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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638918 times)

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3030 on: October 27, 2014, 11:59:00 AM »

A bit rehauled RSF combat ship range.

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Mig-99 and Su-57 are used by RSF as interceptors.
Su-252 and Su-74 - as universal fighters.
Both TUs - as bombers.

4 gunships are Rostov-L, H, M and E versions. L and H are commonly used as light escorts and fast attack. Others - purely as fast attack.

2 frigates are venerable Omsk frigate and Orel fast carrier. First is used as small combat ship. Second - as small carrier and small escort.

5 destroyers are Kursk mk.1 missile ship, Kursk mk.2 warship and Kursk mk.3 siege ship. Last two are Kaliningrad combat carrier (1 deck) and Kazan drone ship. Mk.1 is used as medium escort these days and still can be used as medium combat ship. Mk.2 and 3 are purely medium combat ships. Kaliningrad and Kazan are used as medium carriers (even though Kazan has no decks).

3 cruiser are Novgorod, Barnaul cruisers and Astrakhan heavy carrier. First two are large combat ships and Astrakhan is a large carrier.

The last one is Moscow - the only market generated capital warship.

As for Kerch and Russia - these are not included because they wont be available at market and thus will be generated by some other means.

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3031 on: October 27, 2014, 12:04:22 PM »

I`m currently thinking about non-combat (and hybrid) RSF ship range. I need a smuggler-oriented ship (like an improved Wordrbearer shuttle) and some combat-capable medium freighter (probably a modified Carriage).

Oh, btw - there wont be civilian subfactions any more as the whole relationship system kinda renders it obsolete (that`s why all civilian-grade combat ships were retextured and obtained new names).

Wyvern

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3032 on: October 27, 2014, 12:13:37 PM »

Hm.  While you may not need civilian subfactions, isn't there a ship quality feature that would allow "civilian grade" combat ships to be purchaseable off the civilian market / at lower faction ratings than you need for military ships?
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Wyvern is 100% correct about the math.

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3033 on: October 27, 2014, 12:18:30 PM »

Well, as far as i know relationship system just blocks ships by their sizes not by some quality flags or other things. I may be wrong here.

Oathseeker

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3034 on: October 27, 2014, 01:04:01 PM »

Why do you have to rub those awesome sprites in our faces? Now I have to go and find an 0.62 installer to play some more ironclads ^^
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Sundog

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3035 on: October 27, 2014, 01:18:01 PM »

Well, as far as i know relationship system just blocks ships by their sizes not by some quality flags or other things. I may be wrong here.
I'm pretty sure Alex said it was that way at some point, but I was happy to find out that's not the case anymore. It seems to lock ships based on FP or something.
Proof:
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Looking forward to seeing where you take Ironclads, Okim  :)

SCC

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3036 on: October 27, 2014, 01:30:06 PM »

Firstly: how many times was light Rostov removed from and added again to the RSF military? :D
Secondly: will be your open market focused mostly on freighters or will it stay as it is? And yeah, ship access is based on class of the ship (frigates availble as soon as you gain access to military stock, destroyers buyable when you have welcoming rep and so on). Err, nothing, nothing.
Also... How does perform ISA now, after missile buff? Even more murderous? (If this buff was done to all of the missiles, not just one by one and so buffing all of them.)
Last but not least (most important in fact) - this mod packs nice graphics, amazing to fly ships and a lot of brilliant ideas and so I hope you won't get more obstacles than the update itself in updating mod, good luck. :3
(Silently post scripting: how are we going to distinguish civilian ships now? They are still... greyish?)

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3037 on: October 27, 2014, 02:26:14 PM »

Well, there are now no civilian combat vessels. Freighters will remain as they are now, but all other ships will match the global faction colour scheme. This means that all police ships are now classified as combat (not necessary directly military).

As for missiles - i have no idea honestly. Ironclads didn`t want to launch in 0.65 so i haven`t played it.

Toxcity

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3038 on: October 27, 2014, 05:27:21 PM »

That new missile destroyer looks terrifying (especially if the missiles in Ironclads are buffed like vanilla's).
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jupjupy

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3039 on: October 27, 2014, 10:01:41 PM »

Aw, no Katyusha-Class Missile Boat?

