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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638618 times)

Vensalir

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2460 on: February 05, 2014, 01:50:54 AM »

Semi-organic ships are a cool idea indeed ! It would complement well with the high-tech look of UIN ships and the green hulls of the XLE. Also, thanks for the tip about mouse strafing, I had absolutely no idea I could do that !
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Okim

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2461 on: February 05, 2014, 02:20:37 AM »

Well, its not organic actually. And that`s the problem. Its like glueing a granite plate to a modern tank - looks kinda weird.

All i can do is to put Rock Fly plates on the ships. On the other hand i can imagine this faction finding a way to manipulate Rock Fly development process to 'grow' parts out of the eggs giving a desired shape to the plates and probably recreating some weapons (like spike thrower and melter beams). So it would be legal to make a new set of ships.

Bankoleva

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2462 on: February 05, 2014, 04:46:11 AM »

In my mind i was thinking that the ships would look patchworked. Very much in the way you have the marauders design... only with the rockfly's dessicated body parts. Pirates are smart enough to slap things on the hull but not necassarily smart, organized or financed enough to create tech of anykind.

Anyway, glad you thought it through. Based on what i've seen so far, whatever you come up with will be great.
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Okim

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2463 on: February 05, 2014, 05:27:39 AM »

Well, i`ll try to make a couple of sprites both for scrappish approach and grown approach and see which one is better.

Vensalir

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2464 on: February 05, 2014, 07:03:49 AM »

Well, you could have something like a "composite" ship plating with bone inlays, like in an ancient decorated box. For instance, the flank of the ship would be 3/4 standard plating and 1/4 bone plate inlays, maybe lined with bolts and metal connectors along the edges of the bone section. It would, in my opinion, look better than just to strap rock plates over standard ones and it's compatible with the idea of something that has either been cut and shaped (or grown) to fit into a particular slot, like over the vital areas of a ship.
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limmet

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2465 on: February 06, 2014, 07:55:19 AM »

Great mod and i've been playing it for a bit but a while ago the game crashed on me with the message talked about in this thread (http://fractalsoftworks.com/forum/index.php?topic=5389.0)
Any idea what it might be that's causing it?
Everytime i try to play with the mod i'm crashing a few seconds after starting a game with the Fatal: Null error message.
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Okim

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2466 on: February 06, 2014, 01:25:50 PM »

This mod does not work with ANY other mods, even utility mods are not recommended to be used with it.

The other problem could be in you using old versions of the game itself. If so - upgrade it to 0.6.2a rc3.

Post the last portion of your log file (starsector-core/stasector.log) here or the log file itself.

limmet

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2467 on: February 06, 2014, 01:59:14 PM »

I got it to work, i thought i had done the 64 bit fix you mention in the first post. but apparently not... after following that guide i got it to work without crashes (so far).
Thanks anyway :).
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Toxcity

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2468 on: February 06, 2014, 04:07:57 PM »

The new update is great! I especially like the UIN prototype combat carrier.

I still think that some of the AI should have shields (maybe with flux shunts?).
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Death_Silence_66

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2469 on: February 06, 2014, 05:10:43 PM »

the AI need some fighters and a capital/cruiser
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darkova

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2470 on: February 06, 2014, 05:56:50 PM »

... i was just thinking about how RSF could have mind controlled rock flys similar to red alert 2 when soviets had mind controlled squids lol
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Okim

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2471 on: February 06, 2014, 08:54:22 PM »

A large carrier and a couple of fighters for AI? Hm...

I was thinking about the fighters, but not about the carrier actually. These have a nice odds to be added to the mod.

Death_Silence_66

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Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« Reply #2472 on: February 07, 2014, 02:41:12 PM »

The RSF tug does not have the tow cable installed
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Toxcity

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2473 on: February 07, 2014, 05:04:21 PM »



Put at the end of the file these strings (including ','):


,
"builtInMods":["tow_cable"],
Go to the Burlack hull file and put this in. That should fix the RSF tug problem.
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Okim

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Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« Reply #2474 on: February 07, 2014, 11:43:42 PM »



Put at the end of the file these strings (including ','):


,
"builtInMods":["tow_cable"],
Go to the Burlack hull file and put this in. That should fix the RSF tug problem.

Thanks. I suspect that old ShipEditor is to blame for not saving the built-in hull mod for this tug ;)
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