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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638611 times)

Shoat

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2055 on: October 22, 2013, 07:47:25 AM »

Quick installation question.  I downloaded the mod and placed the zipped folder in the mods folder like normal.  I also modified the vmparams file as mentioned on the front page.  When I load up the game and try to select it, however, no mods are listed (not even lazylib).  This is with a fresh install of 0.6.1a.  Is there a step I am missing or is it a new bug?  Thanks for any help.

Unzip.

As far as I know, the launcher only looks for folder structures inside the mod folder, not for archives of any sort.
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2056 on: October 22, 2013, 07:47:51 AM »

Yeah, unzip.

And just to mention - Ironclads no longer require LazyLib.

EndersGaming

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2057 on: October 22, 2013, 07:50:39 AM »

Thanks for the help.  It works now!
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2058 on: October 22, 2013, 08:13:47 AM »

Don`t be getting too far in the game as i`ll roll out a new update in a couple of days ;)

Nothing critically uncompatible though - just a couple of new systems and stations that wont spawn in saved games.

valdukin

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2059 on: October 22, 2013, 08:20:57 AM »

Hey having problems loading saves again changed the vmparams as stated in the OP, worked for awhile, but now having the same problem. Playing on a imac snow leopard osx. Any other tips I can try out to get this to work? Thanks in advance
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2060 on: October 22, 2013, 09:02:34 AM »

Try this: http://fractalsoftworks.com/forum/index.php?topic=431.msg118989#msg118989

Other than this i have no idea what to suggest.

Farlarzia

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2061 on: October 23, 2013, 09:45:22 AM »

Is there a way to obtain the alien mothership? I know there is a script to make the rock fly unobtainable, and no the previous versoin of iron clads, I know you could obtain alien ships, but I have not been able to try and board a single one. Mayby I am just being unlucky.

Anyway,  I am really enjoying the mod so far, but in the pirate stations, where it gives you the option to switch between ships or items you can just swap with hot keys, although you probably already know this.

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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2062 on: October 23, 2013, 10:42:52 AM »

1. in current version you can no longer board aliens, AI and Rock Flies. You get some expensive stuff for them and weapons.

2. yeah i know. Unfortunatelly its impossible to force some parts of the GUI to be disabled, so you can indeed visit everything on pirate base. This will be adressed in the future by providing an unlimited access to stations special offers, cargo and ship yard until you leave the station. If you leave and revisit it - you`ll have to pay again.

Farlarzia

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2063 on: October 23, 2013, 10:54:37 AM »

Ok then thanks. From using the current version of ironclads, could I go back to the previous version, so I could capture aliens, or is there a way I could allow myself to be able to capture them?

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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2064 on: October 23, 2013, 11:06:25 AM »

Aliens wont be capturable and you can`t do anything here.

In some distant future there will be hybrid ships - 1 DE per each faction utilising local alien techs (XLE/RSF -> AI, ISA/UIN -> aliens).

These ships will be available on new research stations in exchange for alien-tech components.

Farlarzia

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2065 on: October 23, 2013, 11:26:37 AM »

What I meant was is there any script I can change, to allow myself to unofficially play with them? I find the ships really fun to play with, and it would be a shame not to be able to use them, since they are so fun to ply with due to there unique style of ships. Also, why is there a friendly dialog text for them, as they are obviously not meant to be friendly?

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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2066 on: October 23, 2013, 11:31:39 AM »

A bug surely. Will fix at some point.

All scripts regarding chances to get boardable ships are in JARs. This means that you have no access to them.

P.S.: they can`t be taken out of JARs to be available to public.

Farlarzia

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2067 on: October 23, 2013, 11:38:07 AM »

Ok then, I found the .jar file and thought it might hold the secrets to not being able to board them, thanks, a shame, but understandable
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Wunder

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2068 on: October 23, 2013, 11:48:30 AM »

Aliens wont be capturable and you can`t do anything here.

In some distant future there will be hybrid ships - 1 DE per each faction utilising local alien techs (XLE/RSF -> AI, ISA/UIN -> aliens).

These ships will be available on new research stations in exchange for alien-tech components.
I WVANT!
DO IT IN A WEEK
I WILL DEVOTE MY LOVE AND LIFE TO IRONCLADS!
GET MY SWORD, WE ARE GOING TO UOMOZ TO KILL SOME AI!!!
'Yeah!' 'Yeah!' 'U MAD'
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2069 on: October 23, 2013, 12:20:08 PM »

There are more pressing things than hybrid ships right now. Plus Ironclads is not the only projects of mine ;)
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