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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642188 times)

Arghy

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #135 on: February 27, 2012, 06:16:08 PM »

Be sure to add pirates or someone with the standard ships in there so i can enjoy the dreadnaughts.

*Wanted to add, the single shot missiles are rather silly unless they cost next to nothing and their effective. I can see a fighter which can dock inside a ship having an expendable missile but a frigate and bigger would require a space walk to strap another missile on there. All missile pods should have atleast 5-6 missiles and be damn worth it and bigger ones should have even more ammo.
« Last Edit: February 27, 2012, 08:33:56 PM by Arghy »
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Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #136 on: February 27, 2012, 08:52:26 PM »

1. They cost somewhere about 250-350 creds, so they are quite cheap.
2. A single Mosquito missile deals 600 points of kinetic damage and can easily overload a single frigate.
3. A single Wasp after that can deal 600 points of explosive damage making further combat a lot easier.
4. UGR/NURS rockets fire 6-8 projectiles when used on small mounts. That`s roughly an equivalent to a single Wasp.
5. Arrow/Stinger 2-missile launcher kills 1-2 fighters out from a wing of 3 if hits. Meaning that even 2 missiles can provide some protection.
6. Ships don`t have specialized small missile mounts - these are universal meaning that player can choose between missile, ballistic or energy. I just like to use balanced frigates with combined kinetic and explosive ballistics and back this all with a Wasp or Mosquito missile (or ISA Blizzard EMP missile if i`m lucky to salvage one).
7. carrying a single missile or two while being cheap is a good way to deal with retreating ships. Usually a Wasp can hit a retreating ISA frigate/gunship (that has no protection on its back) and flameout it for a few precious seconds allowing your pursuit ships to catch it.

And there is an independent faction that uses vanilla ships and weapons. There is also Aliens faction flying those huge motherships and deadly fighters (something to develop further when i finish RSF and ISA). There is also a plan to make pirate faction with heavily customized ISA/RSF ships.
« Last Edit: February 27, 2012, 11:36:34 PM by Okim »
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Arghy

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #137 on: February 28, 2012, 12:07:17 AM »

Oh dear god i really want to kick that alien mother ships ass for all the hours i spent trying to kill the thing. The fact is missiles are more often then not to impact on a shield, get shot down or miss altogether then hit so when you have a single missile over say a energy weapon theres honestly no point. I can guarantee you that when we are allowed to customize the ships no one is going to choose a single shot missile over other mount choices.

There should always be a choice for when you might want that single shot missile but there should also be variants with more ammo. If you want a supped up frigate and have points left over stick the cheap one shot missiles on there but when you want a missile frigate then grab the next variant of that missile which has a good amount of ammo in it and get extended missile racks.
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Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #138 on: February 28, 2012, 01:58:00 AM »

There are specialised ship classes (as shown on previous page with Rostov gunship variants) that take a role of missile/energy or standard ship. Sticking a single missile (that costs almost nothing in creds and points and does 600 points of kinetic damage) to a frigate with lots of explosive guns will greatly increase its performance. You can always go kinetic/explosive combination of weapons (that`s how the majority of ships in campaign are set up) to balance things or go purely energy (and be forced to deal with flux), but it is funnier to go other ways really.

And there is nothing more funny than disabling a forward oriented destroyer with lots of fixed hardpoints with a single hit of EMP heat seeker missile and consequent bombardment of it with explosive guns :)

P.S.
small missile mounts most of the time have a 1 shot missile launcher, exceptions are anti-fighter missiles that come with 2-shot launchers, rocket racks and expensive torpedo tubes.
medium mounts have a 3 shot launcher for standard missiles, single shot launcher for large missiles (MIRV/cruise), 3-4 tubes for torpedoes and batteries of 10-15 rockets/anti-fighter missiles.
large mounts carry huge launchers with up to 20 standard missiles, 3-5 cruise/mirw and batteries of torpedo tubes.

I`ve eliminated small sized multiple missile launchers moving them one tier above. Those just don`t fit well with all the fighter concept Ironclad mod has. (fighters usually carrying 1 standard missile and/or 2-shot anti-fighter missiles).
« Last Edit: February 28, 2012, 02:05:30 AM by Okim »
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Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #139 on: March 02, 2012, 07:31:48 AM »

RSF freighter (DE) and carrier (CR):



P.S.: damn, the abundance of mods makes it difficult for people to find my mod thread...

