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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645273 times)

OOZ662

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2295 on: December 14, 2013, 11:16:32 AM »

Some people deathly afraid of the CR system use old. versions too, though I dunno about that old.
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Piemanlives

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2296 on: December 14, 2013, 12:49:09 PM »

If I was afraid of it I'd use 5.4 or something, but I'm one of those who don't mind CR deployment, it's an interesting system.
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Ekibana

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2297 on: December 15, 2013, 02:15:46 AM »

Hello everyone!
Just istalled the mode and read Journal. Seams like changes are HUGE, thanks for that :)
But can someone give any tips on starting the game in any field (mining, exploration etc.)? I saw my lonely shuttle with one and only me as a crew member. Where should I go from here?
Kind of have some things to do IRL right now, but will be back in few hours, can you please direct me a little? Thanks!
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OOZ662

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2298 on: December 15, 2013, 06:34:57 AM »

I always found an easy trade route; load in as much cargo as you can fit without being overburdened on one end and take it straight over, sell it, and repeat. Since the economy doesn't fluctuate and the stations will buy and sell limitless amounts, you'll be multiplying your money with each trip. Eventually move up to a small freighter, then a medium; usually by the time that I have two mediums I've worked up enough money to have a capable lineship, a light carrier and some escort and light strike fighters.

Remember that you get a free combat ship when you join the military; if that's your aim, just grind up 50,000 credits, join the military and take it as your first flagship.
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Okim

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2299 on: December 15, 2013, 07:59:40 AM »

You can start salvaging abandoned stations and recovering the wrecks. They require some preparations though (like enough amount of cargo space, crew, some salvage etc). However, they will grant you a nice bonus of some ships and weapons. Usually wrecks contain the destroyer-class combat ship (military grade) while abandoned stations might contain some random civilian-grade ships.

Mining is pretty simple. Buy a miner, get some supplies, find an asteroid field and survey it. Without a mineral scanner your first survey attempts would not be that good, but you`ll still get some profit out of mining and will be able to get some random stuff at some point (like a weapon stash or some valuables etc.).

Journal has a large list of all tradeable items per station and faction. Use a map to find the proper trading routes that contain no pirates (as those will eat you with your starting shuttle pretty easily) and start trading.

code99

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2300 on: December 16, 2013, 11:12:44 PM »

5.2.a? What 5.2.a?


I love how this is your first post, so welcome to the forum.

Oh thank you!
I have to start somewhere don't i?

Im first time poster but very long time lurker and this is the only thread i follow on these forums. Loving Okim's mods :)

Anyway back "on topic". When i first saw that version i too thought it was pirated, hence me inquiring bout it. Don't think anyone is playing this game on 5.x versions ...
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Piemanlives

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2301 on: December 16, 2013, 11:47:13 PM »

Oh thank you!
I have to start somewhere don't i?

Im first time poster but very long time lurker and this is the only thread i follow on these forums. Loving Okim's mods :)

Anyway back "on topic". When i first saw that version i too thought it was pirated, hence me inquiring bout it. Don't think anyone is playing this game on 5.x versions ...

I've only been around for a little bit but welcome aboard anyways! Anyways, there's probably a few people sticking with .54 and the various patches that came out for it, it was a good solid version of the game and it worked well.

Hello everyone!
Just installed the mode and read Journal. Seams like changes are HUGE, thanks for that :)
But can someone give any tips on starting the game in any field (mining, exploration etc.)? I saw my lonely shuttle with one and only me as a crew member. Where should I go from here?
Kind of have some things to do IRL right now, but will be back in few hours, can you please direct me a little? Thanks!

Another point I'd like to mention, the lottery is a slightly risky way to binge credits to get things in return, it's possible to win ships in that which can come in handy.
« Last Edit: December 16, 2013, 11:51:32 PM by Piemanlives »
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This is called me throwing my missile swarm at you, and by swarm I mean massacre, and by missiles... I actually just mean missiles, there's actually not much to it really.

Okim

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2302 on: December 17, 2013, 12:06:34 AM »

BTW, its not stated in any way in the mod, but...

Spoiler
...the better your trading skills are - the better are the chances to win in the lottery :)
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Piemanlives

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2303 on: December 17, 2013, 10:01:05 PM »

The fact you tell us now is both terrifying and table-flipable.
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This is called me throwing my missile swarm at you, and by swarm I mean massacre, and by missiles... I actually just mean missiles, there's actually not much to it really.

Annex

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2304 on: December 21, 2013, 06:46:36 PM »

I just wasted an hour trying to find something to kill. I made it to level 2 fine but since then everything that spawns is either super weak and runs away from me, or 10 ship fleets ready to annihilate me.
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OOZ662

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2305 on: December 21, 2013, 06:48:40 PM »

Navigation is a pretty essential skill.
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Annex

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2306 on: December 21, 2013, 07:23:06 PM »

Although mining seems to work well, maybe a bit too well? Made 744k in 10 minutes...
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Annex

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2307 on: December 21, 2013, 07:59:02 PM »

Well, spent my 700k on building a nice powerful fleet to take on the big fleets the enemy has out at the start, and now those run away too. Zero combat in 2 hours. Finally went after the large freighter fleets to get some kills, thats got me rolling in levels now.
« Last Edit: December 21, 2013, 09:32:02 PM by Annex »
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Spoonie

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2308 on: December 26, 2013, 09:58:45 AM »

Hey, downloaded yesterday and finally figured out how to make a profitable trade run instead of spending all the profits on fuel, but now I'm having trouble loading save games, it gives me that generic error that it could be the wrong mod or different version. Not sure if that's a known issue with the mod.
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OOZ662

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2309 on: December 26, 2013, 10:14:44 AM »

Read the first post of this thread more closely.

If you're running an older 32-bit system like me, you may be S-O-L.
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