Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - FalseDead

Pages: 1 2 [3] 4
31
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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?


32
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

33
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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?

34
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

35
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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







36
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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.... :'(

37
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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?

38
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« on: August 16, 2012, 12:19:13 PM »
How about this one?



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





39
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

40
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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?


41
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

42
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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

43
Mods / Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« 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?





44
Suggestions / Re: pinning/custom max min for objects in the hold
« on: June 29, 2012, 10:58:13 AM »
((you can change the order in which things are placed by editing the "resources.csv" file in your ./data/campaign folder, not a real solution but maybe it helps))

It does but still would be nice to have that as a feature.

 SHIFT-Right click on a slot and go into Cargo options tab for that slot is what I kinda envision

45
Suggestions / pinning/custom max min for objects in the hold
« on: June 28, 2012, 10:48:14 PM »
What I am suggesting is the Ability to "lock/sticky" something in the cargo interface in place, so that I could, for example place all of my Elite crew in one of the top cargo slots then "pin"  so that when I press the sort button they stay in place near the top

This would also be tied to a set min/max feature so that items like crew,supplies or fuel wouldn't exceed the amount you wanted in a slot (making it easier keep a optimum capacity) or so that if your slot falls beyond a certain point and you have excess of the material in your hold it will refill to the set min


Pages: 1 2 [3] 4