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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642138 times)

Gabriel_Braun

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3600 on: January 25, 2015, 03:53:10 AM »

Yeah there was an error in .65a that prevented total conversions from working so there's a newer download available now.
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Okim

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Midnight Kitsune

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3602 on: January 26, 2015, 12:59:24 AM »

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Ubik

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3603 on: January 26, 2015, 06:10:59 AM »

I need more feedback on this idea:

http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069

I'd say #1, maybe #2 but with a bigger increase of the pricetag.

With #3 I think many players would just keep refreshing over and over again until they get what they want (unless there is a CD os something like that ofc).
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Namebar

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3604 on: January 26, 2015, 07:33:33 AM »

Personally I feel number 1 would be the best but number 3 would work as a place holder
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ahrenjb

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Baleur

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3606 on: January 26, 2015, 09:25:28 AM »

I need more feedback on this idea:

http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069

I like variety, so i would say option 3. Option 1 is good enough but option 3 provides more chances for "happy accidents", for example seeing a cruiser or  carrier you have been desiring. Option 2 is too specific and costly imo. It should be costly, but for my personal playstyle and tastes, i would never use it. I prefer a fresh selection of ships for a low cost or free, than a specific loadout for a high price.

About the mod in general.
I've been trying it out recently (usually play SS++) and while i must be honest that i am not quite so interested in the weapons in this mod, i am very impressed with the sector itself, the various activities and life brought to the universe. Very very great work.
Now, every time i try to play however, if it is a 1 on 1 frigate duel, the AI ship will always always literally stay outside of weapons range. This makes it extremely frustrating trying out different loadouts with the simulator etc, as you can never get any good information since next to no combat ever takes place.
Its just a dance with the AI ship constantly reversing (at faster speed as your full forward thrust, for some reason) while you try to strafe and fiddle with the angle to get a pixel closer to get one shot off.

Why is this? Am i thinking about it wrong? Is combat supposed to be approached in a completely different way with this mod?
I dont want to sound negative, im very impressed with every other aspect of the mod, but i really have a hard time finding enjoyment in the combat. Dont like the weapon sounds, dont like the weapon effects, dont like the flow of the battles.

Btw, is this compatible with Shaderlibs?
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3607 on: January 26, 2015, 10:12:19 AM »

If AI feels that you are too powerful head on - he will avoid you, especialy if he is faster than you. This is vanilla logic that was never adjusted in any way. Actually this is what a clever captain will always try to do.

As for sounds - these are original vanilla sounds that were used many versions ago. I find them much more suitable than what the current vanilla version has.

Effects are made less 'fat' than vanilla to make combat look less cartoonish. I hate slugs flying in space. Basically all other effects are vanilla, so there is little to hate/love here. Effects and sounds are really the least thing i bother about, to be honest.

Silver Silence

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3608 on: January 26, 2015, 03:04:10 PM »

I need more feedback on this idea:

http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069

I'd prefer a tweaked version of option 2.
Provided you have access to the military market (and thus, some sway with the faction), you can talk to some officials about buying out a ship. The price will be for a standard variant of the ship, fully fitted obviously, and with a drastic markup. You can wave the markup away as bribing officials for access to a specific class of ship who then take the ship from active duty rather than the reserves and excess seen in the markup. Say, 150-200%, perhaps more, of the buy price of the ship when fully fitted, rounded up to the nearest 5k or 50k, whichever is more appropriate for the price. Once money is paid and the ball is set rolling, a couple weeks need to pass and the ship will be delivered to the storage facilities and a message like "A [shipClass] by the name of [shipName] has been stationed in your drydock storage at [marketName] in [systemName]." And while there will no doubt be very large amounts of cash to pull a Moscow, for example, out of service for your own use, the money will not be recognized by the faction at large. You will not gain or lose reputation for this sort of trade, just an excessive amount of money. Good for getting those hard-to-find ships from the factions maybe once or twice. Not suggested for buying a fleet unless you really have the cash to spare.
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3609 on: January 27, 2015, 01:54:33 PM »

While you are thinking about requisition system - here is a little spoiler of what i`m currently working on...

http://www.lordsofthestars.com/other/Sector/pic250.jpg

Silver Silence

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3610 on: January 28, 2015, 01:42:07 AM »

To be rewarded ships through bounties and an in-UI preview of the fleet as it stands at that moment? That looks pretty sweet.
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3611 on: January 28, 2015, 01:48:41 AM »

No-no-no. Preview is another screenshot added to the UI screenshot :)

Silver Silence

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3612 on: January 28, 2015, 01:59:02 AM »

Awwwww.  :(
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3613 on: January 28, 2015, 02:00:55 AM »

UI is beyond any possibility to mod, sorry.
« Last Edit: January 28, 2015, 10:44:36 AM by Okim »
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Okim

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Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
« Reply #3614 on: January 28, 2015, 11:38:20 AM »

One of the minor old Ironclads features is now back in the mod with some new game mechanics.

http://www.lordsofthestars.com/other/Sector/pic251.jpg

If your fleet has at least one Prober scanner ship - you`ll get a simple message report that indicates what unusuals are present in this system. Note that while scanners are rather powerful to detect traces of these entities - they can`t pin point their exact locations due to the weak signal signatures and non-directional scanning nature...

This is another Prober`s feature that makes it a nice addition in any exploration fleet. Ship must not be mothballed to perform these automatic scans.

Scanning is achieved once per system (and marks it as scanned for the future Journal references) at the start of a new day. You may buy a Prober ship and get the system scanned the next day.

NOTE: scanner does not create these entities - it just marks their presence in the system. I might eventually add something extraordinary to these scans that is only available after scanning, but i don`t know what exactly.
« Last Edit: January 28, 2015, 11:47:37 AM by Okim »
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