decent armor, lack of shield isn't much of a problem, not to mention you can install a frontal shield yourself anyway.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on June 02, 2013, 10:46:18 PM
Alien Mothership is a similar kind of dreadnaught. Slow, unwieldy, unshielded, packs a silly amount of firepower in one broadside and typically there's only one in the system at a time. Why not try for one of those?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Helios on June 02, 2013, 11:41:31 PM
Alien Mothership is a similar kind of dreadnaught. Slow, unwieldy, unshielded, packs a silly amount of firepower in one broadside and typically there's only one in the system at a time. Why not try for one of those?

Already had one. The reason I choose Russia-class (and RSF in general) is because I prefer "BOOM" instead of "pew pew pew" if you know what I mean.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: ValkyriaL on June 03, 2013, 01:41:39 AM
I think ISA ships would be a better choice if you want the "BOOM" instead of the "Pew" or BZZZZzzzzzz"  ;D
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Helios on June 07, 2013, 02:25:52 PM
Oh my... I always thought the "Green Dragon" faction was some kind of friendly alien race, until I read the description in the original post, and realize they are in fact humans with would-be Asia/Chinese background.

I rarely make criticizing comment, but their ship design just doesn't make any sense, at all. While the other human faction have relatively plausible and rational ship designs, the XLE ship seems to be designed with only aesthetics (read: dragonish-look) in mind, and added functional parts later when they realize they can't survive on aesthetics alone. They didn't even do a good job on aesthetic either, their ship look outright alien to begin with. If they are indeed aliens then it would be okay, as you can't explain the alien mind. But they are designed by humans... guess their design bureau is filled with art school expellees.

On a side note, the Asia dragon looks nothing like XLE ships which they supposedly represented. They are more akin to fanged snakes rather than winged lizards. Google it if you are interested. Their faction name also puzzles me... "Xing" clearly means "Star", but I can't make any guess on "Lao". Amongst the commonly used words, it could either be "Old" or "Prison" or "Work", none of which fits the name of an empire. It would make more sense if it's "Liao", one of the ancient dynasty name.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: miljan on June 22, 2013, 02:13:11 PM
Have a question. When you choose a faction on beginning, you can't change to be hostile to that faction, no matter how many you kill? I chosen a last options and am neutral to all, but friendly to pirates. But no matter how many i kill, they are still friendly to me.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on June 22, 2013, 10:02:37 PM
That`s how the 'friendly' work now in the game. I think that in original game you don`t have any friends actually, so Alex probably didn`t expand this side of diplomacy too much.
Title: Mother ships are weak
Post by: Zeratul on June 25, 2013, 09:44:01 PM
I was playing the game for a good while and got to the Michigan class ship. I used it at first and thought of it as a very well rounded ship to use, After I got a few levels the thing turned into an extreme powerhouse that could wipe out Mother-ship(s) without having to vent its own flux, Either increase mother-ship(s) strength, by adding shields, and/or add more Hardpoints, or add large hardpoints with a larger selection of weapons, I would love to see this take effect, as it would be well appreciated
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on June 26, 2013, 04:10:30 AM
The Mothership eats practically any other ship normally. Your skills and the various benefits provided by them make killing the mothership a much easier task.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on July 09, 2013, 01:19:01 AM
I`m releasing a new version. I can`t recall all the changes that i`ve made, but i can tell you that major changes of this update are:

- new AI ship and weapon
- remodelled RSF Moscow
- new sprites for ISA guns
- new sprites for RSF energy weapons

Archive can be found on the first page, as well as a slightly more expanded change list.

EDITED: Oh, i almost forgot that i`ve also added a new ship for Aliens - a powerful Alien Destroyer....

AI Decompiler:
Spoiler
(http://www.okim.nickersonm.com/SF/decompiler.png)
[close]

Alien Destroyer:
Spoiler
(http://www.okim.nickersonm.com/SF/alien-destroyer.png)
[close]

New Moscow:
Spoiler
(http://www.okim.nickersonm.com/SF/new-moscow.png)
[close]
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 01:23:12 AM
I`ve also updated links to Sprog`s videos (sorry, just had no time to add the last 3 to the first page). Enjoy them.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Captain Draco on July 09, 2013, 06:07:59 AM
New Moscow looks cooler than Old; Great Job Okim.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on July 09, 2013, 06:15:17 AM
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 09, 2013, 09:22:47 AM
Hi!  ;D

I'm kinda new here, but I've been playing this game (and this mod) for the better part of a month. First of all, thank you for creating this wonderful mod Okim! Sorry to bother you, but unfortunately, I can't seem to launch the new 5.2 update. (the 5.0 was working fine for me) evertime I try to launch the mod, an error message pops up with the following message:

Fatal: A JSONObject text must end with a '}' at 77-3 [character 7704 line 1] Check starfarer.log for more info

help?  ???

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 09, 2013, 09:52:29 AM
Two things.
Firstly, the "have you dun goofed" question, did you completely remove the old folder and extract the 5.2 update into an entirely new version?
Secondly, can you give us the last section of your starfarer.log, it'll help find the cause much easier.
The log file can be found in the "starsector-core" folder. It'll be this file here (http://scr.hu/0zoz/0ybis). Though hopefully yours is not as bloated as mine.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 09, 2013, 10:06:50 AM
Hi Silver,

first of all, yes, I was very sure that I have removed the old folder (the 5.0 one) before putting in the new update.
secondly, this is the last section of the starfarer.log.

