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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638520 times)

conorano

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #960 on: December 24, 2012, 05:18:56 AM »

looks awesome as always  8)

and are all the new isa sprites in 4.1?
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Okim

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #961 on: December 24, 2012, 05:50:10 AM »

Pirates will be maxed at cruiser-size baseship. Having something larger is not... well... piratish :)

Okim

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #962 on: December 24, 2012, 05:58:28 AM »

looks awesome as always  8)

and are all the new isa sprites in 4.1?

Thanks and no. New ISA sprites are going into 4.2.
4.1 has only new frigates.

silentstormpt

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #963 on: December 24, 2012, 07:38:32 AM »

Pirates will be maxed at cruiser-size baseship. Having something larger is not... well... piratish :)
how about a meteor as a base for pirates, that sounds piratish and yet its huge and easier to hide  ;)
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Okim

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #964 on: December 24, 2012, 08:04:09 AM »

I`ll leave asteroids for hidden bases once we get customisable (moddable) bases in game.

conorano

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #965 on: December 24, 2012, 09:52:06 AM »

will 4.2 be in before or after youve done the new pirate sprites?
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Okim

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #966 on: December 24, 2012, 10:03:18 AM »

Emm.

Can`t say exactly when 4.2 will be released. It is done and i even mamaged to level up to 20 playing as UIN (and getting Kansas cruiser), so i assume that it is quite playable.

Those pirates i`ve done today are not replacing anything. This means that i can upload it even now.

Hmm.

conorano

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #967 on: December 24, 2012, 11:58:00 AM »

i would like to play it.

ooh and one thing. i think this mod is missing some music only i dont know what kind... combat music would be great some new campaign music would be cool too maybe something red alertish to get into the russia vs america vibe?

edit:you just reached 50000 views!! you deserve a gongratulation ;D
« Last Edit: December 24, 2012, 12:02:15 PM by conorano »
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Shoat

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #968 on: December 24, 2012, 12:02:20 PM »


Those pirates i`ve done today are not replacing anything. This means that i can upload it even now.


So the new ones are in addition to the old pirate ships, and not replacing them?

That's exactly what I asked for - more ships for pirates. (Also, endgame doesn't mean capital size, it's just that their only cruiser size ship is a carrier/support ship, they need some combat-centered ship like the marauder with cruiser size)
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Okim

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #969 on: December 24, 2012, 12:30:49 PM »

For now they do not replace anything. But as soon as i do more sprites - i`ll start to overwrite the original ones.

I really don`t think that combat cruiser is needed. They are not a military faction - they are raiders. Simple criminals.

dogboy123

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #970 on: December 24, 2012, 07:33:46 PM »

The pirate's ship designs are amazing already. I love how the hull is cobbled together, out of tubes, cargo containers and pieces of the faction's ships. ;D
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"I'm expecting an all-out tactical dogfight... followed by a light dinner.

Wyvern

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #971 on: December 24, 2012, 09:58:02 PM »

Some additional balance comments:

The Hydra multi-gun frigate has the same sort of weapon arc issues the dragon did - the two outer turrets don't overlap enough at the front for the AI to realize it can fire them both at the same target.  That said, this may not be a problem here; turning sideways trades one side turret not being able to shoot for allowing the rear turret to be in-arc, and even with extra overlap, it'll still occasionally turn to bring that rear gun to bear.

The Shotgun Driver is, much as I hate to admit it, a bit overpowered right now; it should probably cost at least double, and maybe as much as 6x as much flux to fire.

The Heavy Massdriver, however, could use some sort of buff; it does less dps than both the burst-damage-specialized shotgun driver, and than its own medium slot counterpart.  I might increase any of range, rate of fire (and ammo count), or damage-per-shot (and flux-per-shot) - but probably not all three of those things.

Oh, and since I haven't mentioned it already: those new pirate sprites look awesome.
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Wyvern is 100% correct about the math.

Okim

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #972 on: December 25, 2012, 12:13:37 AM »

Thanks for comments.

Shotgun driver takes 2.5 seconds to charge, so it is somewhat inaccurate against anything that is smaller than a destroyer. At least at AIs hands.

Heavy driver is indeed oddly underpowered. It should have 750 damage instead of its 600 (medium one has 450 which is overpowered on its own!). Will try increasing its damage and test it a bit.

Edited:

medium driver has its damage reduced to 350. It fires every 2 seconds (1 sec for charge up, 1 sec for reload), so its 350 per 2 seconds or 175 dps.
heavy driver now fires each 3 seconds (1.5 for charge up and 1.5 for reloading). Each shot deals 750 damage, so its 750 per 3 seconds or 250 dps.
shotgun fires 10 shots each 5 seconds (2.5 for charge up and 2.5 for reloading). Each shot deals 150 damage, so this is 1500 damage per 5 seconds or 300 dps.

« Last Edit: December 25, 2012, 12:22:47 AM by Okim »
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Okim

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #973 on: December 25, 2012, 04:29:18 AM »

Version 4.2 is almost ready to be uploaded.

I made near 80% of all ship descriptions. The only ships left are XLE and UIN, all factions` fighters and aliens. That was a real brainstorm even taking into account the simplistic descriptions i made :)

CrashToDesktop

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #974 on: December 25, 2012, 10:50:47 AM »

Ah, finally! ;D  It's here! Descriptions make the mod more immersive.
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