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Messages - FalseDead

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16
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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.




Germany-class cruiser.

Looks good but maybe the tail should be extended back a bit?

As it is it seems to end rather abruptly....

17
Announcements / Re: Blog Posts
« on: August 29, 2012, 05:10:14 AM »
Any progress, even the little things, since the last release?  I've been itching to know.

Lots. Happy now? :)



Narrator: " And there  was much rejoicing "

18
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

19
Modding / Re: the ABOMINATION
« on: August 25, 2012, 11:05:52 AM »
You will have to see about making it incapable of being captured......

So Zero crew I think


20
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 24, 2012, 04:28:11 PM »
UIN France-class Heavy Destroyer.


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....

21
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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?

22
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

23
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

24
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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 :'(


25
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 20, 2012, 09:06:38 AM »

Flat Deck


26
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 18, 2012, 03:25:36 PM »
What sort of problems are you having with plasma and ion weapons?

27
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

28
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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?

29
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

30
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

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