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Messages - Gabriel_Braun

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16
Mods / Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« on: January 29, 2015, 06:18:00 AM »
Can you add into the mod a way of using ferrets and hounders?  By this I mean a way of having very weak but fast ships that essentially drive the fox to the hounds as the saying goes.  It would have to basically lower the burnspeed of the opposing fleet while having a massive CR for any ships involved as they would tire out rapidly but at least force the enemy fleets into an engagement at the risk of exhaustion.  It's best demonstrated on-screen by one of Jack Ryan's opinions in The hunt for Red October by sending fast attack subs to push the defecting captain into the main surface assets

17
Mods / Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« on: January 25, 2015, 03:53:10 AM »
Yeah there was an error in .65a that prevented total conversions from working so there's a newer download available now.

18
Mods / Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« on: January 23, 2015, 02:54:05 AM »
Yeah you could do three but as you say it seems a little strange...   I'd go with option 1 personally but you could still do 3 and just imagine lore-wise that they're all always there but the market terminal only shows so many.

I'm not sure, will come back to this later ;)

19
Mods / Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« on: January 22, 2015, 10:48:33 AM »
Yeah it's just a little silly having to go through 3/4 systems to activate a new capital ship...     Can a static 1000 green crew be made available at every military outpost or would that destabilise things?  My submod for example has a supercarrier that is going to need over 2500 for balance reasons but even the Astra and Moscow are hard to crew right now if you play a canonical lore game? :)

20
Mods / Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« on: January 22, 2015, 04:57:39 AM »
Yeah crew seem to be an issue, is not enough being available due to a market condition?

21
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 20, 2015, 04:22:44 AM »
Haha no worries, I lost interest on my submod after respriting and doing variants too so I can't say anything;  Will probably get back to it next week though ;)

22
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 20, 2015, 12:10:39 AM »
Any updates Okim?  University's boring without new Ironclads ;)

23
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 12, 2015, 09:29:22 AM »
Aliens...
The basic one will be 18 per wing with 6 being piloted crafts each having 2 drones
18 per wing
18

 :o


Red-6: "There's... too many of them!!!111"

24
Mods / Re: [0.65.1a] Omnifactory v1.10b (released 2015-01-09)
« on: January 10, 2015, 01:39:39 AM »
Hahaha uber!

Thanks dude  ;)

25
Mods / Re: [0.65.1a] Omnifactory v1.10 (released 2015-01-05)
« on: January 09, 2015, 07:24:01 AM »
Hey Lazywizard great that this is back again;  are you planning to include purchasable storage in the next update?

26
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 09, 2015, 07:08:00 AM »
Yeah it's in as both rsf4-cr-astrakhan_support and rsf4-cr-astrakhan_variant but as you say, no idea about when it uses large carrier as a choice...

-Edit

Have finally seen one replacing a Moscow in a raiding battle fleet while in ISF space but they must be crazy rare if it's taken me this long to spot one...   Still haven't seen any for sale though :(

27
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 09, 2015, 06:06:24 AM »
Okim I've still not seen a single Astrakhan either for sale or more importantly in a faction fleet spawn-  Has it been omitted for now?

28
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 08, 2015, 11:05:41 AM »
Yeah no worries Tommy;  points 3, 4 and 16 on that list are the ones you're probably going to group together to get the endgame/domination scenario feature but it's all total speculation as to the likelihood of them being incorporated in IC before arriving in vanilla as a mechanic...

If that's the kind of gameplay mechanic you're thirsty for then you're in luck-  The Exerelin and Vaccuum mods both used to provide this functionality but I'm not sure if they are still active/being updated to the current version of SC or have been consigned to necroposterity?  It's just a question of what Okim's willing to spend his time on-  creating a dynamic universe is an awesome direction to take ironclads but I feel what he says about time wasting and Alex's development plans-   Don't forget how long it took Okim and others to get working trade economies implemented before Alex dropped the current economy bomb on the players to hate loath endure...     I'd rather the community spend time making awesome content than trying to do something that's going to be obsolete in time anyway?

Having said all that though, It'd be totally nerdgasmic if he did adapt the Exerelin code for conquest in IC after he's done putting all the missing content back in from the previous version!

In the meantime, download Lazywizard's omnifactory mod and declare war on every faction if you want a good war :D

29
Mods / Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« on: January 07, 2015, 02:13:36 PM »
If there's anything I'd like to see in IronClads, is a way to "finish" the game. The taking over part. Planets, stations, etc.

Not just drifting aimlessly into space, with the biggest baddest fleet, having nothing to do but kill stuff over and over.

Spoiler
Think that it is the right time to post my current TO-DO list:

1. derelicts
2. rock fly husks
3. planet outposts, abandoned station reactivation
4. production facilities, outpost trading
5. ship conversions
6. ship and weapon ordering
7. alien / AI tech components
8. journal
9. investment in local market economy
10. loot / scrap adjustment, cargo scanner, salvage skills
11. new alien and AI ships
12. new FFS ships
13. AI replicator / alien mothership / RSF dreadnaught bosses
14. ship scrapping adjustment, ship scrapping at scrapyards
15. canteen options
16. station / planet invasions and take over
17. more events
18. news (enemy spotted / market improved / production mods)
19. hybrid weapons / ships
20. scrambler device (avoiding rep hits after combat, reducing inspection results)
21. relationship system adjustments
22. prober ship system autoscans
23. XP / money balancing, bounties balancing
24. bank account / loan
25. raids / invasions impacting markets

NOTE: most of these things require heavy coding (like diving deep into salvage output scripts), some of these require excessive work with rules.csv, others may be eventually introduced into the vanilla game - so modding all of these these things in may not happen.
[close]

Edit-  By the way Okim did you notice that the Laswis omnifactory has been updated to current version compatibility?  Don't know if your going to be slipping it back in as I remember it being either in IC or compatible some time ago?

30
Mods / Re: VNS mod (add-on to Ironclads 8.4.1) v5.5
« on: January 01, 2015, 01:41:10 PM »
Will have a look Trash, just been playing IC all day today to chill out as got a brain fudge trying to balance the IJN lol

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