Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 82 83 [84] 85 86 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642798 times)

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1245 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).

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1246 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.
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1247 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.",,,
Logged

TrashMan

  • Admiral
  • *****
  • Posts: 1325
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1248 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.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1249 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?

TrashMan

  • Admiral
  • *****
  • Posts: 1325
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1250 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 ;)
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1251 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.

TrashMan

  • Admiral
  • *****
  • Posts: 1325
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1252 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*





« Last Edit: May 06, 2013, 12:17:03 PM by TrashMan »
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1253 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.

TrashMan

  • Admiral
  • *****
  • Posts: 1325
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1254 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.
« Last Edit: May 07, 2013, 03:23:03 AM by TrashMan »
Logged

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1255 on: May 06, 2013, 03:08:09 AM »

Those ships remind me heavily of the ships in Ascendancy. I love the second pair.
Logged

TrashMan

  • Admiral
  • *****
  • Posts: 1325
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1256 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.
« Last Edit: May 07, 2013, 03:21:03 AM by TrashMan »
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1257 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.

TrashMan

  • Admiral
  • *****
  • Posts: 1325
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1258 on: May 06, 2013, 12:16:43 PM »

* REMOVED *
« Last Edit: May 07, 2013, 03:19:42 AM by TrashMan »
Logged

phyrex

  • Admiral
  • *****
  • Posts: 751
    • View Profile
Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
« Reply #1259 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
Logged
Pages: 1 ... 82 83 [84] 85 86 ... 281