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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642855 times)

Sproginator

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1455 on: September 01, 2013, 06:01:07 AM »

Hm. Indeed. Try switching off the Ironclads and run vanilla - if it has the same error - than the problem is with the game. If it plays ok - than do what i posted earlier.

Yep
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Sabaton

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1456 on: September 12, 2013, 09:02:59 AM »

 This has to be the best mod for SS, love everything about it! Ships, weapons, story, you really put a lot of effort in there. I'm sure there are game devs who would envy you.
 Also, v5.2 looks pretty much complete to me, I mean, what more could you add?
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1457 on: September 12, 2013, 10:08:14 AM »

More ships (civilians), more guns, a huge map with tons of stars, trade, mining etc.

There is a lot of place for improvement...

Silver Silence

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1458 on: September 13, 2013, 03:34:08 AM »

Variations upon ships, perhaps. Like the Pirates do with their frigates.

Moscows that have been modified over time to move one of their signature guns over onto the same side as the other to create monstrous broadside ships. If you still have them, could overhaul the older sprites of all your ships. Novgorods with a large gun format similar to the old Moscow, 3 guns straight down the front. A Michigan that has removed all it's front guns to overpower the built-in plasma cannon. Alien Frigates with no other guns but three of it's main guns instead of two.

I would love to see more guns added. Single-barreled versions of some larger guns. Multi-barreled batteries of smaller ones. Singular 250mm guns come to mind as a medium mount alongside the large double-barreled mount.

If, when the multi-systems are introduced, it's possible to have some fleets spawn in systems and some not, then as you get further away from a faction's capital system, their fleets get more creative to deal with life on the outer rims, thus these variations in hull design.
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1459 on: September 13, 2013, 04:08:33 AM »

Well. Not sure about the need of so many ship hull variations. There will be some new military ships, but mainly for UIN and XLE. ISA and RSF have plenty of ships already.

Single-barreled guns - that might be interesting, but i can`t promise anything here. I prefer to add some unique guns rather than make the same system for various sizes.

Multi-systems will bring a set of new station types to the mod that will spawn fleets. No more spawn in the voids or in deep space. Pirates may actually spawn in the hyperspace is this will be possible (as well as aliens, AI, Rock Flies etc).

Sabaton

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1460 on: September 13, 2013, 04:30:30 AM »

 I agree with adding more unique guns, better have more different guns than diminish their personality with n variations, the same kinda goes for ships, it makes sense for jury ridging factions like pirates but not full fledged nations. XLE&UIN could use a few more ships, yes, but I wonder what are you planning with the AI and Alien factions, will you continue to expand them or will you leave them to their lesser faction status?
« Last Edit: September 13, 2013, 04:36:45 AM by Sabaton »
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1461 on: September 13, 2013, 05:17:47 AM »

Lesser factions definitely.

They will be getting into various factions` space from the outskirts and be very rewarding for finishing them off.

Aliens, probably, will have a single uber mothership fleet that will spawn/despawn other fleets (if that kind of script will be possible). So killing the MS would not only give a player huge bounty, but also will cease any alien activities in the sector.

Erick Doe

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1462 on: September 13, 2013, 05:21:48 AM »

I'd love to see a futuristic version of the East India Company or United East India Company. You get the idea.  :) A powerful (semi) independent merchant house or two.
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1463 on: September 13, 2013, 05:43:49 AM »

Actually - some kind of similar faction was planned - Free Earth States. A faction that controls Earth, some near by colonies and has diplomatic, political and military power to enforce peace in their space. They`ve obliged other factions to provide all the necessary resources to support the Homeworld. Any military ships entering FES space are object to immediate neutralisation.

FES is the center of the blossom with other factions spreading from it.

Sabaton

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1464 on: September 13, 2013, 06:08:13 AM »

 What do you mean by was planned? They didn't came out the way you wanted so you scrapped them? Or did you leave them on hold?
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1465 on: September 13, 2013, 07:13:37 AM »

On hold.

To be precise - they are in a state of concept. I needed smth to explain where the Earth is and who helds it. I wasn`t planning to put them in until i get at least some systems for each faction with trade lanes, stations, patrols, military operations set up and running.
« Last Edit: September 13, 2013, 07:16:20 AM by Okim »
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Gabriel_Braun

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1466 on: September 13, 2013, 01:48:08 PM »

Next ship I'm dying to see is a dedicated UIN carrier or destroyer-sized escort carrier.  Now that 0.6 is out (currently downloading!!!) I'm looking forward to carrier groups having a completely different playstyle :D
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1467 on: September 13, 2013, 02:01:49 PM »

Oh man... 0.6 is out.

Not that i`m unhappy with that - but its going to eat a lot of my time to adapt Ironclads for the update...

Gabriel_Braun

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1468 on: September 13, 2013, 02:09:38 PM »

Had a quick play...   it's...   Different  ???

I'm sorry to say Okim I agree with you more than I'd like to, it's going to take a massive effort to port over given that it's pretty much a different game.  Buying the talon wing at the start is no longer even remotely viable in vanilla!  Stick to it though bro, the results will be worth it :D
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1469 on: September 13, 2013, 11:27:36 PM »

The goal for now is to make it possible to launch Ironclads with 0.6a. Balance issues will be adressed later :)

I just need to add CR-based info, fuel and supplies consumption, repair rates and other extra info to more than 140+ ship hulls...

Then i`ll need to rework each and every of 198 weapon files to ensure that they are using apropriate sound files...
« Last Edit: September 14, 2013, 12:01:25 AM by Okim »
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