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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642681 times)

Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1035 on: January 07, 2013, 03:47:28 PM »

New version is available. 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.

CrashToDesktop

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1036 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? :(
« Last Edit: January 07, 2013, 03:59:19 PM by The Soldier »
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Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1037 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...
« Last Edit: January 07, 2013, 04:35:40 PM by Okim »
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CrashToDesktop

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1038 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.
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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1039 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.
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Wyvern

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1040 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?
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Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1041 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.
« Last Edit: January 10, 2013, 10:43:48 PM by Okim »
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Titann

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1042 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
« Last Edit: January 09, 2013, 06:24:28 AM by tokmak333 »
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Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1043 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 (~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.
« Last Edit: January 09, 2013, 11:41:06 AM by Okim »
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CrashToDesktop

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1044 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.
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Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1045 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.

ValkyriaL

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1046 on: January 10, 2013, 03:21:51 AM »

What did you base your runway lights on? because my runway lights are shooting shredder shells...
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Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1047 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.

ValkyriaL

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1048 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? ???

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Okim

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Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
« Reply #1049 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.
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