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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638771 times)

Alex

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #435 on: August 13, 2012, 08:06:28 PM »

Alright, this is ridiculously cool. Ridiculously. Well drone, sir. <ducks>
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Uomoz

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #436 on: August 13, 2012, 08:10:14 PM »

holy carp.
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K-64

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #437 on: August 13, 2012, 08:20:42 PM »

Am I the only one who got a maddening urge to assemble a glorious armada to engage in a battle matched only in its magnificence with the amount of fire being laid down? Oh, yes, there will be FIRE!
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WarStalkeR

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #438 on: August 13, 2012, 08:23:09 PM »

Here we are! Ladies and gentlemen! Hail to the mighty mother of destruction!
Sweet mother mercy! Now I convinced that ISA really need Supercarrier to complete the set :o
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.

Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #439 on: August 13, 2012, 10:04:35 PM »

Yeah, but i need to figure out what i want for ISA. A real carrier with lots of launch bays and thus - a fleeing non-combatant. Or a battlecarrier with just 2 bays and powerful weapons. The current battleship fills the second role quite effectively with its 2 bays.

So i will think for a while ;)

Sunfire

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #440 on: August 13, 2012, 11:19:11 PM »

Yeah, but i need to figure out what i want for ISA. A real carrier with lots of launch bays and thus - a fleeing non-combatant. Or a battlecarrier with just 2 bays and powerful weapons. The current battleship fills the second role quite effectively with its 2 bays.

So i will think for a while ;)

What about a ship with powerful weapons that has swarms of weak, but regenerating fighters
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #441 on: August 13, 2012, 11:28:22 PM »

You mean fighter-like drones? Thought about this when was designing the mothership. Tested it on RSF drone destroyer. Too powerful IMHO. Makes carrier absolutely immune to everything including Frigates and Destroyers.

I can accept Aliens to have an uber ship that`s almost impossible to deal with. But other factions - bad idea. I`m still considering whether to include RSF dread into campaign.
« Last Edit: August 13, 2012, 11:32:47 PM by Okim »
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #442 on: August 14, 2012, 01:25:42 AM »

Just blew that beastly mothership! Had to sacrifice entire fleet of ISA and RSF ships. Things could get much better if i took out mothership`s platforms first.


Mission Beast Hunt. How`s to. Step by step...

Spoiler


1. throw away skimers by pd ships and drone carriers
2. deal with phase jumpers by the same forces
3. bring in some assault fighters and interceptors to take out the carriers
4. bring in ISA battleship and pick the platforms one by one
5. bring in RSF battleship and as many ISA missile ships to finally kill the beast.

Fortress shields are the best! Use them to suck as much damage as you can while other ships are engaging.
Use flares to divert fighters`, drones` and jumpers` lasers. Helps a lot when jumpers teleport behind your shields.
Once platforms are gone - kill off the beast by ISA missile salvoes and bombers. Call in the carrier, his time has finally come.
MIRVs do work nice against platforms is specifically targeted at them.
ISA phase skimmers are fun. They can kamikaze into the mother ship and fire their torps or just go BOOM there making a hole in the armor.


[close]

« Last Edit: August 14, 2012, 03:55:01 AM by Okim »
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #443 on: August 14, 2012, 03:56:00 AM »

Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #444 on: August 14, 2012, 08:35:51 AM »

Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #445 on: August 14, 2012, 12:05:27 PM »

Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #446 on: August 14, 2012, 12:34:12 PM »

Updated the mod to 2.8 (compatible with 0.53). Changelog is here.

EDITED:

these may be issues with missing 'null' ships in campaign. Please report these.
« Last Edit: August 14, 2012, 12:51:56 PM by Okim »
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Erick Doe

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #447 on: August 14, 2012, 12:54:57 PM »

That reminds me so much of the Tolian Confederation's ship designs. Were you inspired by them?

Spoiler

[close]
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K-64

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #448 on: August 14, 2012, 01:17:37 PM »

Well, started a new game, got caught by a lone alien ship. I didn't think it would be that much bother since I had faced them before in a previous version (Yes, this is the cue to facepalm). Got into the battle, raised shields in preparation for the attack. Then it skimmed behind me.

...yeah, didn't last long on that one :P
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #449 on: August 14, 2012, 01:23:01 PM »

That reminds me so much of the Tolian Confederation's ship designs. Were you inspired by them?

Spoiler

[close]

No. I don`t even know where these are from :)

Quote
...yeah, didn't last long on that one

You should have carefully read that ship`s description :)
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