4619 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: A JSONObject text must end with '}' at 7703 [character 7704 line 1]
org.json.JSONException: A JSONObject text must end with '}' at 7703 [character 7704 line 1]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONObject.<init>(JSONObject.java:190)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONArray.<init>(JSONArray.java:125)
   at org.json.JSONTokener.nextValue(JSONTokener.java:356)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

thanks for helping me out  :)
I greatly appreciate it!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Captain Draco on July 09, 2013, 11:56:24 AM
51427 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: A JSONObject text must end with '}' at 7703 [character 7704 line 1]
org.json.JSONException: A JSONObject text must end with '}' at 7703 [character 7704 line 1]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONObject.<init>(JSONObject.java:190)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONArray.<init>(JSONArray.java:125)
   at org.json.JSONTokener.nextValue(JSONTokener.java:356)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Here's mine same problem with version 5.2
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 12:03:53 PM
That`s odd, but my starsector just does not start anymore. With mods or not.

Going to reinstall and look into the problem.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 01:27:04 PM
Ok. I`ve found the problem.

Moscow hull file is causing this crash due to it being, well, corrupted.

I`ll try to fix it ASAP.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 02:02:10 PM
Ok. The problem was with archive. It got pretty much corrupted.

Fixed it. Try now and report any issues.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 09, 2013, 02:36:59 PM
That new Moscow's looking pretty awesome. Might have to pick one up when I restart my Ironclads save. Now, I haven't loaded up the mod, so I guessing the middle most large slots are the mounts for the Moscow's triple cannons? Seems to have gained an extra large slot. 3 medium slots on either side of the middle of the hull, I'ma guess that's the new location of the medium energy slots?.. Two lone medium slots further up the front, figure those are for missiles, being isolated and by themselves. The 8 small ballistic slots that sat just behind the medium energy slots have moved, now flanking that large slot with two loners up the front near the theorized missile mounts.

Overall, comparing the two, the new Moscow's gained an extra large mount though I've yet to know what it is. And other mounts have been re-arranged. The bow of the new Moscow is also slimmer, so hopefully isn't quite a large target when trying to stare down the Mothership with it.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 09, 2013, 10:39:23 PM
Works great now Okim! thanks!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 11:23:13 PM
Well, i haven`t tested the new version for long enough - so there might be something broken ;)

About Moscow:

Two central large mounts on Moscow are universal. There are three various versions of Moscow - one has 2 Porcupine Torpedoes, second - 2 50mm Quads and the last one has some energy weapons on them IIRC.

Two frontal large mounts - are new positions for 408mm cannons (btw, weapon art was also replaced).

Two rear large turrets and 6 medium in the middle - energy. Two frontal mediums are for ballistic weapons, mainly for PD. No dedicated missile mounts.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Captain Draco on July 10, 2013, 07:31:06 AM
Thanks Okim now it works fine; Now How to mod Russia Dreadnought into game? Moscow is Fine ship but Rodina needs bigger Dakka!  ;D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 10, 2013, 07:45:33 AM
The Dreadnaught can be found in a mission, but if you really want it in the campaign, open the russian faction file and add it to a russian fleet like the russian equivalent of the System Defense Fleet.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 10, 2013, 09:04:55 AM
Once i`ll get some rest from my table top project - i`ll redraw the Federation DN and some RSF weapons. More and more people are willing to chalange it in campaign these days...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 12, 2013, 12:10:47 AM
New RSF weapon sprites:

(http://www.electrotender.ru/img/pic183.jpg)

Small ballistic: 50mm cannon, 50mm autocannon, 76mm battlecannon, 23mm defence gun, 14mm dual machinegun

Medium ballistic: 50mm dual cannon, 125mm battlecannon, 76mm assault cannon, 23mm quad defence gun, 52mm linked flak cannon

Large ballistic: 50mm guad cannon, 125mm tripple cannon, 250mm artillery system, 408mm siege cannon, 408mm shrapnel cannon

Missile systems: new medium Arrow launcher, new SRM battery (Wasp/Mosquito), new LRM battey (Hornet, former Killer Wasp)



I`ve recalled another major change made in 5.2 version - all ballistic weapons are now much more flux efficient (to the point where most of them generate very few flux).

In my current dev version i`ve reworked missile systems completely. Batteries now carry much lower amount of missiles, medium launchers cost 3x times more than small 1-shot launchers (so Wasp and Eel now cost 3 OP instead of 6 etc.). This makes missiles less deadly and also balances ISA. Oh, and Arrows / Stingers now reliably dispatch assault crafts like A-110 and TUs.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 12, 2013, 01:04:17 AM
Those guns look sweet! I can't wait for the next patch.

speaking of which, Okim, seeing as to how fighters are getting a huge buff in 6.0a (as well as removing hangars from the game), are there any plans to give the UIN a fleet carrier? the only UIN ship that even has a flight deck is currently the Germany-Class Cruiser, and even then it only has one flight deck :/
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 12, 2013, 01:13:19 AM
Plans are to get my table top game up and running. And selling and giving profit :)

As for the mod - hell knows. Do we actually know when this 0.6 will come out?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 12, 2013, 01:56:39 AM
Heh, I love the little radar guidance dishes on each of the missile launchers.

