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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1430182 times)

FalseDead

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #570 on: August 24, 2012, 05:11:04 AM »

By broadside engagements what do you mean?

Will they have Turrets, simialr to a battleships 

or will they Hardpoint's in the form of Central batteries, similar to a age of sail vessel?
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The Soldier

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #571 on: August 24, 2012, 06:46:03 AM »

Holy....40 weapons EACH faction?  That's a high bar you've put over your head Okim, I hope to see it come true. :)
More factions! Yay!
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silentstormpt

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #572 on: August 24, 2012, 06:51:30 AM »

Dont forget since both of those factions share some ships and weapons, you dont need 40 weapons per faction, just half of that, the rest should be some renaming with a few number changes, same way the Chinese use Type XX to name their tanks while its name on its manufacture (Russia) is T-XX, Its the same tank with a few minor changes and a name change.
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #573 on: August 24, 2012, 07:11:37 AM »

No, there will be 40 entries for each of 4 human faction (i count different size of launchers as weapon too) :)
RSF have 40 weps already, ISA has about 35. All weaps are lying listed on my table, some having drawn concepts.

You`ll see quite soon what do i mean under broadside engagements.

silentstormpt

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #574 on: August 24, 2012, 07:36:26 AM »

Dont drop dead from working lol
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The Soldier

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #575 on: August 24, 2012, 07:50:00 AM »

:)
Well, good luck with that.  I really want that next update, even if it doesn't include the new factions.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Upgradecap

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #576 on: August 24, 2012, 07:54:00 AM »

Agree with the soldier. :)
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #577 on: August 24, 2012, 01:04:00 PM »

UIN France-class Heavy Destroyer.


Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.

P.S.: firing 6pdr assault guns.
« Last Edit: August 24, 2012, 01:05:31 PM by Okim »
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Jonlissla

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #578 on: August 24, 2012, 01:25:01 PM »

Am I missing something or is the RSF getting a new colour scheme? Difficult to keep up with the thread since it's about 40 pages soon.

Good job on the sprites, they're really good. I have noticed you haven't added any descriptions for the ships yet though.
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Sunfire

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #579 on: August 24, 2012, 01:40:50 PM »

UIN France-class Heavy Destroyer.


Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.

P.S.: firing 6pdr assault guns.

Looking good
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The Soldier

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #580 on: August 24, 2012, 01:55:06 PM »

The take out some of the mounts on the destroyer.  Might make up for it.

P.S. - If there's too many OPs for a ship, lay off on the Flux Vents and Capacitors, and instead up them in the ship_data.cvs instead.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

FalseDead

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #581 on: August 24, 2012, 04:28:11 PM »

UIN France-class Heavy Destroyer.


Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.

P.S.: firing 6pdr assault guns.

To reduce some of the cost you could build some of the weapons in....
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #582 on: August 25, 2012, 04:00:28 AM »

Modified the initial ship design. Designed 4 small and 3 medium ballistic weapons for UIN.

The Soldier

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #583 on: August 25, 2012, 07:29:45 AM »

Maybe too much firepower for a destroyer, but looks good nonetheless!
...That's a ton of weapons for just a destroyer.  Change it to a cruiser?
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #584 on: August 25, 2012, 09:32:57 AM »

These guns are quite cheap and really don`t have a significant punch. The DE doesn`t live through the first wave of RSF or ISA attacks (1 on 1, DEs, first shots exchange until venting). The only thing that saves it is fortress shield.
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