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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638411 times)

Trylobot

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #315 on: May 03, 2012, 01:46:16 PM »

Yeah the pirate flag is good, pretty much what I was thinking. That way there's no confusing them with the legit factions.
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Anysy

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #316 on: May 03, 2012, 07:33:42 PM »

fatal: Fleet id [supplyfleet] not found for faction [pirate]
check log for info

:(
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Sunfire

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #317 on: May 03, 2012, 07:35:34 PM »

fatal: Fleet id [supplyfleet] not found for faction [pirate]
check log for info

:(

Happened to me as well, I assume he's already looking into it
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Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #318 on: May 03, 2012, 09:37:06 PM »

A page ago i`ve posted a small hotfix for this issue :)

http://www.okim.nickersonm.com/SF/PIRATEConvoySpawnPoint.java

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #319 on: May 03, 2012, 11:32:00 PM »

Oh.. You didnt include that in the normal release?

I thought you asid.. I dont know anymore.
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Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #320 on: May 04, 2012, 01:09:58 AM »

I`ll update the mod soon. There are some changes to simulator and faction`s fleet numbers (and pirate fleet layouts) as well as two new ships and some weapons.
« Last Edit: May 04, 2012, 04:50:20 AM by Okim »
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Heavy Weapons Pony

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #321 on: May 06, 2012, 08:56:29 PM »

I just got my first Cruiser in your Mod (a Kansas class) and I've come to understand that the Plasma Cannon is Under Powered!

The Light PC has the same range, less flux buildup and since it fires faster it dishes out 900-1000 damage in three shots when the Large Slot Plasma Cannon can only shoot once and hit for 600-700 damage!


In conclusion: HERP DERP BUFF NAO!!!!!!! But seriously the Large slot PC needs a buff.
« Last Edit: May 06, 2012, 11:05:30 PM by Heavy Weapons Pony »
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"Captain! Pilum Missile's detected at 18 degrees starboard!"
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(Chuckles around the bridge)
"It seems to be a volley of thirty-two, sir"
(Dead silence) ~ Zaga

Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #322 on: May 06, 2012, 11:23:12 PM »

That`s funny, but i`ve recently did the opposite thing by nerfing light plasma cannon by increasing its recharge time and lowering damage :)

In any case - it was balanced from the begining by significant fluz generation. 550 per shot, 1.5 sec recharge against 800 per shot and 4 sec recharge of large plasma cannon. As you can see large version is more power efficient than its lighter version.
« Last Edit: May 06, 2012, 11:27:52 PM by Okim »
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Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #323 on: May 07, 2012, 11:00:46 AM »

New version is available.

Ironclads 2.6 changes:

1. replaced ships in simulation to ISA, RSF and pirate vessels (maxed at cruisers with 1 variant per some hulls).
2. added two new ships with 3 variants each.
3. added new missile/torpedo types
4. added large versions of NURS and UGR rocket launchers
5. reworked some weapon data
6. added discriptions to all weapons
7. adjusted numbers of pirate, ISA, RSF and alien fleets. The last version was overspammed by hostiles.
8. other minor changes i can`t recall specifically.
9. fixed crash with pirate supply fleets.
10. updated weapon projectile effects (ballistic have metallic shells and different colours of trails per type, blasters use a bit sharper projectile, plasma once again use textured projectiles instead of blobs).




Heavy Weapons Pony

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #324 on: May 07, 2012, 03:00:58 PM »

New version is available.

Ironclads 2.6 changes:

1. replaced ships in simulation to ISA, RSF and pirate vessels (maxed at cruisers with 1 variant per some hulls). ~ Now I can actually see how good my ships are against ones actually in-game
2. added two new ships with 3 variants each. ~ More ships! Yay!
3. added new missile/torpedo types ~ Even more missles I wont use! Yay!
4. added large versions of NURS and UGR rocket launchers ~ Heavy NURS Launcher, Dear god
5. reworked some weapon data ~ What weapons?
6. added discriptions to all weapons ~ Yay more descriptions! *Reads all of it*
7. adjusted numbers of pirate, ISA, RSF and alien fleets. The last version was overspammed by hostiles. ~ But I liked the ***
8. other minor changes i can`t recall specifically. ~ Yay?
9. fixed crash with pirate supply fleets. ~ Don't mind this its just YOU CAN NOW PLAY FOR MORE THAN 30 IN-GAME DAYS NOW!
10. updated weapon projectile effects (ballistic have metallic shells and different colours of trails per type, blasters use a bit sharper projectile, plasma once again use textured projectiles instead of blobs). ~ Yay Proper Plasma Projectile Textures!



Just 1 question: Is it save compatible?
« Last Edit: May 07, 2012, 03:04:08 PM by Heavy Weapons Pony »
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I am Admiral Luna and this is my favorite game on the Internets.
"Captain! Pilum Missile's detected at 18 degrees starboard!"
"Thank you ensign, but I'm quite sure our Burst PD array can handle that"
(Chuckles around the bridge)
"It seems to be a volley of thirty-two, sir"
(Dead silence) ~ Zaga

Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #325 on: May 07, 2012, 03:46:44 PM »

Aside from not getting the new weapons and hulls as starting cargo in bases - it has no other 'incompatibilities'. You`ll get those missing weapons/ships with new convoys sooner or later or by salvaging.

Really, if it WAS incompatible with 2.5 saves i would have surely mentioned that.
« Last Edit: May 07, 2012, 03:49:16 PM by Okim »
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Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #326 on: May 10, 2012, 03:03:50 AM »


Erick Doe

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #327 on: May 10, 2012, 03:11:28 AM »

Love it! You have a very unique style. They are so different from the conventional ships you've created. Yet they match! That's quite an achievement!

Can I ask if the Nomads from Freelancer inspired you to do these ships. Their colouring reminds me of that game.  :)
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Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #328 on: May 10, 2012, 03:25:38 AM »

No. I`m just matching my Alien mothership`s textures (it is a render from my unfinished SOTS mod model of The Greys` destroyer).

Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #329 on: May 11, 2012, 01:03:26 AM »



Re-worked Alien weapons.

1. Alien Laser is now a standard energy weapon (not pulse) with good damage, range and ROF. It is mainly an anti-fighter/missile weapon.
2. Alien Blaster (former alien heavy pulse laser) is now a strike weapon with great range (compared to other alien weapons), great damage, but reduced ROF.
3. Alien Beam is an amalgam of a HIL, Graviton Beam and EMP weapon. It has moderate damage and great turning speed. EMP and graviton effects makes it a deadly weapon against any fighter wing, frigate or even destroyer. Graviton effect creates lots of funny situations when it hits missiles and fighters (forces them to spin in place). Especially this is great against torpedoes.

New Alien ship.

It is called a Stalker. It is a combination of a carrier and destroyer. It carries 4 medium weapons (2 fixed) and 8 small. As all alien ships this one has great shields, extreme mobility and good speed.

In campaign it will appear in Abductor fleets and escorting Mothership.
« Last Edit: May 11, 2012, 01:14:11 AM by Okim »
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