Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 171 172 [173] 174 175 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1644442 times)

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2580 on: April 11, 2014, 08:44:09 AM »

I tend to draw fighters pixel by pixel in order to avoid making them too blurred. Probably Regulator indeed requires some smoothness to be added.

Thanks for pointing it out.

Sabaton

  • Admiral
  • *****
  • Posts: 523
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2581 on: April 12, 2014, 03:43:07 AM »

 Since this faction has poor colonies and relies on raids to get resources, will their haulers have greater capacity?
Logged

RandomGuy

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2582 on: April 12, 2014, 10:42:04 AM »

Whenever i start the game with ironclads i get an error saying "Fatal: Error loading (graphics/hullmods/flux_shunt.png) resource, not found in (C:/Starsector/Starsector-core/../mods/ironclads,../starfarer.res/res,CLASSPATH Check starsector.log for more info" I have no idea what any of this means... XD any help???
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2583 on: April 12, 2014, 10:55:27 AM »

Whenever i start the game with ironclads i get an error saying "Fatal: Error loading (graphics/hullmods/flux_shunt.png) resource, not found in (C:/Starsector/Starsector-core/../mods/ironclads,../starfarer.res/res,CLASSPATH Check starsector.log for more info" I have no idea what any of this means... XD any help???
Sounds like a picture is missing. Which Ironclads version are you using?

EDIT: Huh, the flux_shunt.png file really is missing. Trying going to your installation folder and then go through these folders:

starsector-core -> graphics -> hullmods

And then copy the flux_shunt.png file and then go back to the installation folder where you will:

mods -> ironclads -> graphics -> hullmods

And paste it there.
« Last Edit: April 12, 2014, 11:02:07 AM by Nanao-kun »
Logged

RandomGuy

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2584 on: April 12, 2014, 11:10:26 AM »

im using version 7
Logged

RandomGuy

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2585 on: April 12, 2014, 11:14:11 AM »

also i dont see that file anywhere ... it's not in any of the folders, i've tried installing exrelin, ironclads, among many other mods and i usually get something like this

Logged

RandomGuy

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2586 on: April 12, 2014, 11:17:47 AM »

alright, thanks for the help guys. Ill try reinstalling starsector.

Logged

RandomGuy

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2587 on: April 12, 2014, 11:19:46 AM »

Okay PHEW hahaha, ya those errors were really bothering me.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2588 on: April 15, 2014, 06:16:09 AM »

0.6.2a...

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2589 on: April 15, 2014, 06:18:11 AM »

Since this faction has poor colonies and relies on raids to get resources, will their haulers have greater capacity?

Yep. And these haulers will act as a mobile supply depots carrying everything a raid party might need - supplies, fuel and crew.

Some larger versions will also act as repair gantries and carriers.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2590 on: April 17, 2014, 05:44:42 AM »

FFS Justice-class destroyer.




This ship is armed with 4 Burstmaster-II cannons and 8 1-shot Janitor missile launchers. For defence it uses a couple of E-Beams.

No specials, but quite a good cargo/fuel capacity and burn/fuel consumption.

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2591 on: April 17, 2014, 11:21:18 AM »

Nice.

Also, when I see "FFS" all I can think of is captains from other factions thinking to themselves as their shipping fleets are looted...

"For *** Sake!"
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2592 on: April 22, 2014, 02:24:10 AM »

A little derail from current work on FFS faction...



This is a custom-made destroyer code-named Skull Crusher. Used by Blood Skulls pirate faction in elite fleets.

The prow is decorated with a huge skull. Two built-in laser beams are put inside its eyes. Ship has frontal shields and improved capacitors over any of the Kursk variants it is based on.

You`ll be able to buy these at Blood Skulls base, but only if you start the game as a pirate.



Black Widows` converted version of UIN France destroyer. Fast, agile and well armed, but has no fortress shields.

Widowmaker (that`s how this ship is called) is better used for circling around its target and unleashing its broadside firepower at it.
« Last Edit: April 22, 2014, 04:31:29 AM by Okim »
Logged

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2593 on: April 22, 2014, 05:42:34 AM »

the pirate versions look good. will their eventually be alien enhanced version of more ships because the only alien enhanced ship for the factions look alright like that especially with the phase jumping.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2594 on: April 22, 2014, 06:28:51 AM »

I`ve already answered this question. No new alien-tech ships.

Its not that easy to come up with an idea of a ship that can properly fit into more than 100 ships mod...
Pages: 1 ... 171 172 [173] 174 175 ... 281