Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 170 171 [172] 173 174 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638730 times)

Kazzthal

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2565 on: March 22, 2014, 12:47:45 AM »

Thankx Mr. Okim !

By the way, Do you have any more plans for the Alien or AI factions?

Any chance of some more prototipes ? :D

Sorry if my questions become anoying!

Great work !
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2566 on: March 22, 2014, 01:26:12 AM »

Nope, at least for now. Both AI and ALiens have all they really need. Well, probably AI will get some kind of carrier and fighters, but i`m not sure.

Prototypes... Can`t tell you anything regarding them - haven`t though about it.

For now i`m focused on FFS. That`s quite a lot of work to do.

Sabaton

  • Admiral
  • *****
  • Posts: 523
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2567 on: March 22, 2014, 10:48:48 AM »

 Would FFS have the resources and capabilities to make their prototype?
 Will they have cruisers and cap ships, even thou you said they're kinda low on resources?
« Last Edit: March 22, 2014, 10:55:35 AM by Sabaton »
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2568 on: March 22, 2014, 11:24:21 AM »

They`ll get a Rock Fly...

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2569 on: March 22, 2014, 12:51:30 PM »

Would FFS have the resources and capabilities to make their prototype?
 Will they have cruisers and cap ships, even thou you said they're kinda low on resources?
Frigate and Destroyer fleets are pretty devastating since there are so many.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2570 on: March 22, 2014, 01:23:55 PM »

The goal of FFS is to prevent XLE/UIN from getting close to their colonies. Having the longest ranged ships they can easily hunt down any construction, colonisation and mining fleets in neutral territory. They also have a couple of outposts close to the XLE/UIN to improve raiding efficiency.

For this goal you don`t want to pick anything larger than a destroyer, but for system defence such fleets aren`t the best force. So here comes the cruisers and capitals which FFS will have, but not so many as others.

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2571 on: March 25, 2014, 12:45:31 PM »

when will the ffs be added
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2572 on: March 25, 2014, 01:30:22 PM »

Em. When trade update comes out for the Sector. Or somewhere between now and that date...

I`m busy right now with my Lords Of The Stars game. All of a sudden it began to draw all my attention.

th3boodlebot

  • Commander
  • ***
  • Posts: 128
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2573 on: April 04, 2014, 02:28:45 PM »

Ok guys I have a weird background error. The problem occurs when I start a new game. The error doesn't occur until the new game is loaded and you see your ship. When it reaches this state the background becomes stark white and stays that way no matter what mode of play I enter. It doesn't crash so I cant get a crash report to give to you guys. What can I do to get you guys the information you need to work it out? Is there a fix I can apply myself? Thanks in advance!!
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2574 on: April 04, 2014, 11:11:41 PM »

I think i saw someone reporting this issue in support forum. Try searching for 'white screen' or 'white background'.

Its not directly mod related, but might be caused by its 'mass'.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2575 on: April 10, 2014, 06:53:02 AM »

     

To the right is a new FFS Order-class Heavy Attack Ship.

This craft is designed for dogfighting leaving hit-and-run tactics for other FFS ships.

By default each Order is armed with 4 Janitor HE missiles, 1 medium sized E-Cannon and 4 small E-Guns. Both energy weapons deal additional EMP damage and are somewhat an equivalent to RSF laser cannons/ISA blasters.

The ship has two combat engines that once triggered provide the Order with extra mobility for a short duration of time.

P.S.: FFS raiding fleets are being spotted entering UIN and XLE space. The number of incidents and their frequency is slowly escalating forcing both factions to increase security patrols in endangered systems.
« Last Edit: April 10, 2014, 06:56:04 AM by Okim »
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2576 on: April 11, 2014, 02:48:09 AM »


FFS Regulator-class fighter.




Fighter carries a single Janitor missile and two E-Beams. It also has a Beam Modulator hull mod that boosts its E-Beams damage output.



--------



FFS on a raid.




I need to make a supply ship and a carrier for this faction in order to make a new update for the mod.

So if you have any bugs/errors/whatever to report - please hurry up :)
« Last Edit: April 11, 2014, 02:53:28 AM by Okim »
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2577 on: April 11, 2014, 04:19:27 AM »

Those new FFS ships are looking good!

The only bug I can think of is that when joining pirates using money you don't become an enemy to the other factions.
Can't wait to fight these guys!
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2578 on: April 11, 2014, 04:36:17 AM »

That`s because you aren`t actually joining them. You pay for pirates becoming neutral to you.

You can only start as a pirate.

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2579 on: April 11, 2014, 08:16:07 AM »

Is that FFS Regulator-class fighter's sprite all done? It looks a little flat and its borders a little too sharply defined compared to those larger FFS ships, imo. I like everything else about it, though. Its shape, the way it matches the other FFS ships.
Logged
Pages: 1 ... 170 171 [172] 173 174 ... 281