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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638616 times)

silentstormpt

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #510 on: August 17, 2012, 02:28:30 PM »

The mod history looks so much alike with the mod dawn of victory http://www.moddb.com/mods/dawn-of-victory
On their case, theres 3 Factions, One based on Nazi German, The other based on the Soviets and the last one based on the Commonwealth (US+Canada+AU+UK...)

Theres some subfactions like the Empire of Japan, other small protectorates and independent planets.

I did ask them half a year ago, around the time Okim started hes mod, if i could use their materials to create a version of their game into Starfarer but didnt get a email back...
« Last Edit: August 17, 2012, 02:32:14 PM by silentstormpt »
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #511 on: August 17, 2012, 02:34:51 PM »

Mercs will be something similar to your NATO-like alliances - they will be using stuff of various factions, but with a small focus on a particular one. But this is far from being anyway 'soon'.

FalseDead

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #512 on: August 17, 2012, 03:52:40 PM »

Looking at the police Frigate and cruiser I have to wonder if it might be a good idea to add a additional rear facing pd turret

Why?

Because the pirates use Eel Missiles which target the exhaust.....

since the police are made to "counter" pirates it seems to me that they might take that into account

not that adding a third turret actually would do much


Also I seem to be suffering two errors that drop me out of starfarer when playing your mod

First when in dev mode I cannot go to the variant editor

Second in any mode attempting to use the "standard" variant for the Denver

I will send the Starfarer log if you request
« Last Edit: August 17, 2012, 03:54:27 PM by FalseDead »
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #513 on: August 17, 2012, 05:25:54 PM »

Thanks for your report. Fixed the bad variant thingy. I think that it also fixed dev mode crash.

FalseDead

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #514 on: August 17, 2012, 05:32:07 PM »

Thanks for your report. Fixed the bad variant thingy. I think that it also fixed dev mode crash.

What do I need to do to fix it?
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #515 on: August 17, 2012, 10:01:18 PM »

Copy these two files into mod`s variants folder.

http://www.okim.nickersonm.com/SF/jumper_assault.variant
http://www.okim.nickersonm.com/SF/jumper_standard.variant

PS: i searched for this thread for about 10 minutes before i actually spotted 'Mods' subforum :)

Sorry about that Okim. ~Trylo
« Last Edit: August 17, 2012, 10:27:15 PM by Trylobot »
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FalseDead

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #516 on: August 18, 2012, 10:51:56 AM »

Copy these two files into mod`s variants folder.

http://www.okim.nickersonm.com/SF/jumper_assault.variant
http://www.okim.nickersonm.com/SF/jumper_standard.variant

PS: i searched for this thread for about 10 minutes before i actually spotted 'Mods' subforum :)

Sorry about that Okim. ~Trylo

Now it is giving me a bit of grief for not having weapon id WS 001 for heatseeker on mule standard

Any clue?

Edit/Update, under my codex I have 2 standard mule variants clicking on on the second one gives me an error

I cannot find the variant it claims to be looking for
« Last Edit: August 18, 2012, 12:53:12 PM by FalseDead »
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #517 on: August 18, 2012, 01:50:12 PM »

I`ll look into it. Probably its a left over from the previous version. I`ve removed all old 'null' variants that i used as HULL alternatives before Alex introduced them into campaign (bare hulls, auto-generated).

I forgot to mention that 2.8 requires a clean install.

It may also be connected to recent variant updates. Perhaps i missed smth.

Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #518 on: August 18, 2012, 01:52:05 PM »

Few ingame shots featuring Kursk mod.1 and mod.2 RSF destroyers.



A new sprite for Hvy Rotary Assault Gun. Older was too long and ugly for my taste.

CrashToDesktop

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #519 on: August 18, 2012, 02:18:48 PM »

Can you update this mod already so we can get all the goodies? ;D
The HRAG looks much better now! :)
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Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
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.

Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #520 on: August 18, 2012, 02:41:17 PM »

No, i can`t.

I need to finish all RSF models. This will take a while.

In addition - i`ve stumbled on a nasty problem with projectiles (ion, plasma).

And i haven`t yet finished civilians. There are plenty of ships to add - heavy freighters, miners, mercs.

And... i haven`t played with 053.1 toys yet - i have plans for buld in weapons and terminator drones...

And... XLE needs some unique weaponry and a carrier and a freighter to be allowed into the game.

SO, next update in not going to be soonish :p

CrashToDesktop

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #521 on: August 18, 2012, 03:08:11 PM »

Well, isn't that nice? ;D
I can help with the weapons bug, if you need me.
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Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
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.

FalseDead

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #522 on: August 18, 2012, 03:25:36 PM »

What sort of problems are you having with plasma and ion weapons?
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #523 on: August 18, 2012, 04:18:59 PM »

Flattened bullet sprite:

« Last Edit: August 18, 2012, 04:22:24 PM by Okim »
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #524 on: August 18, 2012, 04:44:35 PM »

New toys for a new mysterious faction.




Laser beamer is a basic continous laser.

Scorcher is a powerful medium sized weapon that deals EXPLOSIVE damage. Has good dps (200), but very short range (350).

P.S.: desaturated the sprites, made them look less bright.
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