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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638765 times)

Erick Doe

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2655 on: May 26, 2014, 07:52:14 PM »

Okim, I sent you a PM on possible infringement of your intellectual property. You may want to take a look.  ;)
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FasterThanSleepyfish

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2656 on: May 26, 2014, 11:24:36 PM »

Welp, I'm curious now! Also, I'm a bit offended on Okim's behalf, because whoever might have stolen it is either a 14yo with no concept of ownership or a theiving idiot. Neither of thoses are cool...
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2657 on: May 26, 2014, 11:31:44 PM »

Yeah. I`m a bit offended, but not by the fact of using my sprites. The way HOW they are used is what offends me. Look for yourself: http://www.matrixgames.com/forums/tm.asp?m=3618166

And the thread is full of 'Oh, but that`s Okim`s ships!' which is great actually :)

Erick Doe

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2658 on: May 27, 2014, 05:04:31 AM »

I felt a warning was in order, since your work was being used without your consent. It's cool that you're cool with it though.  :)
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2659 on: May 27, 2014, 07:11:06 AM »

Thanks for notifying me. It was a pleasure to learn that my work has some renown out side these forums :)

And i was very itchy about anyone using my work long ago (in times of modding SOTS). Now i`m less concerned about this which is odd :)

CrashToDesktop

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2660 on: May 27, 2014, 12:03:06 PM »

And i was very itchy about anyone using my work long ago (in times of modding SOTS). Now i`m less concerned about this which is odd :)
If you ever get into 3D-modeling (like I am), you do tend to have this mindset.  A lot of work goes into the end product, but I don't defend it viciously - I enjoy the smiles I get from the work I do, plain and simple. :) Keep up the good work!
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alexng30

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2661 on: May 27, 2014, 12:16:12 PM »

Hey Okim, just wanted to ask you about an issue I was having. One day I just loaded up starsector with ironclads enabled and all that but the game during the loading was constantly freezing, to the point of its being unable to load. Then a text message pops up and says the save is suddenly incompatible or something's up with the mod. Just wondering what it might be. Thanks!
« Last Edit: May 27, 2014, 12:20:31 PM by alexng30 »
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2662 on: May 27, 2014, 12:26:34 PM »

The mod is playable only on 32 bit system with all the instructions in the original post being carefully followed. That`s a way how current Star Sector 'handles' huge mods.

alexng30

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2663 on: May 27, 2014, 12:41:05 PM »

I just saw your instructions for what do if we're running a 64-bit with the jre7 file and all that, does that have anything to do with my problem?
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2664 on: May 27, 2014, 12:57:51 PM »

If you have 64 system - follow the instructions. If you are using 32 system - i don`t think that there is anything you can do right now. Sorry )

alexng30

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2665 on: May 27, 2014, 01:07:23 PM »

Sorry to keep on bothering you, but when I change the second 1024 value to 2048, the game just doesn't even startup when I click the icon. Also, I was able to start a new game with no issue with the other save that I was unable to load, so is it a problem with the save itself?

Edit: Nvmnd. I got it went back a few pages and it should be working, thx for you time and sorry for  wasting yours. Keep up the good work!
« Last Edit: May 27, 2014, 02:23:08 PM by alexng30 »
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SnafuSanfu

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2666 on: May 28, 2014, 09:43:00 AM »

Best mod I've played so far, I hope there's more stuff for Ironclads coming!

(Actually got the game just for this awesomeness)
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SeeFue

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2667 on: May 28, 2014, 11:24:52 AM »

Hi there.

Been playing StarSector for quite some time now and I just wanted to thank Okim for the awesome work he's done with this mod. There are a lot of mods for StarSector, I've tried most of them and almost every one of them is really really good...but I find myself going back to PI time after time and again.

I just love the faction system, ship models, weapons and dynamics, and the fact that you can do almost whatever you want and have success with it. If I was to critize something is probably the static nature of the map. It'd be really cool to see some (extremely difficult, expensive, costly and involved so it's rare yet still possible) way to conquer/take stations to switch their ownerships. Would make for a great money sink and challenge for the endgame when you already have a couple battleships in a massive fleet that just tears apart any oposition it finds. But I guess you can't have it all, right? :)

I've recently started a LP on it in my youtube channel - being the first one I do on StarSector I chose to go the easy way and jump into a military character right at the beginning (I think people like to see battles more than watching you trade and avoiding contact, but maybe in a future LP I'll go another route). Playlist is here https://www.youtube.com/playlist?list=PLzUWGPCQJmpito8tN9vVEcOAUSKjc6y86

So if you want to link it in the OP, you're free to do so, Okim. Just has 2 episodes right now but this one will be a long one. I just love this mod. Thanks a lot for all the work and investment you've put on it.

Credit to RAMJB for letting me know about this little game and this mod.  Been playing the hell out of it for the past few days.
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2668 on: May 28, 2014, 02:35:50 PM »

Guess that i`ll have to name some star system after RAMJB for his dedication :)

Eisbear

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2669 on: May 28, 2014, 03:11:01 PM »

xD im only here cause of ramjavier as well ^^

playing this mod and game for about 5 days now... is there more to achieve than killing the rockfly or the alien mothership? and is it possible to add dynamic systems like in i think vacuum or some other TC mod?
... can u recommend another TC mod Okim? :D
« Last Edit: May 28, 2014, 03:41:23 PM by Eisbear »
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