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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638563 times)

Okim

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Re: Ironclad Dreadnaught
« Reply #15 on: December 25, 2011, 03:33:46 AM »

I think i`ve found the problem!

Game crashed each time my fighters were about to land on dreadnaught which had two launch bays (not one with multiple entry points, but two with one entry point on each side of DN). Both my launch bays appeared to have the same id name  ::)
« Last Edit: December 25, 2011, 05:36:50 AM by Okim »
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Alex

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Re: Ironclad Dreadnaught
« Reply #16 on: December 25, 2011, 09:20:51 AM »

I think i`ve found the problem!

Game crashed each time my fighters were about to land on dreadnaught which had two launch bays (not one with multiple entry points, but two with one entry point on each side of DN). Both my launch bays appeared to have the same id name  ::)

Excellent! Thanks for posting the logfile - it did have a (very helpful) stack trace above the performance metrics dump, though it's not exactly human-readable. Just fixed up the code so that it hopefully wouldn't crash in the same scenario, and just land fighters in the middle of the ship instead.

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Okim

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Re: Ironclad Dreadnaught
« Reply #17 on: December 25, 2011, 10:09:22 AM »

Well, after i made a single launch bay with multiple locations everything runs smooth and nice. Fighters land in all set locations as intended.

BTW, is there any way to assign a specific cost to a ship variant (not wings)? I doubt that a ship armed with double machineguns should cost as the same ship with mass drivers.

And can we have some kind of AI behavior option per variant? Say i want a specific variant of a frigate to be solely a PD escort while other - a strike craft and the third - a long range support.

Alex

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Re: Ironclad Dreadnaught
« Reply #18 on: December 25, 2011, 11:02:59 AM »

BTW, is there any way to assign a specific cost to a ship variant (not wings)? I doubt that a ship armed with double machineguns should cost as the same ship with mass drivers.

Yeah - that will be reflected in the campaign, in terms of the actual costs of buying & equipping ship hulls. As far as the fleet points cost, it seems reasonable to me that it's fixed per hull, since part it reflects the leadership ability needed to command a given ship, its logistical requirements, things like that.

And can we have some kind of AI behavior option per variant? Say i want a specific variant of a frigate to be solely a PD escort while other - a strike craft and the third - a long range support.

The AI actually takes these things into account. It'll look at the weapons a variant has equipped when deciding what combat assignments its suited for ("fire support", "light escort", "strike", etc. The weapons also affect its piloting - it knows about getting in range for its lower-ranged weapons (but no closer), staying out of enemy weapons range, etc.
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Okim

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Re: Ironclad Dreadnaught
« Reply #19 on: December 25, 2011, 11:33:18 AM »

Well i noticed that enemy HILs equipped ships are particularly annoying as they don`t like to get into close combat. Hunting them with fighters/bombers and bringing salvoes of missiles at them is quite funny!

I also noticed and enjoying much the fact that your ships cease fire to prevent friendlies being hit. And the fact that fighters ignore all possible damage from your capitals/other fighters is also great. At first i was ceasing fire when my wings approached my target, but now guns are ablaze non-stop :)

BTW - fighterd after-return is also a very helpful feature! And fighters equipped with single-shot ordnance returning to rearm are so damn realistic.

After playing weird worlds, distant worlds for a while and starcons/moos on a constant return-to basis - i feel that this game will be my favorite. All it needs is a multiplayer to share the joy with the others!

Alex

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Re: Ironclad Dreadnaught
« Reply #20 on: December 25, 2011, 12:00:13 PM »

Thank you, glad you like it!

Hate to say it, but multiplayer just isn't something I could reasonably add to the game - time and design constraints and all that. Sorry! :)
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Okim

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Re: Ironclad Dreadnaught
« Reply #21 on: December 25, 2011, 12:48:08 PM »

Perhaps MP could be an addon after the game sales and such? :) I think many people will gladly pay for such a feature.

Meanwhile here is an adversary for Ironclads - the Greys Mothership:


Alex

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Re: Project Ironclads, version 1.0 (released!)
« Reply #22 on: December 25, 2011, 02:53:27 PM »

Whoa, very cool! (the mothership, too, but I meant the mod being out!)

The flagship certainly lives up to the name - seeing it get hit by a torpedo and only take middling armor damage is disturbing.

Btw, tip - if the frame rate gets low, toggle off the firing arcs display by pressing '~'. That can actually be a big performance hog, especially for ships with lots of long-range guns. I need to fix that.

Well, then, I'm off to play some more :)
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Okim

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Re: Project Ironclads, version 1.0 (released!)
« Reply #23 on: December 25, 2011, 02:56:03 PM »

The first version of the mod is released. Enjoy! Archive is in the first post.

