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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1643140 times)

DarkStar076

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Re: Project Ironclads, version 2.3 (0.51a with campaign)
« Reply #270 on: April 14, 2012, 11:53:39 PM »

I`m enjoying torturing you, guys :)
glad to see someone is having fun  :P

Those are just pirates. All their ships are heavily modified RSF and ISA ships (more RSF as they are operating in RSF controlled space).
If they are pirate ships, where's the Jolly Roger ?

You are putting emblems on the RSF and ISA ships, so how about the skull and crossbones !
(unless you have already tried that and it doesn't look all that good)
« Last Edit: April 14, 2012, 11:55:52 PM by DarkStar076 »
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Okim

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Re: Project Ironclads, version 2.3 (0.51a with campaign)
« Reply #271 on: April 15, 2012, 02:57:35 AM »

A have a hand drawn JJ, but i haven`t tried to use it at such a small scale.

DarkStar076

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Re: Project Ironclads, version 2.3 (0.51a with campaign)
« Reply #272 on: April 15, 2012, 03:10:38 AM »

A have a hand drawn JJ, but i haven`t tried to use it at such a small scale.
Sorry, i forgot that part, a flag that is 10 pixels by 15 pixels doesn't really give you much area to work in.
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Apophis

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Re: Project Ironclads, version 2.2 (0.51a with campaign)
« Reply #273 on: April 15, 2012, 03:20:06 AM »

There is a strange behavior can be noticed of all patrol fleets. They seem to fly diagonally from upper right to lower left corner of the sector. Can`t figure out what is causing this.
This problem exist also with stock starfarer. Someone should post in the bug forum.
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Okim

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Re: Project Ironclads, version 2.3 (0.51a with campaign)
« Reply #274 on: April 16, 2012, 03:31:01 PM »

New version is available (v2.4, 17/04/2011):

1. added pirates as a new faction in campaign. Player now neutral to all except these pirates and aliens.
2. added 1 fighter wing and 4 ships for pirates (each ship has 3 variants).
3. slightly increased the number of fleets in campaign.
4. added A-110 assault fighter to ISA, remodelled Kansas cruiser (no longer turret overlapping).
5. added new weapons (plasma beam, new blaster weapons, new launcher for Tigershark missile.
6. added a new mission for pirates. Improved Ironclads and Grey Mist missions (more chalanging, updated ships).

Pics:



CrashToDesktop

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #275 on: April 16, 2012, 04:08:02 PM »

Epic!  Finally, a proper Pirate faction with stolen ISF and RSF tech. ;D
Make Grey Mist more challenging?  Hell, that's already the hardest mission for me! :o
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silentstormpt

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #276 on: April 16, 2012, 04:09:03 PM »

while i love the pirates, shouldnt they have a painting based on their own faction like brown (rusty) and grey (iron like) colors.
« Last Edit: April 16, 2012, 07:06:36 PM by silentstormpt »
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Trylobot

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #277 on: April 16, 2012, 04:32:44 PM »

@Okim: I agree actually; I think the pirates should have some kind of "pirate flag" - be it a physical flag, partial- or full-paintjob or something that instantly sets them apart.
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #278 on: April 17, 2012, 01:05:52 AM »



Something like this would be satisfiable? (added some rust, some colours, added yellow and grey plates and simple skull decals).

Old sprites:

« Last Edit: April 17, 2012, 01:08:22 AM by Okim »
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Dohon

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #279 on: April 17, 2012, 05:31:33 AM »

Just want to pop in and thank you for your mod, Okim. I'm really enjoying it, despite that at most, I get to play for half an hour each day. ;)
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #280 on: April 17, 2012, 11:15:00 PM »

Thanks! :)

Guys, i`m waiting for your feedback about new pirate sprites (shown above) as well as pirates in-game.

Anysy

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #281 on: April 18, 2012, 12:48:21 AM »

I feel like their significant frontal weaponry and generally good speed and maneuverability is kinda strong early on - The Omsk frigate just has terrible maneuverability, horrible turret arcs, and sub-par speed. It also lacks ANY point defense.. and the 14mm PD guns just dont feel that good.

Then I modded them into flak cannons, and felt a lot better. I dunno, I just dont feel like the Omsk can deal with the minor pirate groups, because of her poor speed and lack of manuverability
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #282 on: April 18, 2012, 12:59:24 AM »

A little hint: Use missiles :)

Omsk can equip Killer Wasp launcher. Two hits of these missiles kills pirate frigate without a problem (and they will hit most of the time given that pirates have poor PD). The only problem with this way of dealing with the pirates are those ships that have light rotary pd cannons.

For Harpoons i usually buy Migs right at the start of the game. They can distract and most of the time even kill of pirate fighters.
« Last Edit: April 18, 2012, 01:15:35 AM by Okim »
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Zilerrezko

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #283 on: April 18, 2012, 01:10:46 AM »

>.> *cough* 'Arkansas'* <.<
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #284 on: April 18, 2012, 01:14:39 AM »

My bad  :-[
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