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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1338483 times)

Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #735 on: September 15, 2012, 03:01:24 PM »

Ok. Fixed Chrome issues. Should now show everything properly.

Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #736 on: September 16, 2012, 01:08:10 AM »

Final version of XLE Drake destroyer. Took a while to figure out what i didn`t like in the original sprite. Also while testing i several times reduced its firepower. I`ve also made some improvements to other XLE models (drives mainly).


1 large universal hardpoint, 2 medium universal hardpoints, 7 universal small mounts. As you can see XLE are uning universal ships unlike strictly specialised RSF ironclads.

The new update is ready. If you want it - i`ll put it out in a day or two. Or i can wait until 0.54 comes out and update the mod for it. What`s your call?

WKOB

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #737 on: September 16, 2012, 01:47:08 AM »

I see no reason not to give us a test version, could be up to a week before 0.54 is out, no?

Also, while I love the XLE ships, the engine flares seem a bit too saturated, perhaps give them a white core?
« Last Edit: September 16, 2012, 01:48:49 AM by Austupaio »
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #738 on: September 16, 2012, 02:32:41 AM »

That`s unfortunatelly is beyond modding possibilities. I can control only the one color of the engine. No other choices for core or fringe. Just one for the whole effect and the other for the contrail.

Sunfire

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #739 on: September 16, 2012, 06:53:35 AM »

That`s unfortunatelly is beyond modding possibilities. I can control only the one color of the engine. No other choices for core or fringe. Just one for the whole effect and the other for the contrail.

Could you stack the engines and make them different colors?
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #740 on: September 16, 2012, 07:26:33 AM »

I`ve reduced saturation and brightness a bit. Looks less eye-burning now. Core is now more vivid, but still is not as visible as it should be. I assume that this is due to man`s eye ability to see more green hues (not sure if its the proper word) as of any other color :)

Making engine over engine is probably not the best solution.

Sunfire

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #741 on: September 16, 2012, 10:18:59 AM »

I`ve reduced saturation and brightness a bit. Looks less eye-burning now. Core is now more vivid, but still is not as visible as it should be. I assume that this is due to man`s eye ability to see more green hues (not sure if its the proper word) as of any other color :)

Making engine over engine is probably not the best solution.

Was just a random thought, was pretty sure it wouldn't work
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Haresus

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #742 on: September 16, 2012, 12:29:20 PM »

Great mod, love to see that you are still working on it. The feeling of trying to attack a lone alien ship with your fleet, and getting wrecked without getting a single hit is pretty badass... :P
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #743 on: September 18, 2012, 06:28:52 AM »

UIN Austria-class frigate. The smallest non-fighter ship in UIN arsenal with medium energy hardpoint (in this case equipped with a Particle Beam).


All UIN ships are now using high tech drive effects to represent their advanced particle technologies. These are ion drives that only UIN have access to.

Austria is using a high energy focus system. A purple cable is just a purple cable going straight from the reactor to the energy mount :)

Initially this ship was supposed to get a manoeuvring jets system. There were supposed to be two 45 deg oriented thrusters that are now replaced by 30deg oriented drives. I`l adjust the hull in the future to match the new angle of the drives.
« Last Edit: September 18, 2012, 06:33:46 AM by Okim »
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The Soldier

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #744 on: September 18, 2012, 08:20:11 AM »

Progress! And more ships!  Keep it going, they look good. :)
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Erick Doe

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #745 on: September 18, 2012, 08:22:34 AM »

I like the change (quality step-up!) in style. I am also really looking forward to seeing more UIN and civilian ships. I like that you've included some civilian combat vessels. Instead of naming UIN ships after European countries, I'd much prefer to see them named after major cities like Paris, Berlin, Amsterdam, etc., but that's totally up to you, of course.
« Last Edit: September 18, 2012, 08:24:12 AM by Erick Doe »
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #746 on: September 18, 2012, 10:53:40 AM »

Town names are used by RSF. They have no states and no countries that can provide alternative names. ISA have states, UIN - countries. Only pirates, civilians and XLE use non-geo/political names for their ships.

Shoat

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #747 on: September 18, 2012, 12:08:56 PM »

Wow, I didn't think I could see the quality (and attention to detail) of your sprites rise even further.
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #748 on: September 19, 2012, 11:12:35 PM »

While experimenting with the 'impact' value of the beam weapons i`ve found that it is possible to create MOO2-ish tractor beam! It will not drag the targeted ship, but will stop it and even spin if it hits far from the origin point of the target. UIN will probably get a large energy weapon based on this effect at some point.

silentstormpt

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #749 on: September 20, 2012, 09:29:07 AM »

That sounds interesting, you could make a Gyro Destabilser based on the MOO2
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