And the "250mm artillery system", is the 250mil getting a range buff? Right now I think they're just called the 250mil battle cannons, much like the 125mil and the 76mil.

Maybe I play a little too much World of Tanks but there needs to be a 152mm derp gun. That needs to be a thing.  :P  :-X
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 12, 2013, 02:14:06 AM
250mm got a range of 1000. It fires two shots and takes 2 sec to rearm.

Best used in conjunction to Mosquito missile batteries.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: phyrex on July 12, 2013, 07:47:53 AM
man okim, i can never say how much i like this mod of yours.
imho, its absolutely on-par with vanilla material and in theire own style, im loving your sprite more than the vanilla ones :P

my only regret (is that even the right word ?) is that your current priorities dosent allow you to give ironclad more of your time.
still, good luck with your board game, i'm curious to see the end result
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 12, 2013, 07:51:29 AM
250mm might become my long ranged weapon of choice on russian ships then.  :D
Though the american bloc are still in the lead with the Heavy Massdriver having 1200 range or so.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 14, 2013, 12:16:37 AM
Thanks for your kind words, guys :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Azmond on July 22, 2013, 08:58:12 PM
possible bug here, but for some reason a graphic isn't loading. THe game starts up, gets just pass the second 'T' a bit, and then the game crashes.
heres the log file- I've lazy lib and that doesn't offend the mod either it seems, as the result is the same.

I'll try opening theimage and editing it so to speak before trying it again, that worked last time with an issue i had.


I keep forgeting linux is a very case sensitive system and that names are important to this pegunie of mine... Allright fixxed the issue, but i'll have to work on getting the impending issues fixxed as well... LOL  oh linux, you awlays keep me busy...
though, that didn't last long either as it seemed to be the UIN-cr#-bay##.png files only. so for any linux users, easy to fix. :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 22, 2013, 11:55:34 PM
Another remodelling of the Moscow battleship. This one is going to be the last one (i just didn`t like all the previous ones).

(http://www.okim.nickersonm.com/SF/new-moscow-v3.png)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 23, 2013, 02:08:36 AM
Very, very nice! I see those siege cannons are now fixed rather than traversable. :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 23, 2013, 09:24:44 AM
Novgorod with new sprites for weapons:

(http://www.okim.nickersonm.com/SF/pic184.jpg)


New Moscow model:

(http://www.okim.nickersonm.com/SF/pic185.jpg)

I`m currently desiding the standard wep layout for this ship. It has two central universal large mouts and two rear large energy mounts. I tried to use centrals for missiles and energy for powerful turbolasers as support weapons, but 5 weapon groups limit the available group types. So this current variant has no missiles and relies only on ballisitcs (with TLs used when ammo for main guns is spent).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: phyrex on July 23, 2013, 10:02:17 AM
Novgorod with new sprites for weapons:

(http://www.okim.nickersonm.com/SF/pic184.jpg)


New Moscow model:

(http://www.okim.nickersonm.com/SF/pic185.jpg)

I`m currently desiding the standard wep layout for this ship. It has two central universal large mouts and two rear large energy mounts. I tried to use centrals for missiles and energy for powerful turbolasers as support weapons, but 5 weapon groups limit the available group types. So this current variant has no missiles and relies only on ballisitcs (with TLs used when ammo for main guns is spent).

This is awesome  8)
Have i told you how much i like your mod before ?
...
Yeah i think i did  ;)

Also, im actually happy that the siege cannons are now fixed, theire turn speed was so slow it was driving me mad
you might want to update your OP too, after all these modified sprites, its kinda outdated
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Wyvern on July 23, 2013, 12:49:17 PM
Novgorod with new sprites for weapons:
I`m currently desiding the standard wep layout for this ship. It has two central universal large mouts and two rear large energy mounts. I tried to use centrals for missiles and energy for powerful turbolasers as support weapons, but 5 weapon groups limit the available group types. So this current variant has no missiles and relies only on ballisitcs (with TLs used when ammo for main guns is spent).
Out of curiosity, what are you using as weapon groups right now?  I'd think you could have the following:
1: fixed forward siege cannons
2: support energy weapons
3: missiles (as long as you have only one type of missile, or only two launchers, or can otherwise fit all missiles into one group)
4: offensive ballistic turrets
5: point defense

Where groups 1-3 are things the player is likely to want manual control over, and groups four and five are likely to be left on autofire (or occasionally turned off to save on flux or ammunition).
Of course, I don't know what your current flux usage balance is like, or what the weapon arcs are, so those groups may not make as much sense as I was thinking.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 26, 2013, 05:47:16 AM
New Denmark heavy frigate for UIN (previously Denmark was used for a broadside destroyer which is now called Finland).

This ship`s design is a bit unusual for UIN as it is focused on frontal assaults rather than broadside engagements. Denmark has a set of powerful maneuvering jets as its special system. These jets help this fast frigate to keep its hardpoint weapons on its target.

(http://www.okim.nickersonm.com/SF/pic186.jpg)

Ship has 2 medium ballistic hardpoints, 1 medium energy hardpoint and 3 small ballistic turrets. The configuration shown above is going to be the default one (2x 6-pdr assault cannons, 1x patricle pulse cannon for shield overloading and 3x defence cannons).

As for Moscow - i still have no end variant for it. But i think that it will be a balanced one utilising all weapon types (ballistic, energy and missile).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 26, 2013, 10:19:35 AM
Okay.