P.S.: moved the majority of shots to the first post to make this thread a bit lighter on images. ALso removed irrelevant posts consisting only from images...

Flare

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Re: Ironclad Dreadnaught
« Reply #24 on: December 25, 2011, 03:36:59 PM »

Perhaps MP could be an addon after the game sales and such? :) I think many people will gladly pay for such a feature.

Meanwhile here is an adversary for Ironclads - the Greys Mothership:



That thing just screams "THROW YOUR MISSILES AT ME". Nothing is going to miss against this :D, although I'm not sure whether there's enough ammunition to kill this thing.
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Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

Okim

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Re: Project Ironclads, version 1.0 (released!)
« Reply #25 on: December 25, 2011, 04:30:16 PM »

It is not a final variant yet. It will have some extra small/medium guns as well as hardpoints added :)

Besides Greys will have very cheap and numerous fighter wings. Cheap, numerous, but weak. But powerful enough to deal with missiles.
« Last Edit: December 25, 2011, 04:50:56 PM by Okim »
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Okim

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Re: Project Ironclads, version 1.0 (released!)
« Reply #26 on: December 26, 2011, 12:10:42 AM »

Alex, i`ve noticed that the game allows to equip energy weapon on any ballistic/missile (and visa-versa) slot without any problems. Also it allows for a large weapon to be placed in medium slot.

If a make a ship hull with one type of weapons and create some variants for it with weapons of different types - will it cause problems with future updates? I ask because i don`t want to clone a single hull in order to make it use another weapon type.

Also a suggestion on weapon types - can we have a universal slot? The one that can be equipped with anything you`d like?

mendonca

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Re: Project Ironclads, version 1.0 (released!)
« Reply #27 on: December 26, 2011, 01:34:02 AM »

I can't wait to get home and try this out.

Are you using anything in particular to create your graphics? They have an unusual style, almost like they have been computer generated in some fashion, or like bits of clipart (for want of a better word) or something. I don't mean it in a bad way, I think they're great (in case there was any doubt) - just curious, that's all.

At the minute the weapon slots aren't checked for compatibility in the way variant files are set up, however the refit screen (upcoming) will do so. I'm guessing that's the point at which strange things will start to happen...
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"I'm doing it, I'm making them purple! No one can stop me!"

Okim

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Re: Project Ironclads, version 1.0 (released!)
« Reply #28 on: December 26, 2011, 01:40:04 AM »

Those are top view shots of 3-d models for my other mod (look at signature).

I`ve just added a new ship and all of a sudden i get a persistent 'Key [style]' error. I`m at my work using XP wordpad for csv, variant and ship files.

P.S.: ignore this. The game read two files from hulls folder that were not yet set up and mentioned in ships_data.
« Last Edit: December 26, 2011, 01:48:44 AM by Okim »
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Alex

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Re: Project Ironclads, version 1.0 (released!)
« Reply #29 on: December 26, 2011, 09:12:39 AM »

Alex, i`ve noticed that the game allows to equip energy weapon on any ballistic/missile (and visa-versa) slot without any problems. Also it allows for a large weapon to be placed in medium slot.

If a make a ship hull with one type of weapons and create some variants for it with weapons of different types - will it cause problems with future updates? I ask because i don`t want to clone a single hull in order to make it use another weapon type.
At the minute the weapon slots aren't checked for compatibility in the way variant files are set up, however the refit screen (upcoming) will do so. I'm guessing that's the point at which strange things will start to happen...

Right, the files won't ever be checked for "correctness" - it's the job of the refit UI to ensure that, since it has to take account character skills and such when deciding what's valid or not.

What will happen in the refit screen is you'll be able to remove the weapon, but will only be able to put back in weapons of the matching type. So that's not exactly a problem, but on the other hand, if you want to make the new ships fit in alongside existing ships in the campaign, that's a possible issue. I don't know that making all the slots "universal" would help much - it'd be harder to make sure the ships weren't overpowered, and you'd be leaving yourself less room to differentiate hulls.


Also a suggestion on weapon types - can we have a universal slot? The one that can be equipped with anything you`d like?

Hmm. That's come up before, and I think it's a good idea. I'll add it to the list, though I can't make any promises - need to take a look and see what that entails... there might be some unexpected consequences. Would also have to go back through the existing hulls and sprinkle in a universal slot here and there, too.


Edit: In the process of checking into it, I kinda accidentally added it. Ooops! So, that'll be in the next release :)

UI-wise it's not exactly nice - the list of weapons to pick from gets huge, but that's just in the test refit UI where *all* the weapons are available. Within the campaign it's a lot more manageable since it's restricted to what you actually have available.
« Last Edit: December 26, 2011, 09:42:04 AM by Alex »
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