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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638453 times)

CrashToDesktop

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #930 on: December 17, 2012, 11:44:38 AM »

I like the look of the ISA now! :D My only gripe is the new landing bays, they a bit too small and seperated on te front of the destroyer.
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Barracuda

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #931 on: December 17, 2012, 01:51:26 PM »

ISA Idaho light carrier and Indiana mk.2 destroyer (with a large universal turret instead of 3 medium turrets):


New ISA sprites:


http://www.hark.com/clips/qxfxrpkpcs-i-jizz-in-my-pants . < Best way to sum up my reaction
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ArkAngel

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #932 on: December 17, 2012, 04:04:24 PM »

Gasp fatal error causing crash. I was on iron mode fighting a Russia fleet with my 3france destroyers a few fighter wings and a Idaho light carrier.. When the crash occurred I had been deploying my third France after killing off majority of enemy fleet with a Moscow left only. The error message said something about France custom export not found. I would post log if I knew how.
Still can't find the log but what ever, was probably a rare issue didn't have it again...
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Okim

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #933 on: December 18, 2012, 12:44:54 AM »

Just a though, but maybe you have erased somehow the custom variant that you have created for your France DE? Seems that game could not find the proper design for the ship and crashed to desktop.

Okim

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #934 on: December 18, 2012, 02:32:22 AM »

ISA Arkansas gunship and California and Connecticut frigates.



Just replaced sprites. Nothing else.

Arkansas was re-replaced as the first new sprite looked really ugly.

Okim

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #935 on: December 18, 2012, 02:46:38 AM »

Just two more ISA ship replacements and may be a new gunship-size vessel and i`ll upload a new version.

ValkyriaL

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #936 on: December 18, 2012, 02:48:28 AM »

I'l be waiting... When are you adding battlecruisers? ^_^
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Okim

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #937 on: December 18, 2012, 03:29:03 AM »

To UIN and XLE? 2013 - that`s for sure :) RSF and ISA already have a single battleship each.

If you mean an intermediate ship class between cruiser and battleship - i never actually planned those.

Okim

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #938 on: December 18, 2012, 04:45:51 AM »

ISA Colorado-class heavy frigate (now based on California hull).



All that remains for ISA light ships is a Denver-class heavy frigate (skimmer). This will take a while cause i have no concept yet. I don`t want it to use the original shape, but i also don`t want to base it on California as i did with Colorado shown above.

Okim

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #939 on: December 18, 2012, 08:48:01 PM »

Uploading a new version now (4.1). REMEMBER! You should delete the old mod`s folder before installation. This particular version is incompatible with previous saves!

Changelog is here.



ISA Denver-class heavy frigate (or jumper):


Again, just a sprite replacement.

Erick Doe

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #940 on: December 19, 2012, 06:32:27 AM »

You are making some great progress on the new ISA sprites.
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Wyvern

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #941 on: December 19, 2012, 11:35:10 AM »

Got to play around with this a bit last night.  And, wow, the missile based XLE wyvern frigate is an awesome starting ship!

I tend to avoid actually using XLE ships due to their low vent rates, but they're just so pretty... and this setup doesn't have flux issues because, well, missiles.  Plus high speed, near-immunity to enemy missiles (thanks to superior point defenses - you hardly even need the active flares)... Only real flaw is that it performs poorly against shielded targets, but you don't start out hostile to anything except pirates and aliens, so that doesn't even matter.

Even took out an alien gunship one on one; its teleporter just wasn't up to continuously dodging swarms of missiles.

(Even with their low vent rates, I do prefer XLE for starting ships; the previous wyrm gunship worked quite nicely with a light plasma cannon and a mix of vents and capacitors.  Speed and maneuverability is very important early-game - at least the way I play.)
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Wyvern is 100% correct about the math.

dogboy123

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #942 on: December 19, 2012, 09:38:58 PM »

Holy crap, I just got a mothership!, I caught it when It didn't have enough crew. The real challenge was stashing that thing at the abandoned base, before I suffered and accidents ;D.
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Okim

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #943 on: December 19, 2012, 11:11:52 PM »

BTW. Mothership is now (not sure if by now i mean version 4.1) has its 6 large turrets switched to built-in. This was made to ensure that only this huge saucer will get the most deadly weapons in the mod.

After i finish ISA redesign i`m planning to add some new pirate and Alien ships. That`s just for your information :)
« Last Edit: December 19, 2012, 11:15:47 PM by Okim »
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Okim

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Re: Project Ironclads, version 4.1 (0.54 with campaign)
« Reply #944 on: December 20, 2012, 02:48:53 AM »

Ok. The first of the last three ISA ships remaining - the Kentucky-class light cruiser with its three variants and comparison to RSF cruiser.




Standard.


Assault.


Plasma - a rare variant mainly used to deal with the aliens.
« Last Edit: December 20, 2012, 02:54:44 AM by Okim »
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