Since the next Starsector update seems to be bringing new moddable stars, i`ve spent some time creating a crude map of the Ironclads universe. It includes some real stars and lots of fictional ones.

Here it is:

(http://www.okim.nickersonm.com/SF/MAP.jpg)

As you can see - all of the factions are having their own problems that slow their expansion. And RSF/ISA conflict over new territories is now also clearly seen.

Also you can notice a new faction - The Seat of the Terra. This is a sector of space that is considered to be a seat of humanity`s goverment. All factions are restricted from entering this area with military fleets. Earth itself is a political and diplomatical center where all of the factions gather to discuss the global politics, solve territorial conflicts, make economical and technological treaties etc. Earth is also a renewed Paradyse World and thus is a center of international tourism and trade.

Earth depends on contant supplies from the factions and all of them are obliged to provide some part of their resources to SotT.

NOTE: i`m definitelly not going to mod in ALL of the listem stars :) Most of the systems will contain just one colony or a set of mining bases - the further from the SUN - the lesser are chanses that system will contain a colony.

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: PCCL on July 26, 2013, 12:08:58 PM
isn't the Centauri system the closest to the sun?

also the binary star is Alpha and Beta Centauri, Proxima is kinda a tiny little dwarf star off to the side afaik
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: The Soldier on July 26, 2013, 01:05:53 PM
Hey, looks cool! :D

Regardless of how accurate it is, it's still a nice step in the right direction.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 26, 2013, 02:31:45 PM
That Denmark is a frigate? With 2 medium ballistics and a medium energy all at the front? That thing is either slow, unwieldy and built like a nuclear bunker or is crazy fast and maneuverable and made of paper mache.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: phyrex on July 26, 2013, 04:14:58 PM
That Denmark is a frigate? With 2 medium ballistics and a medium energy all at the front? That thing is either slow, unwieldy and built like a nuclear bunker or is crazy fast and maneuverable and made of paper mache.

i think he was going for something like cycerin's desdinova, that is, it might actually be a frigate with very low CR. its gonna pack a hell of a punch, but if it dosent work its magic quickly, then its just lost efforts

CR opens new avenues dont forget
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 26, 2013, 07:15:43 PM
Denmark has the best armour and hull among all other UIN frigates, but has some problems with speed and agility which it compensates by having man. jets.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: phyrex on July 26, 2013, 10:15:16 PM
Denmark has the best armour and hull among all other UIN frigates, but has some problems with speed and agility which it compensates by having man. jets.

ah, so its basicly a slow ass turtle that only shoots forward ?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 27, 2013, 11:42:16 AM
The epitome of a gunship, then. Slow moving brick with a lot of firepower that it can bring to bear. More typical workhorse frigates like the California or the Omsk should be able to tackle it with better maneuverability and speed, if not firepower. The Denmark could be quite the support frigate with mass drivers to keep enemies "on the back foot" (on the defensive) with perhaps a plasma cannon for added punch or a type of particle weapon for added suppression.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 29, 2013, 12:13:26 AM
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?

Hi.

Yeap, i think that the Fly and the AI should benefit from this plugin of yours. I`m currently modding in some unique salvage that the Fly, the AI and the Aliens will be 'carrying' around so that taking them out would be a little bit more profitable. This idea might use a plugin that removes these resources from the base once you sell them. Can you handle this one too? :)

P.S.: sorry for answering this proposal almost a month later - i was trying to avoid extra scripting by manipulating with various values (making Fly carry 1k marines and such).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 29, 2013, 12:22:39 AM
The epitome of a gunship, then. Slow moving brick with a lot of firepower that it can bring to bear. More typical workhorse frigates like the California or the Omsk should be able to tackle it with better maneuverability and speed, if not firepower. The Denmark could be quite the support frigate with mass drivers to keep enemies "on the back foot" (on the defensive) with perhaps a plasma cannon for added punch or a type of particle weapon for added suppression.

It is actually on par with Omsk as both ships have 3 medium weapons (in case of Omsk - they are all turrets). Omsk has worse flux, but great armour and speed. Denmark has an energy slot instead of missile, good omni shield and flux capacity. Oh, and Omsk is much much cheaper both in credits and fleet points.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on July 29, 2013, 03:38:38 AM
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?

Hi.

Yeap, i think that the Fly and the AI should benefit from this plugin of yours. I`m currently modding in some unique salvage that the Fly, the AI and the Aliens will be 'carrying' around so that taking them out would be a little bit more profitable. This idea might use a plugin that removes these resources from the base once you sell them. Can you handle this one too? :)

P.S.: sorry for answering this proposal almost a month later - i was trying to avoid extra scripting by manipulating with various values (making Fly carry 1k marines and such).

