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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1441141 times)

Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2085 on: October 23, 2013, 11:14:05 PM »

Raiding should be harder than trading and this is intended to be so. It wont change and as stated on the OP - this is not a pfew-pfew mod.

Finding a place to sell the loot is as easy as simply going to the nearest neutral station. You can sell everything at its base price via standard buy/sell crew/supp/fuel system.

I for one use Nexus as my base while raiding Lomonosov/Stalevar systems. There are lots of weapon components and industrial equipment flying unguarded in that region. My starting ISA merc can deal with any freighters even with dart/dagger escort. Pigeon is pretty fast and has some good cargo space to haul the loot. And killing a couple of freighters provides you with 20-40 tons of various goods for sale.

Another base of operations in UIN Gianopolis while conducting raids into ISA space.

And pretty much any two nearby systems that contain supply depot and storage facility can be a very good raiding base. Just don`t run out of fuel and get caught by enforcers.

P.S.: once 'Salvaging' and 'Boarding' skills hit the mod there will be some better loot and chances to board the enemy.
« Last Edit: October 23, 2013, 11:16:58 PM by Okim »
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Giangiotto

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2086 on: October 24, 2013, 12:04:38 AM »

So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2087 on: October 24, 2013, 12:39:06 AM »

So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.

Only UK ship is a capital (its a battlecruiser). Germany and Greece are cruisers (first is a large carrier, second is a heavily armed assault ship).

Shoat

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2088 on: October 24, 2013, 06:27:08 AM »

So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.

This mod is based more on the cold war, so no space nazis.
There was one space nazi mod at some point, but it never got to a playable stage and doesn't seem to be worked on nowadays. Not much of a loss in my opinion, I prefer not to see nazis in video games - or anywhere for that matter.
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AsterPiano

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2089 on: October 24, 2013, 08:09:55 AM »

I was going to run a simulation while flying around and I got this error and a crash:
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
   at com.fs.starfarer.title.Object.float.load(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.øOÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
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Giangiotto

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2090 on: October 24, 2013, 08:55:36 AM »

So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.

This mod is based more on the cold war, so no space nazis.
There was one space nazi mod at some point, but it never got to a playable stage and doesn't seem to be worked on nowadays. Not much of a loss in my opinion, I prefer not to see nazis in video games - or anywhere for that matter.

You had Werewolf in the cold war if we want to be nitpicky, though given their size it would give them a ship at best in the mod.
An exerelin compatible WW2 Germany inspired faction mod would make me a very happy person.

Nazis make everything better.
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Farlarzia

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2091 on: October 24, 2013, 09:16:50 AM »

This isn't the place for that discussion
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2092 on: October 24, 2013, 09:24:31 AM »

I was going to run a simulation while flying around and I got this error and a crash:
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
   at com.fs.starfarer.title.Object.float.load(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.øOÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I`ve made the background images much smaller in hopes that it will reduce chances of getting out of memory crashes. But to be honest - Ironclads are too large for what current Starsector engine can support and it seems that even vmparams and save compression does not fix the problem.

On the other hand there might be a nasty memory leak somewhere in the mod that will be impossible for me to track down due to my zero knowledge of where and how to look for that :)

Farlarzia

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2093 on: October 24, 2013, 01:45:27 PM »

Going into dev mode, and editing variants from the option on the main menu, and then adding powered armour to the alien mothership crashes the game

edit: in fact, doing it for several ships (perhaps all ships without shields?) crashes the game. Also as im sure you probably already know, as it states it removes shields from the ship, how ever it does not, and only increases the time it takes to deploy the shield exponentially

edit mk2: after thinking this through, it may be in the campaign you are not meant to be able to add it, but on that menu it doesn't restrict what you can apply modification wise. Also a curious afterthrough. Why did you increase the mothership ordnance points from 450 to 1000 even though it only uses 187 of them and you cant capture it?
« Last Edit: October 24, 2013, 01:52:31 PM by Farlarzia »
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2094 on: October 24, 2013, 01:51:49 PM »

Waiting for 6.2 to come out with the fix to that mod. For now it crashes unshielded ships and does not remove shields.

Farlarzia

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2095 on: October 24, 2013, 01:52:58 PM »

Just as I thought, ok then, thanks!
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Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2096 on: October 25, 2013, 05:46:02 AM »

Launched a testing run for 6.5 update a couple of hours ago. Hoping that it will be available for release within the next 8-10 hourus :)

Found a nice strategy - got myself a sum of 7500 credits for trading -> went to nearest Ship Yard -> bought a Station Control Chip for 7500 creds (new price since it is no longer reusable) -> found an Abandoned station -> reactivated it and got myself a France and lots of weapons.

Slider(selector)-based trading might be confusing a bit, but its indeed much easier to use.

Trading/Mining skills are cool to use. Especially in combination - mine more minerals with Mining skill -> sell with extra bonus for trading skill.

New freighters (that now loaded up to 60% cargo capacity) provide so much loot, that you really need a fleet of your own freighters to carry it all home.

Okim

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Re: Project Ironclads, version 6.4 (0.6.1a)
« Reply #2097 on: October 25, 2013, 12:59:39 PM »

Got a corrupted save... Hell, seems that mod is too large to be played without problems...

Anyone who gets the same problem and runs a Win 64x - here is a solution:

1. get a new version of java6 JRE from here (for your 64 platform): http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html
2. install it anywhere you wish
3. go to the folder to where you`ve installed jave
4. find there a folder named 'jre6', copy it
5. goto Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048
« Last Edit: October 25, 2013, 01:10:22 PM by Okim »
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Okim

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Re: Project Ironclads, version 6.5 (0.6.1a)
« Reply #2098 on: October 25, 2013, 01:36:54 PM »

6.5 version is available: http://www.lordsofthestars.com/other/Sector/ironclads6.5.rar

The main changes are:

1. new slider(selector)-based trading system
2. expanded fleet interaction system
3. increased loot system
4. improved boarding system

For more changes look the readme file in the archive.

Toxcity

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Re: Project Ironclads, version 6.5 (0.6.1a)
« Reply #2099 on: October 25, 2013, 03:42:22 PM »

For some reason when I play the background is white for both the Campaign and the Missions.
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