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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638687 times)

Wriath

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #585 on: August 25, 2012, 09:43:44 AM »

That one looks somewhat Hiigaran

CrashToDesktop

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #586 on: August 25, 2012, 09:54:49 AM »

Ah, so what systems will the UIN have?  will there be any new ones for them?
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #587 on: August 25, 2012, 11:56:00 AM »

The test of France showed that broadsiders are quite weak to assaults. They overload quickly and don`t get much to do in return.

However, fortress shields make them virtually immune to any lighting strikes - just wait till your enemy gets to high flux, disable FS and unleash your ordnance.

So i think thta UIN will get Fortress Shields primarly. Has to think about other systems once i do more ships.

I`ve tested maneuring jets and emp so far, but they are useless. The first is an odd choice for a broadsider without frontal mounts, the second can`t stop incoming UGR strike.

CrashToDesktop

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #588 on: August 25, 2012, 11:57:31 AM »

Well, best of luck, and I hope for more destruction from your factions. :)
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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.

Sunfire

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #589 on: August 25, 2012, 12:52:12 PM »

The test of France showed that broadsiders are quite weak to assaults. They overload quickly and don`t get much to do in return.

However, fortress shields make them virtually immune to any lighting strikes - just wait till your enemy gets to high flux, disable FS and unleash your ordnance.

So i think thta UIN will get Fortress Shields primarly. Has to think about other systems once i do more ships.

I`ve tested maneuring jets and emp so far, but they are useless. The first is an odd choice for a broadsider without frontal mounts, the second can`t stop incoming UGR strike.

Manuvering jets could work if you made a ship with powerful, but very slow firing weapons, and gave it two broadsides
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #590 on: August 25, 2012, 01:31:49 PM »

I`m thinking to switch either to one sided broadside (weps on one side of the ship) or to classical navy weapon possition (lined turrets).

dtbigbear

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #591 on: August 25, 2012, 01:55:44 PM »

I get this error when I run Starfarer with Ironclads on:
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FalseDead

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #592 on: August 25, 2012, 02:35:41 PM »

I`m thinking to switch either to one sided broadside (weps on one side of the ship) or to classical navy weapon possition (lined turrets).

Classic navy.....

less blind spots
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #593 on: August 25, 2012, 03:05:23 PM »

I get this error when I run Starfarer with Ironclads on:

Can`t see your image.

Anysy

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #594 on: August 25, 2012, 03:07:42 PM »

I think the lined turrets are easiest overall - I can see why broadside theory could work as you propose, but I feel like given the way flux/weapons/shields work, it just isnt ideal at all.

It seems to work well enough to have minor broadsides with the main guns down the center line, as with most of the RSF fleets.
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CrashToDesktop

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #595 on: August 25, 2012, 04:22:31 PM »

I get this error when I run Starfarer with Ironclads on:
Did you copy that from your hard drive?  You have to upload it to an image hosting website, like Tinypic or Imageshack.  Take the direct URL and paste it in a image code, and you're good.
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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.

dtbigbear

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #596 on: August 26, 2012, 09:08:21 PM »

Oh.... well anyways it says:

 Fatal: Error loading [graphics/planets/gasgiant03.jpg] resource, not found in F:\FractalSoftworks\Starfarer\Starfarer-core..\ACM,../starfarer.res/res,CLASSPATH] check starfarer log for more info.
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #597 on: August 26, 2012, 09:37:02 PM »

Hm. Seems to me like a broken archive. Redownload the mod. Don`t forget to remove the previous mod install.

dtbigbear

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #598 on: August 26, 2012, 09:57:10 PM »

Ok ill try it thanks.


EDIT: it worked thanks man
« Last Edit: August 26, 2012, 10:00:24 PM by dtbigbear »
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Okim

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Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
« Reply #599 on: August 28, 2012, 05:07:13 AM »

After some long time of testing i decided to stick to traditional navy weapon positioning.


Also i`ve finished the majority of UIN small and medium weapons:

small:

1. 2-pdr gun - a cheap kinetic cannon with very long range (~900)
2. 2-pdr dual - more expensive kinetic cannon.
3. 6-pdr assault gun - a HE weapon with decent power and fire rate.
4. vickers defence gun - a very accurate machinegun weapon.
5. bofors defence gun - a slow firing flak that deals 40 points of frag damage. Long range.
6. pulsar torpedo - 1 shot launcher for a torp with 1500 HE damage and emp damage.

medium:

1. 2-pdr quad gun - fires 4 shots of basic 2-pdr rounds.
2. 6-pdr assault autocannon - expensive weapon that fires bursts of 6-pdr rounds.
3. 10-pdr assaul cannon - moderate weapon that deals he damage.
4. rapier defence system - CIWS analogue, but with greater accuracy and much lower rate of fire.
5. bofors defence battery - literally 4 bofors moulded togethr. Expensive and deadly, fires a burst of 4 shots.
6. particle cannon - energy weapon with a very long range, but slow moving projectile.
7. particle pulse cannon - expensive version of particle cannon. Fires 4 shots, has reduced range and longer charge-up.
8. particle beam - unlike particle cannon this beam deals kinetic damage.
9. pulsar torpedo launcher - fires a burst of 3 torps.

large:

1. heavy massdriver - very fast moving projectile dealing kinetic damage. Accurate and has a very long range. Drawbacks - long reload and charge up.
2. terminator autocannon (just a sprite so far) - deadly auto-firing weapon that shots 10-pdr projectiles.


Just to note:

ALL factions will have their battleships use some kind of built_in weapons. RSF are going to have two 3-barreled 408 siege cannons, ISA - a plasma-burst cannons (auto-fire), UIN - a pair of gauss cannons, XLE - a powerful beam array (with convergeonpointer flag).
« Last Edit: August 28, 2012, 05:12:46 AM by Okim »
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