Alright, ive changes ur isHuskCheck to do both the "auto-destruct" and the huskcheck, all you need to do is replace the old code with this one AND remove every isHuskCheck on every weapon that had it since, it doesnt needed it anymore:

Code
package data.scripts.plugins;

import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.List;
import java.util.ListIterator;

public class isHulkCheck implements EveryFrameCombatPlugin
{
    private CombatEngineAPI engine;
    private String ROCK_FLY_HULL_ID = "rockfly";

    @Override
    public void init(CombatEngineAPI engine)
    {
        this.engine = engine;
    }//INIT
   
    @Override
    public void advance(float amount, List events)
    {
        if (engine.isPaused()) return;
       
        ListIterator allships = engine.getShips().listIterator();
       
        if(allships.hasNext())
        {
             while(allships.hasNext())
             {
                 ShipAPI ship = (ShipAPI) allships.next();
                 
                 if(ship.isHulk() && ship.getHullSpec().getHullId().equals(ROCK_FLY_HULL_ID))
                 {
                     engine.applyDamage(ship, ship.getLocation(), 9999999, DamageType.FRAGMENTATION, 0, true, true, ship);
                 }//IF
                 else
                 {
                    ListIterator allweapons = ship.getAllWeapons().listIterator();
                   
                    if(allweapons.hasNext())
                    {
                        while(allweapons.hasNext())
                        {
                            WeaponAPI weapon = (WeaponAPI) allweapons.next();
                            AnimationAPI animation = weapon.getAnimation();
                           
                            if(animation != null)
                            {
                                if (ship.isHulk())
                                {
                                    animation.pause();
                                }//IF
                                else
                                {
                                    animation.play();
                                }//ELSE
                            }//IF
                        }//WHILE
                    }//IF
                    else
                        continue;
                 }//ELSE
             }//WHILE
         }//IF
    }//ADVANCE
}//CLASS

Ive set it to only destroys the Rock Fly since.. well boarding a Fly doesnt make much sense unless this is a Tyranic ship.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 29, 2013, 06:07:36 AM
Thanks!

I`ll try it out.


Has anyone here on the forums figured out how to manipulate item costs (i.e. imitate trading)?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 29, 2013, 06:57:34 AM
The Fairy Empire (http://fractalsoftworks.com/forum/index.php?topic=6155.0) mod has a form of trading where certain items change prices depending on which station you get close to. It's simple and it only takes a few minutes of trial and error before you can be making absurd amounts of credits with a couple freighters in the fleet. But it works.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 29, 2013, 09:20:49 AM
Thanks, i`ll look into it.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 30, 2013, 01:04:30 PM
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?

Hi.

Yeap, i think that the Fly and the AI should benefit from this plugin of yours. I`m currently modding in some unique salvage that the Fly, the AI and the Aliens will be 'carrying' around so that taking them out would be a little bit more profitable. This idea might use a plugin that removes these resources from the base once you sell them. Can you handle this one too? :)

P.S.: sorry for answering this proposal almost a month later - i was trying to avoid extra scripting by manipulating with various values (making Fly carry 1k marines and such).

Alright, ive changes ur isHuskCheck to do both the "auto-destruct" and the huskcheck, all you need to do is replace the old code with this one AND remove every isHuskCheck on every weapon that had it since, it doesnt needed it anymore:

Code
package data.scripts.plugins;

import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.List;
import java.util.ListIterator;

public class isHulkCheck implements EveryFrameCombatPlugin
{
    private CombatEngineAPI engine;
    private String ROCK_FLY_HULL_ID = "rockfly";

    @Override
    public void init(CombatEngineAPI engine)
    {
        this.engine = engine;
    }//INIT
   
    @Override
    public void advance(float amount, List events)
    {
        if (engine.isPaused()) return;
       
        ListIterator allships = engine.getShips().listIterator();
       
        if(allships.hasNext())
        {
             while(allships.hasNext())
             {
                 ShipAPI ship = (ShipAPI) allships.next();
                 
                 if(ship.isHulk() && ship.getHullSpec().getHullId().equals(ROCK_FLY_HULL_ID))
                 {
                     engine.applyDamage(ship, ship.getLocation(), 9999999, DamageType.FRAGMENTATION, 0, true, true, ship);
                 }//IF
                 else
                 {
                    ListIterator allweapons = ship.getAllWeapons().listIterator();
                   
                    if(allweapons.hasNext())
                    {
                        while(allweapons.hasNext())
                        {
                            WeaponAPI weapon = (WeaponAPI) allweapons.next();
                            AnimationAPI animation = weapon.getAnimation();
                           
                            if(animation != null)
                            {
                                if (ship.isHulk())
                                {
                                    animation.pause();
                                }//IF
                                else
                                {
                                    animation.play();
                                }//ELSE
                            }//IF
                        }//WHILE
                    }//IF
                    else
                        continue;
                 }//ELSE
             }//WHILE
         }//IF
    }//ADVANCE
}//CLASS

Ive set it to only destroys the Rock Fly since.. well boarding a Fly doesnt make much sense unless this is a Tyranic ship.

There is a problem with all rotary weapons playing animation even while not firing after i started to use this code. Seems that there should be a check of some sorts to prevent this from happening. But if i make one - all animated weapons (drivers etc.) stop their animations...