Arghy

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #140 on: March 02, 2012, 11:56:46 AM »

Haha when its campaign compatible you'll get a steady stream--i still want to play your ships with others in the campaign but you'd have to balance it. I feel mods should only add to the game and not try to be separate, the more mods we have that work together the bigger the game becomes.
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megal00t

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #141 on: March 02, 2012, 12:00:10 PM »

Nimitz class aircr.. uh space craft carrier. IN SPAAACEEEE
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Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #142 on: March 02, 2012, 12:28:26 PM »

Hah, never liked mixes of mods. Kinda gets too extreme to play. Especially given that modders usually end up with some unbalanced ships either being too uber or too sluggish. That`s why i`m making a mod about several factions with their own ships and equipment - those are closer to be balanced inside the mod at least ;)

Campaign is almost ready. I can upload what i have now, but there wont be dread and RSF battleship as well as blazer. You can buy those, but they are the ones i`ve used in 0.35 (being weird in many ways and looking ugly).

To those who wish to fight vanilla ships - there is an independent trader running trading missions from time to time. He gets random weapons to the base. You can pick those and test them against mercenaries flying around the base.

Dreyven

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #143 on: March 03, 2012, 06:18:22 AM »

I would really like you to try and add a brief description to each of the weapons in this mod...
because of... something they show up in my shops in the campaign and while i would like to use them,
the crazy amount of weapons and the lack of description are kinda irritating
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Imp0815

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #144 on: March 03, 2012, 09:23:28 AM »

Hello,

we just started to make our own mod and so we found yours.
What a amazing pice of work! The ships the guns and everything just feel so go and fit very nice into the existing Starfaree Universe.

Ive already tryed out if our and your mod work togetehr and yes they do!

Ah i wish we somebody like you for our textures...

Anyways keep up your good work! And maybe check out our mod ;P
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Quantity instead of precision

Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #145 on: March 05, 2012, 12:52:39 PM »

A modified specifically for campaign purposes Idaho Support Destroyer.



This ship is a destroyer-carrier hybrid lacking in both variants, but still providing all the ISA needs to support long range patrols and strike fleets. Player can use its 3 medium universal turrets and 3 small universal turrets in whatever combination he wishes. A powerful large missile turret on the left bank provides some good choices for anti-ship warfare.

P.S.: so the majority of the ships and weapons are finished and tested in campaign. Few more ships require some love (Blazer, Punisher and Dread as well as 1 cruiser, 1 battleship, freighter and mega-carrier for ISA and at least 2 more fighter/bombers for both factions), some weapons need to be designed (burster cannon, mirv missile, cluster torpedo, emp cannons, long range missiles, frag anti-fighter missile with area effect etc.). There is also a plan for pirates with customised ISA/RSF ships and Aliens with their unique weapons, but those are far-go plans.

I can upload a mod without those as all the listed above ships and weapons are somewhat non-essential for normal gameplay. So, what`s your call guys?
« Last Edit: March 05, 2012, 01:00:20 PM by Okim »
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intothewildblueyonder

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #146 on: March 05, 2012, 01:11:26 PM »

Well I would like to play the mod in the newest form :). But you have to consider if the feedback will help you make the mod better or just bog you down.

The ships look great.

p.s. for that carrier maybe put a few fighters sitting on the deck

and anything I could do to help
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Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #147 on: March 05, 2012, 10:14:59 PM »

Though about the fighters on the deck while drawing the carrier. Imagined people getting nuts and cries "why the heck those fighters sit on deck while my fleet is pummelled into dust?!" flying all around. Decided not to draw them :)

intothewildblueyonder

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #148 on: March 05, 2012, 11:27:24 PM »

yeah that's what I figured :) or you could draw them and just say its the RSF's way of really frustrating (trolling) their opponent/commander so they can avoid battle

(if only  you could have them land there and be seen repairing)
« Last Edit: March 10, 2012, 07:06:24 PM by intothewildblueyonder »
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Arghy

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #149 on: March 05, 2012, 11:27:59 PM »

A flat decked carrier in space is pretty silly already, you dont need lift to take off in space....
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