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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1337934 times)

Rhyden

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Re: Project Ironclads, version 1.4 (0.35a)
« Reply #120 on: February 11, 2012, 11:05:50 AM »

 Yeah, my OS is Windows XP, after trying more things I just uninstalled starfarer, going to reinstall it and all the mods and see if I can't get it working again, because lately this game has been taking all my time =]. thanks for the response, though.
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Rhyden

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Re: Project Ironclads, version 1.4 (0.35a)
« Reply #121 on: February 11, 2012, 11:41:13 AM »

Yep, must have corrupted it or something, just reinstalled everything. Works just fine now, now I may go back to enjoying this awesome mod and game.
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Apophis

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Re: Project Ironclads, version 1.4 (0.35a)
« Reply #122 on: February 11, 2012, 03:02:44 PM »

@ Okim: I have sent you a PM.
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Foxd1e

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Re: Project Ironclads, version 1.4 (0.35a)
« Reply #123 on: February 19, 2012, 04:30:49 PM »

will this work with 0.5a? I love the ship designs, absolutely awesome!
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megadylan

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Re: Project Ironclads, version 1.4 (0.35a)
« Reply #124 on: February 19, 2012, 06:21:44 PM »

It works but there isn't anything in the campaign yet.
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Okim

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Re: Project Ironclads, version 1.4 (0.35a)
« Reply #125 on: February 19, 2012, 10:51:56 PM »

The mission will work (though some new things that i haven`t yet figured out will be defaulted to something set by Alex).

To make a campaign i first need to play the 0.5, figure out what`s and how`s there. And of cause create sufficient number of hulls and weapons for both factions to make more choices for player and balance it a bit.

Right now i`m very busy creating a table-top Fallout strategy game (civ-like with resources/units/hexagonal explorable map/mutants and villains/leaders/caravans/quests/items/techs etc.) and honestly abandoned everything else including Starfarer and other games :)

Okim

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Re: Project Ironclads, version 1.4 (0.35a)
« Reply #126 on: February 20, 2012, 02:03:04 PM »

Version 1.5 is available!
http://www.okim.nickersonm.com/SF/ACM15.rar

Change log:

1. improved ISA arkanzas flux capacity.
2. increased ISA interceptor and e-fighter costs.
3. added Hellmaker plasma torpedo and Tigershark Cruise Missile to ISA.
4. added Palitca torpedo for RSF (small and medium mounts)
5. added various hull mods to both factions (RSF using combination of armors, ISA - shield mods)
6. added rotating barrels animation to gatling laser
7. switched laser cannon, gatling cannon and turbo-laser cannon to kinetic damage type. Now those weapons are mainly used to maul enemy shields
8. various changes to variants and hulls



No campaign yet, but i`m closer to it now :)

Some shots:



« Last Edit: February 20, 2012, 02:17:05 PM by Okim »
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Arghy

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #127 on: February 21, 2012, 02:57:27 AM »

Okim seeing you here made me buy this game haha i hope you eventually mod SotS2 when its finally playable to! always love your mods.
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Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #128 on: February 21, 2012, 03:37:32 AM »

Thanks :)

I`m actually waiting for SOTS2 modding tools as well as "game`s ready" announcement to return back to SOTS modding.

ReverendSin

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #129 on: February 21, 2012, 04:36:50 AM »

very interesting set of ships and weapons, however the main ship(i haven't tried any others) seems to overload flux almost constantly even with shields down
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Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #130 on: February 21, 2012, 05:40:23 AM »

That`s the drawback of using all weapons on auto-fire :)

20mm rotary cannons generate lots of flux. Those should be used in specific situations (under bomber attack, getting spammed by missiles etc). Also both plasma cannons on missile variant and all 4 light plasmas on torpedo variant generate lots of flux per shot to balance their firepower.

In any case in future updates when i`ll get to mod campaign i`ll look into weapon loadouts more precisely.

Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #131 on: February 23, 2012, 07:19:21 AM »

Getting this error after modifiyng my weapons for 0.5 format:

ERROR com.fs.starfarer.combat.O0OO  - java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.10
java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.10

It occurs after processing the same weapon each time. I`ve checked if i forgot smth to add, but everything looks ok.

EDITED: fixed this problem.
« Last Edit: February 26, 2012, 01:56:01 AM by Okim »
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Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #132 on: February 27, 2012, 11:18:07 AM »

Re-imaged RSF gunships.

Rostov - basic variant that can be armed with 4 small ballistic weapons and 2 of any small type.
Rostov-M - a missile boat variant that can carry 2 medium missiles and 2 small weapons of any type.
Rostov-E - an advanced modification that has two medium energy weapons for RSF pulse and beam lasers.

All three are quite nasty and have at least 2 variants suited for different tasks.



Some good news for all those who is waiting for Ironclads campaign. I`ve almost finished testing it now (only two ships are left to test - both RSF and ISA cruisers) and i`m enjoying what i`ve got very much.

XpanD

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #133 on: February 27, 2012, 11:24:04 AM »

Can't wait to play around with these ships in the campaign. I love the mod's idea, I love the way the mod seems to be done so far, I'll probably love playing it in campaign once that's out. :D
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Thana

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #134 on: February 27, 2012, 12:27:30 PM »

Some good news for all those who is waiting for Ironclads campaign. I`ve almost finished testing it now (only two ships are left to test - both RSF and ISA cruisers) and i`m enjoying what i`ve got very much.

Ooh, goody-goody! *jumps up and down, excitedly clapping his hands with a big, stupid grin on his face*
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