Any ideas?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Wyvern on July 30, 2013, 01:09:59 PM
I've edited it a bit - this should fix the problem.  (Silentstorm's version said "if ship is dead, stop all weapon animations; if ship is not dead, play all weapon animations" - I commented out the second part of that.)
Code
package data.scripts.plugins;

import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.List;
import java.util.ListIterator;

public class isHulkCheck implements EveryFrameCombatPlugin
{
    private CombatEngineAPI engine;
    private String ROCK_FLY_HULL_ID = "rockfly";

    @Override
    public void init(CombatEngineAPI engine)
    {
        this.engine = engine;
    }//INIT
    
    @Override
    public void advance(float amount, List events)
    {
        if (engine.isPaused()) return;
        
        ListIterator allships = engine.getShips().listIterator();
        
        if(allships.hasNext())
        {
             while(allships.hasNext())
             {
                 ShipAPI ship = (ShipAPI) allships.next();
                
                 if(ship.isHulk() && ship.getHullSpec().getHullId().equals(ROCK_FLY_HULL_ID))
                 {
                     engine.applyDamage(ship, ship.getLocation(), 9999999, DamageType.FRAGMENTATION, 0, true, true, ship);
                 }//IF
                 else
                 {
                    ListIterator allweapons = ship.getAllWeapons().listIterator();
                    
                    if(allweapons.hasNext())
                    {
                        while(allweapons.hasNext())
                        {
                            WeaponAPI weapon = (WeaponAPI) allweapons.next();
                            AnimationAPI animation = weapon.getAnimation();
                            
                            if(animation != null)
                            {
                                if (ship.isHulk())
                                {
                                    animation.pause();
                                }//IF
//                                else
//                                {
//                                    animation.play();
//                                }//ELSE
                            }//IF
                        }//WHILE
                    }//IF
                    else
                        continue;
                 }//ELSE
             }//WHILE
         }//IF
    }//ADVANCE
}//CLASS
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 30, 2013, 01:22:54 PM
Thanks. Stupid me, it all was so damn simple :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on July 30, 2013, 04:06:05 PM
Ops sorry about that, i knew about the play() and even thought about removing it but i forgot to do it, just remove the else{ animation.play(); } since its not needed, also since this makes the rock fly unobtainable you can add as many OP points as you want to its weapons, fixing the problem with the never-ending battle-flee issue.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 31, 2013, 12:52:01 AM
I have a request for a script that imitates mining operations.

Here is what i need it to do:

1. check if the fleet is near the asteroid body (orbiting it for some clicks)

2. check if the fleet has miner ships in it (checks specific hulls and their numbers)

3. check if player has enough supplies for mining operations (25 per miner) + per day consumption. If he has enough - generate a message 'Mining in progress', else - 'Not enough supplies for mining operations'.

4. generate a random amount of materials at the end of the day if the fleet kept orbiting the asteroid for the whole day

- there are three types of materials that i have already created: basic, rare and exotic
- numbers of generated materials should depend on the amount of the crewed miners in the fleet
- chances of getting rare and exotic materials should be made by a simple randomiser (basic 75, rare 20, exotic 5)

5. a message should prompt once materials are generated and fleet should lose the aforementioned supplies for the mining operations

It would be great to have some skills in 'Industrial' that have impact on supplies consumption rates, chances to get rare materials, number of materials generated etc. I see this as a check in the script that looks for player`s skills and adds bonuses to certain formulas.

All the IDs for hulls and materials i`ll provide later.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on July 31, 2013, 01:40:04 AM
I have a request for a script that imitates mining operations.

Here is what i need it to do:

1. check if the fleet is near the asteroid body (orbiting it for some clicks)

2. check if the fleet has miner ships in it (checks specific hulls and their numbers)

3. check if player has enough supplies for mining operations (25 per miner) + per day consumption. If he has enough - generate a message 'Mining in progress', else - 'Not enough supplies for mining operations'.

4. generate a random amount of materials at the end of the day if the fleet kept orbiting the asteroid for the whole day

- there are three types of materials that i have already created: basic, rare and exotic
- numbers of generated materials should depend on the amount of the crewed miners in the fleet
- chances of getting rare and exotic materials should be made by a simple randomiser (basic 75, rare 20, exotic 5)

5. a message should prompt once materials are generated and fleet should lose the aforementioned supplies for the mining operations

It would be great to have some skills in 'Industrial' that have impact on supplies consumption rates, chances to get rare materials, number of materials generated etc. I see this as a check in the script that looks for player`s skills and adds bonuses to certain formulas.

All the IDs for hulls and materials i`ll provide later.

The Exerelin mod pretty much does this, minus the part about skills (still a WIP) and specific resources (it just generates Supplies at the moment).

It would be fairly simple to re-purpose what is there to what you want, or I can post examples here if you like?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 02, 2013, 02:01:52 PM
(http://www.okim.nickersonm.com/SF/pic187.jpg)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on August 02, 2013, 02:10:56 PM
Remodeled UIN? Civilian UIN? (drained colours). The 3 ships at the bottom look like new UIN designs, the other look like civilian models. My reasoning is that the bottom ships have more colour to them.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 02, 2013, 02:14:46 PM
These are all civilian ships.

ISA Sentinel and Monitor police ships (and F-61P), ISA Crawler modifications.

RSF Messenger shuttle, UIN Enforcer, Peacekeeper and Peacemaker security ships.


P.S.: getting ready for multi-system support for the upcoming 0.6+ Starsector.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 03, 2013, 12:08:36 AM
Guys is it possible to check all the weapons IDs and pick only those that contain 'rsf' / 'isa' in it?

I`m currently restructuring the whole mod to make it easier for me and other people to mess with. Weapons are going to be called like this: 'sm-bal-rsf-50mmcharged'. Hulls like this: 'isa1-f-f61'.

The idea is to make it much easier for supply fleets to pick random weapons and hulls from the list (and to avoid alien weapons delivery).

This is also going to be useful for faction-specific hull mods and weapon bonuses.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 03, 2013, 10:32:40 AM
Guys is it possible to check all the weapons IDs and pick only those that contain 'rsf' / 'isa' in it?

