Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 173 174 [175] 176 177 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642575 times)

gamewarlord

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2610 on: April 23, 2014, 03:10:29 AM »

Yeah, the answer is no. And the reason is simple - i don`t know how. There is probably a way to do that by increasing flux cost for it, but i haven`t looked into it.

And trust me - i hate them myself...

EDITED: looked into it, found that you can specify cooldown. Set to 1 second. Thanks for bringing this up.

You can manually do that in shipsystems.csv for phase teleporter.


>///< THANK YOU !!!!!!!!!!
Logged

Necro Torrent

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2611 on: April 23, 2014, 05:50:04 AM »

Hi, i've get this white background bug that i've also noticed mentioned on other forums, but nobody seems to have a fix. When i load the mod everything is fine, but once i load a save, all of the black stars and space that make up what i've heard called the "starfield" goes a bleached white. This also occurs in battles an the only way to get out of it is by going into the warp. When you return to a normal system however, it goes white again. Any ideas on how to fix this? (please)   :(
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2612 on: April 23, 2014, 05:57:39 AM »

Other than changing your system`s memory and other specs i can`t really advice you anything. May be switching to 64bit OS will help.

The thing is that i`m running the mod on extremely old 128mb video card that is so ancient that can`t support pixel shaders - and i have no problems with the game. A bit of lagging, but nothing like white screens.

sarducardun

  • Commander
  • ***
  • Posts: 120
  • Welcome the angel of death
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2613 on: April 23, 2014, 06:33:34 AM »

Hi, i've get this white background bug that i've also noticed mentioned on other forums, but nobody seems to have a fix. When i load the mod everything is fine, but once i load a save, all of the black stars and space that make up what i've heard called the "starfield" goes a bleached white. This also occurs in battles an the only way to get out of it is by going into the warp. When you return to a normal system however, it goes white again. Any ideas on how to fix this? (please)   :(

I used to have this issue, more often while running larger mods. Alex fixed it two? versions back. Or at least it's fixed on my system.
Logged

Angelwing

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2614 on: April 23, 2014, 03:20:37 PM »

Hi is it possible to get a mothership? I have been trying for days to get it but it doesn't seem possible ,or are there some secret recriminations? thanks for any help about is!

You can capture them  , but so powerful   ;D
Spoiler





[close]

Nice job for this mod , i love the ships deisgns.
« Last Edit: April 23, 2014, 03:26:31 PM by Angelwing »
Logged

Farlarzia

  • Commander
  • ***
  • Posts: 169
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2615 on: April 23, 2014, 04:02:20 PM »

You can capture them

Actually you can't, as said above already. A specific script is in place to make sure you can NEVER capture them. The only way to change this to is to directly edit the script, or cheat one in.
Logged

Angelwing

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2616 on: April 23, 2014, 10:31:42 PM »

You can capture them

Actually you can't, as said above already. A specific script is in place to make sure you can NEVER capture them. The only way to change this to is to directly edit the script, or cheat one in.

You can , i just used Quickreload to replay the fight and get the chance to board them ( i talk only for Alien ship, i didn't test for AI). Test it yourself. ( if a script exists, it doesn't work )

It took me an hour to kill all frigates and destroyers and only keep the mothership ( thanks teleports )
« Last Edit: April 23, 2014, 10:40:11 PM by Angelwing »
Logged

gamewarlord

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2617 on: April 25, 2014, 05:10:17 AM »

Is it possible to capture a rock fly?
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2618 on: April 25, 2014, 05:13:42 AM »

Nope. AI, ALiens and Rock Flies can`t be captured by player.

But it seems that these can be captured by other factions and later recaptured by the player... Which is fun, to say the least.

Not sure if i`ll do anything with this.

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2619 on: April 25, 2014, 12:49:17 PM »

i have a couple of AI ships and a couple of aliens ships but i haven't edited anything.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2620 on: April 25, 2014, 03:42:39 PM »

And you got them for killing AI/Alien fleets? If so - than indeed the script is not working which is odd.

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2621 on: April 26, 2014, 01:56:44 AM »

yeah the ai and alien fleets are the only fleets i have seen with those ships.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2622 on: May 05, 2014, 06:52:47 AM »

Ironclads 7.1 is available: http://www.lordsofthestars.com/other/Sector/ironclads7.1.rar.

Changes log is here.

Short description:

- added few new ships (3 for pirates, 4 for a new faction).
- introduced pirate smugglers that starts from the nearest trading station.
- added a faction-specific built-in hull mod for the majority of the ships (mods are old - they are just put by default on most of the ships).
- a couple of new weapons for old factions (Plasma Caster for UIN, 125mm Guided Rocket Cannon for RSF, new FFS toys).
- some fixes for scripts, Alien phase teleporters and etc.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2623 on: May 05, 2014, 07:00:21 AM »

Note:

- I haven`t yet tested the fix for the no-IA/Alien/Rock-salvage system. So if you still get their ships for capture - please let me know.

- If you have spotted some of the fixes listed in change log not to be working as intended - please let me know. The lack of time for testing provides an opportunity for bugs to slip in...

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2624 on: May 05, 2014, 05:22:23 PM »

Love the update so far. The new RSF Ballistic Missile weapon is amazing.
Logged
Pages: 1 ... 173 174 [175] 176 177 ... 281