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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638748 times)

Anysy

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #285 on: April 18, 2012, 02:35:40 AM »

I dunno. I dont really see missiles as an answer.. Sometimes they work, and other times their rotary cannon will blow both of them up just in time. And at that point, im left with still two incredibly inaccurate main guns on complete opposite sides of the ship.

I dunno, im a really big fan of all of the other ships.. Its just I really hate this omsk frigate. I even messed around with the smaller Russian frigates, and most of those seemed decent.. but all just plain inferior due to lack of medium slots. Save the missile frigates, which I thought were the most useful. In any case, I just hate the Omsk. Really. Its annoying me.
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #286 on: April 18, 2012, 03:01:38 AM »

3 medium mounts are annoying you? :) That`s the upgraded original brawler actually. And all mounts on Omsk are designed to face forward arc (actually all RSF ships are designed for frontal assault with very few exceptions).

I have no problems with fighting pirates with Omsk. I either use NURS or Killer Wasps on it with 2 125mm cannons and 2 76mm cannons. This way i might really get swarmed by missiles, but i have enough firepower to quickly kill-off a single frigate with NURS/KWs and dog fight any left ones. The real trouble for this combo is Harpoon, but my MIGs can deal with them.

When i fight aliens - the weapon choices are 2 50mm dual cannons and 2 76mm cannons + Wasp or Killer Wasp missiles. 50mm cannons deal with their shields while long venting/overload times of aliens crafts allow my Wasps to reach it and kill it.

Against ISA i use the same ship above, but with Wasps being replaced by Mosquitoes. Against RSF Mosquitoes are replaced by Eel Emp missiles. I usually get another few Omsks for other specialised tasks. For example anti-fighter with 2 14mm quad cannons or shotguns and Arrows. Or torpedo boat with 50mm cannons. OMSK is a universal platform.

But if it really bugs you - you can always sell it and pick up ISA frigates. These are more interesting to play due to their shields and universality of mounts.

Anysy

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #287 on: April 18, 2012, 03:22:45 AM »

well, the main issue with the omsk is the complete lack of speed - Im pretty sure its a fair contender for the slowest ship IN THE GAME.... (mostly kidding). Sure, it has 3 medium mounts.. but youll only ever get sustained damage from one of those, because you cant ever keep anything in the ~30 degrees of overlap in the front.. And that is if you catch up to anything in the first place.

I mean I am running similar setups, with the giant sounding battlecannons and all. I tend to run point defense guns in the small slots against pirates, as missiles really suck. I tried out the NURS pod, and I feel like it works pretty well, excepting that I never can seem to hit anything at range reliably.

I would sell my Omsk for a basically anything ISA, but then id have to like completely relearn how to fly spaceships - I would need to actually pay attention to shield arcs and lack of armor.


Dont get me wrong at all -I absolutely love the gameplay outside of flying the damn omsk frigate.
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #288 on: April 20, 2012, 12:50:23 AM »

Marauder-class Pirate destroyer.



1 large universal hardpoint (right bank)
1 medium energy hardpoint (front)
1 medium universal hardpoint (left bank)
3 small ballistic hardpoints (front)
3 small universal turrets (1 front, 1 rear, 1 left center)
2 medium universal turrets (1 left, 1 right)

This ship will be available only for very rich pirate warbands (rare, huge and deadly ones).

Plans are for Scavenger light baseship (carrier+freighter+tanker+destroyer) based on ISA Fatboy freighter and Sparker bomber that is based on RSF TU-610 bomber and carries a single ion cannon (and nothing else at all).

XpanD

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #289 on: April 20, 2012, 06:34:11 AM »

Sweet, more ships. Downloaded and installed this recently, and got a few hours lodged into it. It's quite a bit of fun to play, although it could do with more ships in my view - good to see that's being addressed. Love the large amount of new weapons, and they work great too. Descriptions could use some work, but at least this mod has them!

Keep up the good work! ;)
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #290 on: April 20, 2012, 08:06:40 AM »

Yeah. I`m too for the varied fleets and populated systems.

I`m planning to add some civilian traders, privateers, mercenaries with their own ships. This is gone be a main pirate`s prey. Not sure how long it will take me to start working on them though.

Barracuda

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #291 on: April 22, 2012, 03:51:36 PM »

Ive found that its really hard to find most of the guns for the Kansas Class Heavy cruiser. Also that the pirate base seems to not get resupplyed at all. And the Russians seem to have there hads full ALL the time. Sence they never have a defence fleet around for more than a week.
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #292 on: April 22, 2012, 11:17:15 PM »

Pirates are waiting for a new destroyer sized baseship. As soon as i draw and introduce it - they will be resupplied.

Russians not having enough fleets? Well, as i wrote in one of the previous builds - altering ISA and alien fleets would make RSF less powerful (there were complains about low numbers of ISA fleets). Seems that introducing pirates made RSF even less powerful.

ISA gets supplies in similar fashion as RSF. Perhaps pirates have intercepted some supply fleets in your game (they can as they are faster and have a chance to spawn huge armada that wont have any difficulties with supply convoys and their base travels at the entry point of ISA somewhere close to the arrival of heavy-guns-full convoy). Use RSF guns for Kansas and/or salvage ISA fleets.
« Last Edit: April 22, 2012, 11:20:57 PM by Okim »
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #293 on: April 23, 2012, 09:56:00 AM »

Pirates Scavenger-class Baseship.



This ship is usually used by average pirate gangs that are not rich enough to allow Hulk Baseships, but large enough to become dependent on a baseship. Scavenger can also be seen used as a freighter running ressuply missions or as a repair & salvage vessel.

Scavenger weaponry is limited, but it greatly surpases the original arnaments of Fatboy freighter it is based on.

Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #294 on: April 29, 2012, 11:38:30 PM »

Stopped modding until 0.52 comes out.

Can someone please PM me when it comes out so i would receive an e-mail, download and continue modding :)

Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #295 on: May 01, 2012, 09:45:44 PM »

Thanks to all those who answered my call about notifying me :)

Gone thinking about Ironclad`s features for 0.52...

Anysy

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #296 on: May 01, 2012, 10:01:59 PM »

"all those" ...

Perhaps we shouldve coordinated this?
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Vandala

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #297 on: May 02, 2012, 12:13:52 AM »

How many did you get?  :)

Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #298 on: May 02, 2012, 12:52:30 AM »

3. You were the first, Lance the last :)

Erick Doe

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #299 on: May 02, 2012, 12:55:49 AM »

I love the look of your pirate ships. Chaotic, yet still in tune with the rest of your sprites.
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