I`m currently restructuring the whole mod to make it easier for me and other people to mess with. Weapons are going to be called like this: 'sm-bal-rsf-50mmcharged'. Hulls like this: 'isa1-f-f61'.

The idea is to make it much easier for supply fleets to pick random weapons and hulls from the list (and to avoid alien weapons delivery).

This is also going to be useful for faction-specific hull mods and weapon bonuses.

You can check if it "contains" a certain characters

String this_is_a_string

if(this_is_a_string.contains("-rsf-"))
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: HELMUT on August 04, 2013, 09:10:33 AM
Have been ages since i have played Ironclads, i decided to give it another shot.

Tried to make a Pirate based fleet. Pretty tough to play, pirates got so much universals mounts on such weird spots with so much different weapons. It's difficult to know what shoot what and where. So i rather tried something simpler, a carrier based fleet. At first i tried to balance my fleets with frigates and cruisers but without shields and effective PD systems, they make very easy targets against torpedoes and each loss really hurt the whole fleet efficiency.

So i went with just a Hulk, a scavenger (the carrier destroyer IIRC) and filling the rest with Hunters, harpoons and Sparkers. Worked quite well but unfortunately, Sparkers, while pretty deadly, cost an enormous amount of FP (16 i think?) and were still pretty easy targets against big ships. Harpoons too, but i haven't found them very effective to begin with.

And then i tried something else for the lulz, one hulk and the rest full of Darts with fleet points skill maxed.

Nothing was able to resist this, not even the Alien mothership with its fleet (gave me quite a beating though). You just have to unlash hundred of those little pesky fighters to gain control over every strategic points at the beginning of the battle and then you unleash even more of them, overloading to death enemy shields and PD systems, and eventually riddled their hulls with gazillions of bullets

The Moscow dreadnought, while eventually got destroyed, was damn effective against this tactic. Each of his shots with his giants built in guns could instantly blow dozen of fighters with the AOE damage. Was a fun fight.

I'm going to start a new game and try to go full independent/miner fleet. I'm curious to see if i could take on the Aliens with those...

But enough talking about this. I saw that aliens are still missing description, do you plan to add them eventually? Also, i'd like to put in a request which probably have been asked a million times but... Can you add the Russia class in the campaign? Even if it's not available at the RSF station, i would really, really like to be able to fight that thing in the campaign mode. I know it can be easily modded by the player but it would be better if you could make it official and all. Like an RSF out-system intervention fleet who randomly appears in the Barnard system like the Alien mothership to wreck havoc.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: The Soldier on August 04, 2013, 09:14:31 AM
You know, I can't wait to use that strategy once .6 comes out....an endless, never-stopping wave of Darts.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 04, 2013, 09:28:31 AM
Wow. You actually do love darts with their current 1 machinegun. Just wow :)

Well, the next update that i`m currently making wont include Federation class DN in campaign, but will include a total rehaul of ALL fighters in the game. This will mainly touch their fleet points.

Thus, all fighters will now use 3/6/9 fleet points with Darts, MIGs, F-61s, Hunters and Tornados using 3 points and more specialised/heavier fighters (like F-171, both SUs and Blizzards) taking 6 points. All bombers and high-tech advanced fighters will take 9 points to use (like Hurricane and XLE fighters). I was a bit disappointed how easily most of the expensive fighters died in combat, so i just made them cheapier :)

Oh, and dart now has a single Arrow missile to make it slightly balanced against pirate Hunters (and just making it a bit more interesting). Oh, and Tornado now has 3 Vickers, just to mention it.

Pirate-only fleet requires technology affilation advancement. Especially in shields and flux. Their huge drawback is realy bad PD. And there is nothing that can be done to prevent pirates from dying to missiles. However - a single Bofors or 42mm advanced FLAK can help you a bit here.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: The Soldier on August 04, 2013, 10:07:15 AM
YES
YES
YES

I rarely show that kind of giddiness, but fighters are my favorite unit in the game. :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 14, 2013, 12:25:26 AM
I have finished restructuring the whole mod`s data. This includes all hulls, weapons, variants, ship and missile sprites, strings, missions and campaign stuff. Hulls now look like this 'factionX-hullsize-hullname' where X is the hull type number (1 for fighters, 5 for bb, 6 for police/mercs, 7 for transports/miners).

Now the mod is much easier to mess with and specific data (like a weapon or a hull) is way to easier to find and edit.

This was done mainly for my own ease of access, so that i could work a bit more efficient with Ironclads, but anyone willing to mess with the mod will also benefit from it. At least i hope so :)

I`ve also introduced simple imitation of faction-wise weapons and hulls. This system is already used in convoy scripts and starting base cargo for random weapon generation (though i need some help with making this to work with hulls). This system will also allow me to create faction specific hull mods and probably even bonuses to weapons used on ships of the same faction. This will also be useful for mining ships implementation in the future (as all miners just have 'min' in their name).

I`ll upload this new version within a few weeks.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 14, 2013, 06:43:45 AM
Expanded the initial player creation dialogue. It now contains 5 questions starting from origin of in-game birth (faction check), childhood, academy education, early carrier and recent occupation.

