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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638450 times)

evil713

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Re: Project Ironclads, version 1.2
« Reply #90 on: January 20, 2012, 01:10:27 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.

changing to LINKED in tlc file did nothing, ship file for beam dreadnaut says linked already

gun charges to 40%, weak beam fires, then begins recharge cycle form 100%

did i go after the wrong file?
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Okim

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Re: Project Ironclads, version 1.2
« Reply #91 on: January 20, 2012, 02:45:54 PM »

In weapon file, not in variant :)

evil713

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Re: Project Ironclads, version 1.2
« Reply #92 on: January 20, 2012, 05:53:24 PM »

Yeah thats where I went. No effect on tri-beam misfire.
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Okim

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Re: Project Ironclads, version 1.2
« Reply #93 on: January 20, 2012, 09:23:31 PM »

Found the problem. Fixed it.

Any comments on abscent shields? Is it fun or should i put the shields back?

Kilvanya

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Re: Project Ironclads, version 1.2
« Reply #94 on: January 21, 2012, 08:43:07 AM »

sorta fun but reeeeaaaallllyyyyy easy to get insta-gibbed by torpedoes, which none of the
ships seem to have enough pd to stop those and everything else it tries to fire at as well,
would be usefull to tell the autofire pd - "Shoot only missiles!", "Shoot only fighters!", "Shoot everything!",
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Okim

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Re: Project Ironclads, version 1.2
« Reply #95 on: January 21, 2012, 10:39:57 AM »

Hmm. I always assign pd frigates to DEs and CRs. This helps alot. Also in 'Ironclads' mission i launch lots of MIGs and SUs before the main wave. Those can dramaticaly reduce the number of torpedo bombers before the big boys get into fight.

I`m very afraid of torpedo Onslaught though. This one kills my CRs in few small strikes.

evil713

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Re: Project Ironclads, version 1.2
« Reply #96 on: January 21, 2012, 11:26:51 AM »

without shields it does make the game more intresting, but you lose the ability to overload your opponent's flux.


how about really small shields, 15-20° tops.a spot of protection.
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Flare

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Re: Project Ironclads, version 1.2
« Reply #97 on: January 22, 2012, 01:36:07 AM »

"Shoot only missiles!", "Shoot only fighters!", "Shoot everything!",

This came to mind when I read these words :D

http://www.youtube.com/watch?feature=player_detailpage&v=9Sj89hMVYhI#t=25s
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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?"

SgtAlex86

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Re: Project Ironclads, version 1.2
« Reply #98 on: January 23, 2012, 12:21:12 PM »

is it just me or... isnt the flteet focused too much on the dreadnoughts? i mean average battle goes like this  ::)
u spawn light ships cap flags, spawn dreadnought, take command all, other ships die within 5-10 mins then u finish mission with dreadnought at half health... by killing everything 8)
fighters need more protection from missiles those swarm missiles rip whole squadrons apart with single volley q.q maby tail guns for PD?
(talking about the red ships have not tried the blue ones)
frigates & dessies could use some more armor or speed to increase survivability...
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Okim

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Re: Project Ironclads, version 1.2
« Reply #99 on: January 24, 2012, 05:43:18 AM »

The first two missions indeed were based on using capital ships, but as the mod progressed more and more ships appeared. Now you can play using your DN or using smaller ships or using both. I tend to leave the DN for last option and only if i`m totally bitten. In Hunt mission you`ll need Frigates to beat the first alien skimmer waves. Otherwise your capitals will sunk in seconds :)

The last mission (Grey Mist) is supposed to be the first among many with sides limited both by ship and fleet size.
Try playing this mission as it is currently the most balanced.

SgtAlex86

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Re: Project Ironclads, version 1.2
« Reply #100 on: January 24, 2012, 07:32:47 AM »

was playing "ironclads" so against vanilla ships...  :-X
normal enemies propabably dont have as much missiles?  :D
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Okim

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Re: Project Ironclads, version 1.2
« Reply #101 on: January 28, 2012, 11:39:48 PM »

New version is available! Download here: http://www.okim.nickersonm.com/SF/ACM13.rar

---=== 1.3 (29.1.2012) ===---

1. fixed a problem with three-beam laser.
2. added RAF torpedo bomber TU-610 (using ISA torpedoes currently).

Change list isn`t that large due to lack of time. Sorry :)

Okim

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Re: Project Ironclads, version 1.2
« Reply #102 on: January 31, 2012, 01:09:33 PM »

Added ISA F-61 interceptor and ISA Michigan-class Energy Frigate.




F-61 is armed with a single cannon and a launcher of 2 Stinger anti-fighter missiles (AFMs).

Michigan in its basic configuration carries a single fixed plasma cannon and several blasters for point-defence. Plasma cannon is a powerful energy weapon with moderate accuracy and range.

Also i reintroduced shields. RAF uses front arc fixed fields with good set up speed. ISA utilize OMNI shields with a smaller arc but better efficiency. Plasma cannon impact can disable a Kiev-class frigate`s shield in one hit, second hit is usually a certain death-blow to it.
« Last Edit: January 31, 2012, 01:16:02 PM by Okim »
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Okim

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Re: Project Ironclads, version 1.2
« Reply #103 on: January 31, 2012, 03:10:09 PM »

Just finished working on ISA Kentuki-class Cruiser. Took me 2 hours to draw... Compared to RSF Heavy Cruiser Kentuki looks solid enough.



This will have 4 plasma cannons, 2 large ballistic cannons, variety of small ballistic and energy weapons and two cruise missile launchers.
« Last Edit: January 31, 2012, 03:13:00 PM by Okim »
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Zarcon

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Re: Project Ironclads, version 1.2
« Reply #104 on: January 31, 2012, 03:26:22 PM »

Very nice indeed, this mod is really coming together!   ;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.
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