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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1335562 times)

Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #330 on: May 18, 2012, 11:48:36 AM »

The Soldier

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #331 on: May 18, 2012, 11:49:38 AM »

Ummm....!
Wow....IT'S EPIC!
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IIE16 Yoshi

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #332 on: May 18, 2012, 12:18:44 PM »

Haha, a super capital ship? I love super capitals  :D

Although, I prefer the ISA over the RSF. But that's just me, I prefer pewpew to bangbang.
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Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #333 on: May 18, 2012, 12:25:40 PM »

This one is a replacement for the original Dreadnaught that started this mod.

And it will have plenty of pew-pew :)

vorpal+5

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #334 on: May 18, 2012, 02:24:16 PM »

I like this mod! I like that it is based on Earth nations, this remind me of Aurora (a very geeky space simulation) where there is Russia, USA, China, Europe Union in the  Space race.

A few remarks. Cosmetic one: it is sometime difficult to spot the pirate's grey color. Perhaps something like whit/brown? Also, why ISA is not Blue in color? :-)

I think the mod would be even greater if there was not one but several space stations on each side, with some traffic and convoys sent or returning to these stations. Perhaps Barnard Star is a system with vast riches in minerals, so some mining stations would be the cause of such convoys traffic, with escorts on both side, the pirates in the middle!?

Also, do you have some plans for exceptional events, like in Xplo mod? A rare fleet appears, very strong, for a specific mission, then go away. Perhaps it can even be the aim of the game, defeat the fleet and you get a message that the faction you supported will now have supremacy over the system (basically you 'won' the game, even if you can continue playing).

About gun calibers, I find them too small. 3 Inch caliber is very small for a space ship, during WW2 the gun of tanks were up to 122 mm and more, so imagine a spaceship. Battleships had 406 mm guns, and a world war II battleships was perhaps as small as a space destroyer! So here, even if this is just cosmetic, I think you should up the calibers.

As for game balance, why the Piranha SRM costs 240 credits and is such a crap, compared to the Stinger that does more damages and cost less?
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The Soldier

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #335 on: May 18, 2012, 02:37:20 PM »

3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D
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Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #336 on: May 18, 2012, 02:37:37 PM »

There are 4 stations and 3 convoys. Civilians are planned, but that`s a long term work.

Not planning to add quests right now. There is already an Uber Fleet with Alien Mothership flying in and out on a rare ocasion. Thi dread will also be a rare sighting.

Actually i prefer to see frigates like modern Monitors (boat no longer than 100 meters armed with low-caliber guns and small launchers). Other ships follow this idea. Ironclad DE is roughly of the same size as modern DE. That`s why it has no large guns. Powerful 408mm cannons are for capitals mainly. And i really see no use of calibers larger than 408mm.

Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #337 on: May 18, 2012, 02:40:20 PM »

Piranha is an anti-ship missile. Stinger is an ani-fighter missile. They are dealing different types and power of damage. Try to fight DEs with just Stingers and you`ll see how they are uneffective against armour.

vorpal+5

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #338 on: May 18, 2012, 03:54:44 PM »

3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D

Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.

Thank for the answers anyway.
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The Soldier

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #339 on: May 18, 2012, 04:42:58 PM »

3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D

Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.

Thank for the answers anyway.
5 Meters was quiet long during WW2, about 15 feet for those in the US (me!).  But anyway, that was my two cents and I'm fine with it is right now.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Vandala

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #340 on: May 18, 2012, 06:49:49 PM »

I do so love the aliens in this mod, such beautiful ships.

IIE16 Yoshi

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #341 on: May 18, 2012, 07:08:03 PM »

*mumbles angrily about the Aliens' ability to move flawlessly in any direction*
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vorpal+5

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #342 on: May 18, 2012, 11:03:04 PM »

3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D

Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.

Thank for the answers anyway.
5 Meters was quiet long during WW2, about 15 feet for those in the US (me!).  But anyway, that was my two cents and I'm fine with it is right now.

Panther was almost 7 meters long, not counting the gun!

Really no problem for me, it is just that I prefer them big, it convey a sense of power. Seeing a dual battery with 50 mm, knowing that 50 mm caliber was a small gun during world war 2 don't feel totally right for me, but this is totally 'in my humble opinion', sure.

You sir, are playing World of Tanks?  :P
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Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #343 on: May 18, 2012, 11:42:27 PM »

Remember that 50mm cannons are kinetic weapons. For anti-armor i`m using calibers above 76mm. ISA rotary cannons are the only exception (they use subot shells).

And BTW, read vanilla weapon`s descriptions. Especially the Arbalest cannon (which is a 42mm caliber cannon with a visually fat barrel).

vorpal+5

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #344 on: May 19, 2012, 12:10:40 AM »

Ok!

I have an Idaho escort carrier and I feel this boy is just a little too good, the large missile slot particularly... I don't know, it seems to be able to do everything, carry fighters while being as armed as others destroyer sized hull. I need to further analyse and compare but that's a gut feeling right now.
Also, graphically, do you plan to differentiate a bit the Idaho to show it's a carrier? That's difficult to say from the look.

I'm currently tweaking the java code, to see if I can add scripted content to your mod btw.  ::)
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