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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642039 times)

Alex

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Re: Project Ironclads, version 1.1!
« Reply #75 on: January 14, 2012, 03:47:58 PM »

There's a bug with mods on OS X - workaround here.
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Okim

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Re: Project Ironclads, version 1.1!
« Reply #76 on: January 15, 2012, 01:15:04 AM »

I highly doubt it. I don`t know which file types does SF use on mac and how those are orginized.

You can copy/paste for example the content of a heavy autocannon (3-barreled cannon) here. If you can open it... Damn, i don`t even know what mac is using to open text files. Definitely not notepad or wordpad :)

Alex

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Re: Project Ironclads, version 1.1!
« Reply #77 on: January 15, 2012, 08:52:07 AM »

Damn, i don`t even know what mac is using to open text files. Definitely not notepad or wordpad :)

TextEdit :)
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Kilvanya

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Re: Project Ironclads, version 1.1!
« Reply #78 on: January 15, 2012, 09:07:57 AM »

I'm not sure but I think I broke something, I went into data to find the big ***ed ships
info and now it spazs when the battle starts flux is constantly maxed, while all the guns keep
firing nonstop.  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
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Zarcon

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Re: Project Ironclads, version 1.1!
« Reply #79 on: January 15, 2012, 09:16:46 AM »

I'm not sure but I think I broke something, I went into data to find the big ***ed ships
info and now it spazs when the battle starts flux is constantly maxed, while all the guns keep
firing nonstop.  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(

Oh oh, sounds like a reinstall would be a good idea about now if a backup of the modified file was not created, prior to further edits to the original files, a quick backup of said files would make recovery from an editing error even more rapid.   ;)
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There is no instance of a nation benefitting from prolonged warfare.
Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.

Okim

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Re: Project Ironclads, version 1.1!
« Reply #80 on: January 19, 2012, 12:39:11 PM »

RAF Moscow-class Heavy Cruiser (this is a renewed crusher, all other hulls will also be named after major Russian cities).



The large turrets are triple 125mm battlecannons. The other variant uses 408mm battlecannons as primary ornament. The cruiser turned out to be exceptionally well-armed, but bad maneurability makes it an ideal target for B202 torpedos and UGRs.

Improved model of Arisona support destroyer (fromer Missuri. I decided to name similar size ships after the US states starting from the same letter). Arisona was given a hangar bay to proide support for b202 bombers.



SUGGESTION: Alex, can you implement a hangar bay size, please? Small sized hangar should support only drones, medium - interceptors and fighters, large - every type of fighter/bomber. It could provide additional challange to a fleet commander. And a B202 landing on that tiny Arisona`s bay looks weird :)

Alex

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Re: Project Ironclads, version 1.1!
« Reply #81 on: January 19, 2012, 08:52:10 PM »

Wow, looks very cool.

SUGGESTION: Alex, can you implement a hangar bay size, please? Small sized hangar should support only drones, medium - interceptors and fighters, large - every type of fighter/bomber. It could provide additional challange to a fleet commander. And a B202 landing on that tiny Arisona`s bay looks weird :)

Not likely, sorry - actually considered that early on, but it's just too much of a complication. You can bet there would be all sorts of confusion regarding "but why can't this fighter wing land on a carrier", and the UI would have to try very hard to make that clear. And would probably still fail :)
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Okim

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Re: Project Ironclads, version 1.1!
« Reply #82 on: January 19, 2012, 10:21:01 PM »

I see your point :)

BTW, I wanted to ask about ordnance points, but every time i forget about it - what are they exactly? Is it a restriction on how much weapons a ship can get based on weapon ordnance point value?

This probably was already asked, but i fail to find any reference on 'ordnance points' by searching.
« Last Edit: January 19, 2012, 10:25:41 PM by Okim »
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Ivaylo

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Re: Project Ironclads, version 1.1!
« Reply #83 on: January 20, 2012, 04:14:55 AM »

Ordnance points are used not just for weapons but all hull mods along with capacitors.

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Okim

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Re: Project Ironclads, version 1.1!
« Reply #84 on: January 20, 2012, 09:57:00 AM »

Ok. I think the time to release a new version of this mod has come.

http://www.okim.nickersonm.com/SF/ACM12.rar

This version introduces factions (RSF and ISA), some new ships and weapons for both factions, a new mission where you can command ISA forces.

Zarcon

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Re: Project Ironclads, version 1.1!
« Reply #85 on: January 20, 2012, 10:50:31 AM »

Ok. I think the time to release a new version of this mod has come.

http://www.okim.nickersonm.com/SF/ACM12.rar

This version introduces factions (RSF and ISA), some new ships and weapons for both factions, a new mission where you can command ISA forces.

Ohh!  :)  I can't wait to give this a shot, awesomeness!  Thanks for all the hard work you have put into this Mod/Project.   ;D
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There is no instance of a nation benefitting from prolonged warfare.
Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.

Kilvanya

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Re: Project Ironclads, version 1.2
« Reply #86 on: January 20, 2012, 11:30:11 AM »

no shields on new ships?
Or am I missing something obvious?

Oh, why, oh why do my heavy bombers
insist on firing at fighter squadrons at 0.0000001m range?!
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Okim

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Re: Project Ironclads, version 1.2
« Reply #87 on: January 20, 2012, 11:55:18 AM »

1. yeah, no shields. Forgot to mention this :)
2. hmm, perhaps the lack of standard weapon is causing it.

evil713

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Re: Project Ironclads, version 1.2
« Reply #88 on: January 20, 2012, 12:09:54 PM »

hi, just trying this mod for the first time.

2 things, 1 version number of the download says 1.1 in the mod manager, and readme says 1.2

2 tri-beams seem wonky to me. they just barely charge and give a very faint beam then power down. its hard to tell range or damage with them firing.
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Okim

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Re: Project Ironclads, version 1.2
« Reply #89 on: January 20, 2012, 12:28:26 PM »

Ah those tri-beams...

I experimented with beam alternating from different muzzle points, but got a tri-beam weapon instead. The last option was to set them to alternating_bursts. Replace those with LINKED and you`ll get the tri-beam working as intended.
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