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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1429314 times)

sdmike1

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #405 on: July 17, 2012, 07:01:03 AM »

Did anyone get perma-baned?

Aratoop

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #406 on: July 17, 2012, 10:31:48 AM »

 I think Vandala did for using a proxy to get back on :p.
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #407 on: August 01, 2012, 12:50:19 AM »

Hi all.

I`m just reporting that i`m back on modding. And while we all wait for the awesome 0.53 update - he is what i`m planning to add into Ironclads with it:

1.  PIRATES:

- Pirate frigates will get burn drive upgrade. Catapult will get fast missile racks instead.
- Marauder will get manoeuvring jets to help bear its mighty frontal firepower.
- Scavenger Baseship will receive flare launchers.
- Hulk Baseship will operate an EMP field.

2. RSF:

- All gunships will be equipped with a single backfiring flare launcher. Omsk frigate has two active flares firing backwards at 45 and 135 degrees.
- A new dedicated drone carrier with 18 combat drones orbiting on 4 different orbits (first two are offensive, closer to ship are for defence) is planned to be added. Drones are equipped with 14mm mgs. Kursk and Kursk mk.2 will get 4 and 2 active flare launchers respectively. Kursk mk.3 will get ammo feeder.
- Carrier will get 9 sensor drones (called PD drones) armed with the 14 dual mgs.
- Novgorod will receive ammo feeder and Barnaul - a high energy focus system.
- Moscow will just get an active flare launchers in a total number of 8.
- DN wont have any system at all.

3. ISA:

- Arcansas will receive a burn drive. This will make it a fast objective capturer and recon ship.
- Colorado will sport a fancy energy focus to make it a real danger to RSF DEs.
- Connecticut will have a fast missile racks system to further increase its missile firepower.
- California will have nothing special. Its a multi-purpose ship and will remain so.
- The same goes for Indiana and Idaho destroyers. Iowa will get... surprise! A fast missile racks system (making it a real threat to pirates and RSF slow-moving ships).
- Kentucky, Kansas and Michigun cruisers and battleship will get Fortress Shields.
- A new phase-skimmer and a new phase-cloaking frigate will be added to ISA fleets. As well as a new Capital Carrier with the same Fortress Shield.

4. ALIENS:

- frigate will get phase teleportation.
- carrier will carry 4 drones armed with alien lasers. Launching tubes are positioned on the back panels.
- a new phase-cloaking frigate and cruiser will harass the Barnard`s star.
- Mothership is also planned to be reworked. Though i haven`t yet decided what system it should have.

5. CIVILIANS:

- a set of new civilian sector ships ranging from mere shuttles to bulky miners and freighters. These are planned to move between stations and arrive/depart from/to other systems. A valued price and a nice prey for pirates.

« Last Edit: August 03, 2012, 05:21:29 AM by Okim »
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WKOB

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #408 on: August 01, 2012, 02:03:18 AM »

Quote
- Colorado will sport a fancy energy focus to make it a real danger to RSF DEs.
- Connecticut will have a fast missile racks system to further increase its missile firepower.
- Colorado California will have nothing special. Its a multi-purpose ship and will remain so.
I believe this is what you meant?
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #409 on: August 01, 2012, 02:15:00 AM »

Yep. Thanks! Fixed.

Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #410 on: August 03, 2012, 05:13:09 AM »

All pirates, RSF and ISA ships listed above were given all their specified systems. Currently i`m doing some testing. Mainly i`m interested in flares, drones and burners. Need to test each and every one ship before i can upload the update.

Here is a nice shot of pirate Hulk Baseship firing its nasty lightnings. Hulk was given a steampunk like coil from which the lightning originates:



To the left is a Catapult frigate which was given a fast missile thingy. Man, it spits missiles at dangerously high rates!

mendonca

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #411 on: August 03, 2012, 09:07:26 AM »

Damn, Okim. That looks incredible.
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #412 on: August 03, 2012, 12:35:54 PM »

Tested the majority of the systems. I`d like to say that ISA were significantly reduced in strength due to being too overpowered with fast missile racks and fortress shields. They are now more fragile and have slightly less flux capacity.