Answers cover the whole skill tree of the game. The first faction question determines the faction ships choice and faction relations. The last question provides the narrower choice of police, navy or freighter ships of selected faction. Becoming a pirate overrides all faction choices, makes a player an enemy to everyone, gives him some extra cash, extra skill points and a set of pirate ships to pick from.

The other 3 questions determine 1 affinity and 1 skill point per question. A player will get additional 3 skill points to pick whatever skills he wants (the overall amount of affinity and skill points is the same as in the original game, player just has no choice for affinity picks after he answered all the questions).

Faction choice will also be used as a selector for starting location if Alex will include it in the next update. This means that picking a faction and becoming a pirate will put you into that faction`s space.

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Erick Doe on August 14, 2013, 10:44:06 AM
What this mod really needs is a UIN battleship called the "Netherlands" or "Holland".  8)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: conorano on August 14, 2013, 11:08:00 AM
What this mod really needs is a UIN battleship called the "Netherlands" or "Holland".  8)

all of my yes!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on August 14, 2013, 02:41:56 PM
--- snip ---
Faction choice will also be used as a selector for starting location if Alex will include it in the next update. This means that picking a faction and becoming a pirate will put you into that faction`s space.

If you like you can do this already (it's a bit roundabout but not too bad). Basically once the sector gen has run, you can move the players fleet to a location (x,y coords). Exerelin has an example. It does require some kind of timer (I'm using a heavily modified version of LazyWizards original event code).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 12:46:16 AM
I have a request for a script that imitates mining operations.

Here is what i need it to do:

1. check if the fleet is near the asteroid body (orbiting it for some clicks)

2. check if the fleet has miner ships in it (checks specific hulls and their numbers)

3. check if player has enough supplies for mining operations (25 per miner) + per day consumption. If he has enough - generate a message 'Mining in progress', else - 'Not enough supplies for mining operations'.

4. generate a random amount of materials at the end of the day if the fleet kept orbiting the asteroid for the whole day

- there are three types of materials that i have already created: basic, rare and exotic
- numbers of generated materials should depend on the amount of the crewed miners in the fleet
- chances of getting rare and exotic materials should be made by a simple randomiser (basic 75, rare 20, exotic 5)

5. a message should prompt once materials are generated and fleet should lose the aforementioned supplies for the mining operations

It would be great to have some skills in 'Industrial' that have impact on supplies consumption rates, chances to get rare materials, number of materials generated etc. I see this as a check in the script that looks for player`s skills and adds bonuses to certain formulas.

All the IDs for hulls and materials i`ll provide later.

The Exerelin mod pretty much does this, minus the part about skills (still a WIP) and specific resources (it just generates Supplies at the moment).

It would be fairly simple to re-purpose what is there to what you want, or I can post examples here if you like?

Tried to look for this part of Exerelin mod`s scripts, but my coding skills are far beyond the ability to clearly figure out what is what.

So yes, if it wont be difficult for you - i`d like to see some examples of the code. Mainly the part with getting to an asteroid and starting harvesting the resources. Oh and this is for player fleet only - no need to put AI controlled fleets here.

Thanks in advance.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on August 15, 2013, 02:40:38 AM
OK I have attached a class (TimeManager) that runs methods at set intervals. I think it was originally made by LazyWizard?

Anyway, I have added a few methods at the bottom to illustrate the player mining supplies. It should all be functional as is but you will need to change it if you wish to have it mine different resources and for it to remove supplies for mining those resources. There are also a couple of methods to check if it is a mining fleet, and to get the number of mining wings.

I have also added a method to move the player fleet on game creation, currently into the middle of the sun... :P

You will need to add a new TimeManager object in your sector generation:
Code
public class ExampleSectorGen implements SectorGeneratorPlugin
{
public void generate(SectorAPI sector)
{
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Corvus").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
}
}

Hopefully it is what you are after :)

[attachment deleted by admin]
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 04:37:30 AM
Thanks!

I`ll try to do that as soon as i get home.

Meanwhile - here is an ISA Harvester-class miner.

(http://www.electrotender.ru/img/isa7-min-harvester.png)

It blasts asteroids with its powerful mining blaster and then harvests the materials by moving through the debris field. Large rotary wheels positioned on the sides of this ship`s 'mouth' are powerful enough to break down large chunks and direct the others inside the ship`s refinery where materials are being processed and sorted out.

Large docking port on the left is used by Crawler-XT variants to attach their cargo containers to the miner. The miner itself has low cargo capacity and requires assistance of freighters to operate at full capacity.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 06:14:44 AM
ISA Space Bus-class passenger shuttle.

(http://www.electrotender.ru/img/isa7-trn-spacebus.png)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Jonlissla on August 15, 2013, 06:29:53 AM
Just as ever, incredibly well-made sprites. You're doing a great job. Can't wait until the next update comes and this mod get compatible with it.

I'M PUMPED.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 07:51:37 AM
OK I have attached a class (TimeManager) that runs methods at set intervals. I think it was originally made by LazyWizard?

Anyway, I have added a few methods at the bottom to illustrate the player mining supplies. It should all be functional as is but you will need to change it if you wish to have it mine different resources and for it to remove supplies for mining those resources. There are also a couple of methods to check if it is a mining fleet, and to get the number of mining wings.

I have also added a method to move the player fleet on game creation, currently into the middle of the sun... :P

You will need to add a new TimeManager object in your sector generation:
Code
public class ExampleSectorGen implements SectorGeneratorPlugin
{
public