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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1441378 times)

Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3660 on: February 14, 2015, 12:59:44 AM »

Mod seems to be playable with the new 0.65.2, so no updates are needed :)

Delta7

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3661 on: February 16, 2015, 07:14:31 AM »

i got a crash due to an unrecognized ship variant when i try to repair a derelict ship.
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3662 on: February 16, 2015, 07:49:43 AM »

Paste your log file please.

Pushover

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3663 on: February 16, 2015, 09:29:51 PM »

There's a little bit of a mixup regarding the descriptions of the Indiana B and C class hulls. The C class describes the B class hull (heavy weapon on the front). The B class makes a reference to an Iowa class destroyer, but describes the C class.

Also, what's the difference between the Barracuda Mk 1 and Mk 2 launchers?  The Mk 1 shows the damage as 1300, and the Mk 2 shows the damage as 650x2x1. I guess I should try them out, but the description isn't very clear.

Really been enjoying this mod!
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wolfsruhm

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3664 on: February 16, 2015, 11:35:05 PM »

Just tried to start a new game, after a complete fresh install of the game and mod, and immediatly got thrown out with a jar-error.
log: http://www.mediafire.com/download/ldd3adlo33d2tio/starsector.log
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3665 on: February 16, 2015, 11:36:06 PM »

There's a little bit of a mixup regarding the descriptions of the Indiana B and C class hulls. The C class describes the B class hull (heavy weapon on the front). The B class makes a reference to an Iowa class destroyer, but describes the C class.

Also, what's the difference between the Barracuda Mk 1 and Mk 2 launchers?  The Mk 1 shows the damage as 1300, and the Mk 2 shows the damage as 650x2x1. I guess I should try them out, but the description isn't very clear.

Really been enjoying this mod!


Thanks. Fixed mentioned descriptions (and some other for ISA ships).

Barracuda mk.2 is renamed to Barracuda-PRX. As description says - it is a proximity fused missile. That means that in order to detonate it does not require to hit the target. To be short - Barracuda standard is direct hit hommer, Barracuda-PRX is area of effect hommer.

PRX is devastating against fast targets such as Rostovs or RSF bombers.

Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3666 on: February 16, 2015, 11:42:27 PM »

Just tried to start a new game, after a complete fresh install of the game and mod, and immediatly got thrown out with a jar-error.
log: http://www.mediafire.com/download/ldd3adlo33d2tio/starsector.log

Strange. The crash occurs on reputation checker (channel access check) which I haven't changed at all...

wolfsruhm

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3667 on: February 16, 2015, 11:48:25 PM »

maybe it`s something with the .65.2 version of the game, dunno, its just i can't start any campaign game

PS: don't have a problem starting a vanilla-campaign though

is there any way to get an older gamedownload, can't seem to find it in the forums ehre
« Last Edit: February 17, 2015, 12:10:55 AM by wolfsruhm »
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3668 on: February 17, 2015, 12:19:49 AM »

maybe it`s something with the .65.2 version of the game, dunno, its just i can't start any campaign game

PS: don't have a problem starting a vanilla-campaign though

is there any way to get an older gamedownload, can't seem to find it in the forums ehre

Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.

As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.

I`ll upload the hotfix later.

wolfsruhm

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3669 on: February 17, 2015, 02:18:39 AM »

Thanks, it worked. Enjoying the new features now
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3670 on: February 17, 2015, 05:07:52 AM »

A little progress update.

Working on the new ammo system for Ironclad ballistic weapons. New system uses regenerating ammo, but at much slower rates than vanilla ones. Ammo capacity, clip size and reload time is faction-based.

RSF have highest ammo count, but their reload time is 1 minute for all ballistic guns. However, they reload the entire clip. RSF ships with extended ammo capacity can fight for long with their guns eventually slowing down to 1 minute reloads.
XLE have the lowest ammo capacity per gun, but their guns reload every 12 seconds and guns are universally more powerful than ever RSF ones. Clip size is 1/3 of the total count. XLE weapons are best used with hit and run tactics in mind - unleash the full burst of ammo, retreat, repeat.
ISA have medium ammo capacity and reload ammo every 20 seconds. Clip size is 1/3 most of the time. ISA are somewhat balanced in terms of ammo usage/reload, but may suffer in prolonged battles.
UIN reload half of their guns` ammo capacity each 30 seconds. Basically, they are similar to RSF, but have less total ammo capacity.
« Last Edit: February 17, 2015, 05:17:12 AM by Okim »
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The Soldier

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3671 on: February 17, 2015, 05:27:55 AM »

Hey, taking advantage of a now-unused system in vanilla.  I like it, keep it up.  The RSF in particular sounds very interesting.
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3672 on: February 17, 2015, 05:36:18 AM »

Yeah. Dakka-dakka-dakka... Click-click!.. Opps! Please don't hurt me while I reload :)

Toxcity

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3673 on: February 17, 2015, 06:46:15 AM »

Great way to use the clips system, and differentiate weapons from the factions. Also is there any chance we'll see any regenerating missiles? (Not likely I'm guessing).
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« Reply #3674 on: February 17, 2015, 06:53:16 AM »

Great way to use the clips system, and differentiate weapons from the factions. Also is there any chance we'll see any regenerating missiles? (Not likely I'm guessing).

YES for non-conventional missiles (energy-balls). NO for small/medium sized launchers. YES for most of the large launchers (with reduced ammo, however).
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