RSF enjoy their new flare toys. I replaced active with passive ones. A single Omsk can evade ISA missiles for some time successfuly driving their ammo out. But should any ISA dedicated missile ship activate fast missile racks... well, good bye Omsk.

PD drones used on carrier are somewhat not that efficient as i expected. Carrier`s pd do the job much better.

Aliens are a real threat now. Their teleporting frigates are neat with their damn well played 'jump behind and kick ass' tactics. Had to remove their shields totally to balance things a bit. Just to mention - RSF destoyers and cruisers die very quickly when are fighting alone against just two Alien frigates!

Alien carrier with its 4 extremely agile support drones prefers to run away all the time. Not sure why, especially taking into account that it can alone take out RSF and ISA destroyers.

Pirates became more aggressive with their burndrives. Catapult tears apart anything caught by its endless salvoes of whatever rockets/missiles you give it. Basehip is just for fun. Its EMP lightnings are mainly used to disable fighters. Other ships take low damage from it.

Lopunny Zen

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #413 on: August 03, 2012, 06:19:31 PM »

from what i can tell this mod seems very flawed...tiny missiles in pairs of 3 over flux me and even if i dodge the missle they turn right back around and hit me...thjeres no way to out maneuver anything...or like the alien destroyer its turn rate is out of this world...it turned instantly towards me....theres very little ground of fighting involved unlike the normal game or other mods..this die too quickly like its made of tin foil...i say make the missle turn rates and alien ships ALOT slowert and add alot more armor so ships can at least fight for more then 10 second...everything is just too weak...its the major reason i keep trying it but hate it because i cant get hooked..aliens are too strong with normal starfere shields and weapons leaving these tin ships to die...im sorry i like the concept but these issues need alot of work before i can get into it much...and if they do they can be involved in collab mods..
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #414 on: August 03, 2012, 10:25:31 PM »

Yeah. The latest play test showed me that ISA should be nerfed. They were nerfed by lowering their armor, hp and flux. Need to test the game now with those new values.

Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #415 on: August 07, 2012, 12:39:02 PM »

Ok. Tested all the ships and new systems. Seems to be ok. Flares are my favourites!

Now going for new stuff. Here are some shots of new RSF Drone Carrier called Kazan and its nasty drones, new Alien Heavy Skimmer with drone escort, drone escort for Alien Subjugator Carrier, new weapon for the Aliens - energy missile.





Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #416 on: August 07, 2012, 12:49:37 PM »

P.S.:
1. Heavy skimmer is a bomber wing with just a single bomber. Its system is a wing of 3 escort drones. If this bomber loses those drones - he`ll become very vulnerable to missiles and fighters. Its armed with two hardpoint lasers and an Alien Missile Launcher.

2. Alien Missile is a nasty weapon. It not only deals 500 energy damage per shot, but also deals EMP damage, is difficult to shot down, fires in salvoes of 3 missiles, very fast and agile and it regenerates ammo! It starts with 6 ammo which equals to 2 full bursts and an additional regenerated burst. After that you`ll have to wait till new missiles become available.

3. RSF drone carrier carries 72 drones, but only 36 are present in combat. Drones have 3 rings. The first ring consists of 16 drones - their goal is to engage mothership`s target and other ships leaving missiles and fighters a low priority. Second ring consists of 12 drones. Goals are to engage ships, then anything else. Third ring is stationary are are used for pd purposes mainly. If set to free roaming the first and second rings can engage targets at range up to 750 while third ring will remain in proximity to the mothership.


BTW, a wing of drones each with an EMP system is just so plain fun :)
« Last Edit: August 07, 2012, 12:52:22 PM by Okim »
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silentstormpt

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #417 on: August 07, 2012, 02:35:36 PM »

Did you manage to create a projectile version of the EMP?
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #418 on: August 07, 2012, 09:11:29 PM »

No, but drones with just an EMP system are neat :)

medikohl

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #419 on: August 07, 2012, 10:48:52 PM »

dammit, i think i might be to blame for all the purple aliens from all my spriting...or we could blame halo... yes, let's blame halo
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