Havent played Ironclads in forever, but loving the new RSF lineup.
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You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
Normally, you only need to see what's happening on stage. That's how reality works.

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3040 on: October 28, 2014, 12:34:37 AM »

Katysha-class? ))) Rostov-M can be call-signed like that I think.

As for Kursk mk.1 new version - it has 3 small ballistic, 3 medium ballistic and 4 medium missile mounts. Default variant uses 2x 50mm dual cannons, 1x 125mm cannon, 3x 23mm defense guns, 2x Mosquito launchers (6 missiles in total) and 2x 220mm rocket launchers (unguided). It has no ship system and is a bit outdated compared to mk.2 and mk.3 versions.

It may become terrifying if used by a player, but this is true for any ship in the mod :)

Olix

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3041 on: October 28, 2014, 03:20:04 AM »

Looks awesome. I really enjoyed playing your mod for 0.62, I liked being a pirate and making a fleet of strange pirate faction ships and alien vessels (the super fast pirate sub-faction frigate was my favorite).

I'm looking forward to seeing what you do in your new version.
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3042 on: October 28, 2014, 03:34:29 AM »

Quote
I'm looking forward to seeing what you do in your new version.

Yeah, me too :)

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3043 on: October 30, 2014, 02:35:45 AM »

Dear Ironclads players!

Need you opinion on a couple of things regarding the future of the Ironclads.

1. Independents. Right now there are no independent traders/mercs and such in the mod. All vanilla tasks that independents were used for were achieved by civilian sector in Ironclads. However, there is a problem that occurs right now during the re-development of the mod - core economy files are using independents as a part of the market supply/demand/defence system and are very difficult to entirely remove without some deep coding which I wish to avoid as long as possible.

So the question is - what do you think about introducing a 'Free Traders Guild' that will be allowed to freely trade between any factions. These guys will also control all the current resupply depots and storage facilities. You will be a part of this particular guild whenever you start the game (having 'warmful' relationship standing with them). FTG will be using civilian-grade ships taken from ALL the factions making multiple interesting combined freighter and merc fleets.

2. New player generation dialogue. In current version this dialogue allows you to become a pirate or even join some military forces. I wish to remove such options bringing player much closer to a 'freelancer' type. In any case you`ll be in good terms with the FTG and with other factions reacting to you based on your place of origin (but not going lower than inhospitable or higher than warmful).

3. Map size and density. Current Ironclads are too huge for some of the PCs to handle properly (without memory issues). By doing the complete rehaul I think that the total number of systems will be significantly reduced (to up to 3-4 per faction). Giving the fact that new economy system is somewhat universal in terms of goods produced/demanded and markets are self-governing there is no actual need to spam systems producing only one type of the goods. In other words systems will now be scarce, but will contain 2-4 markets each having various conditions.

Your thoughts, opinions on this 'plan for the future'?

Zaphide

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #3044 on: October 30, 2014, 03:54:16 AM »

Dear Ironclads players!

Need you opinion on a couple of things regarding the future of the Ironclads.

1. Independents.

2. New player generation dialogue.

3. Map size and density.

Your thoughts, opinions on this 'plan for the future'?

1. IMO go with and Independant-ish implementation. It also means that a player could potentially play as a primarily Independant aligned captain, not focusing on befriending any particular faction. Also, there are some interactions (in StarSector-core) between Independants and Pirates where smugglers fleets change faction, so you may need a generic Pirate faction to keep some of the core scripts working, but I haven't looked into this in too much detail.

2. Can't see any problems with that :)

3. The main memory culprit still seems to be number of fleets. 0.65 with the economy fleets has boosted the concurrent number of fleets in vanilla StarSector up pretty high and my poor old laptop struggles now on StarSector vanilla! More systems with a smaller number of markets in each will promote a bit of moving around. Perhaps a hybrid model of some core systems of 2+ markets, and a couple of backwater systems with just a moon mining colony or similar?

Note you can reduce the 'strain' (and memory footprint) the 0.65 economy features places on a StarSector game by editing the following in settings.json:
Code
"maxEconFleets":75,

Obviously there are then less trading fleets, but at the same time less issues with memory if you want to do other things with that now-free memory :)
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