Fractal Softworks Forum

Starsector => Mods => Topic started by: Okim on December 23, 2011, 01:13:05 AM

Title: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on December 23, 2011, 01:13:05 AM
HISTORY

The mod tells a story of humanity`s future. It is 206 years after the first FTL jump made by humans. As soon as the unmanned probe returned from the first FTL travel to a nearby star - it became clear that space contains a lot of riches that await to be harvested.

In 126 FTL (126 years after first FTL travel) the United Nations of Earth that lasted nearly for 150 years broke forming four dominant factions - Russian Stellar Federation, Interstellar States of America, Xing Lao Empire and United Interstellar Nations. Each faction began its own colonisation and expansion efforts, launched its own technological projects and developed its own drive, shield, power plant and other technologies.

At first expansion was peaceful with each faction looking at others` achievements and learning from them. But soon border tensions between RSF and ISA began to rise eventually resulting in open military aggression between the factions. Today in 206 FTL the borders of the two giants are rich in abandoned and destroyed factions and numerous sightings of battles. On these ruins a powerful pirate faction calling themselves The Marauders was born and began threatening the local space with their fast and deadly raiding parties.

While other factions pick up a peaceful way of coexistence - both XLE and UIN have their own troubles. XLE is constantly being assailed by restless mechanical race known simply as 'AI' and powerful space-bound creatures called 'Rock Flies' that appear to be quite interested in asteroid fields in XLE territory. UIN are being harassed by powerful Alien raiders who`s intentions are unknown.

Full Ironclads screenshot library (http://steamcommunity.com/profiles/76561198006799234/screenshots/?appid=sc_196854&sort=newestfirst&browsefilter=myfiles&view=imagewall)
NOTE! While the screenshots come from steam library - Starsector is NOT available on steam directly!

STARTING OPTIONS
Spoiler

Ironclads provide the player with 5 different career options to pick from at start - trader, smuggler, miner, bounty hunter and pirate. Each choice has an impact on player`s starting money, ship, relationships and further career options.

Traders will enjoy the boosted relations with some factions as well as a good starting amount of credits. Trading commodities in a vast randomised world may be profitable and at the same time ruining due to distances, so this start is considered 'hard one'. Starting ship is a small and slow freighter.

Smugglers are much like traders, but with a slightly better (and non-hostile!) relations with minor factions and pirates. A safer approach to trading and thus an easier one. Starting ship is a shuttle with hidden contaband bays.

Miners will immidiatelly gain access to otherwise expensive and hard to obtain mining vessel. Slow moving ship with poor armaments may not be the easiest way to start the game, so expect it to be a harsh start. However, a single trip may yield a lot of money if you are lucky.

Bounty hunters is the only suitable way for players to jump into military career with the any faction right from start. Obtaining commisions licence is a must when picking this choice. Starting ship is a decently armed and armored gunship.

Pirates are thus far the easiest option due to a powerful gunship you`ll get at start. However, all the major factions and free traders will be hostile to the player. On the other hand all the minor factions will happily accept you on their bases.

Character generation. Pick one (http://steamcommunity.com/sharedfiles/filedetails/?id=675215220)
Character generation. Pick two (http://steamcommunity.com/sharedfiles/filedetails/?id=675215260)
Character generation. Pick three (http://steamcommunity.com/sharedfiles/filedetails/?id=675215305)
[close]

FACTIONS
Spoiler

Mod replaces the original factions of Starsector with 4 major ones, 3 minors, 1 independent and pirates. Major factions can be directly picked by player as starting options (locations mostly), but all of the factions can be 'joined' by reputation. Upon each game start al the factions have randomised relationship with each other. However, RSF and ISA have good odds of being hostile, while XLE/RSF and UIN/ISA relationship can rarely be hostile. Minor factions are generally neutral to all with the exception of FFS always hating UIN/XLE.

Major factions are RSF (Russian Stellar Federation), ISA (Interstellar States of America), UIN (United Interstellar Nations) and XLE (Xing-Lao Empire). Each faction pursues it`s own ship, weapon and drive technologies providing player with a variety of ship and weapon options (over 100+ unique ships and the same amount of weapons are present in this mod).

RSF description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217123)
RSF ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675274751)
ISA description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217030)
ISA ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675275936)
XLE description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217174)
XLE ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675276711)
UIN description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217145)
UIN ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675275276)

Minor factions are generally considered outlaw / hostile. These also have unique ship sets, but only one of the factions has also a uniqe weapon set. These factions are Marauders (scavengers of old ISA/RSG war), Black Widows (ex pro-military ISA/UIN organisation) and FFS (Federation of Free Stars - ex UIN/XLE colonies).

FFS description (http://steamcommunity.com/sharedfiles/filedetails/?id=675216967)
FFS ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675274049)
Marauders description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217052)
Marauders ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675279691)
Black Widows description (http://steamcommunity.com/sharedfiles/filedetails/?id=675216933)
Black Widows ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675279022)

Pirates are randomly distributed over the map and cause major troubles to surrounding systems. They utilise whatever ships they can find - mostly civilian-grade ships though.

Free Traders is what you are starting as a part of actually - a legue of traders, mercenaries, miners and bounty hunters that have access to most of the systems in the game and operate in peace with all the major factions. They fly on their unique set of civilian-grade ships that are derived from each faction. Destroyer-class is the largest available for them. Directly attacking free traders will result in severe relationship issues with all the major factions!

Pirates description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217088)
Free Traders description (http://steamcommunity.com/sharedfiles/filedetails/?id=675217003)
Civilian ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675286336)

There are also AI, Aliens and Rock Flies menaces that invade fringe worlds at some random rare odds. Encountering and defeating these yield some good loot, but nothing else.

AI ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675278289)
Alien ships (http://steamcommunity.com/sharedfiles/filedetails/?id=675277932)
Rock Fly (http://steamcommunity.com/sharedfiles/filedetails/?id=675277606)


[close]

CAMPAIGN MAP
Spoiler

Ironclads introduce a completelly randomly generated map consisting of more than 100 stars. Names, coordinates and contents of which are always random. The only thing that is constant is map sector affinity to major and minor factions - so RSF is always at NE, XLE at NW, ISA at SE and UIN at middle-SW.

Each system has 1-5 randomly picked objects that can be planets, gas giants, asteroid/iceroid fields and nebulas. Part of these bodies can contain salvageble debris, abandoned stations and ships and other goodies that encourage player to go out and explore the vast universe.

NW part of the map (http://steamcommunity.com/sharedfiles/filedetails/?id=675216487)
NE part of the map (http://steamcommunity.com/sharedfiles/filedetails/?id=675216521)
SW part of the map (http://steamcommunity.com/sharedfiles/filedetails/?id=675216598)
SE part of the map (http://steamcommunity.com/sharedfiles/filedetails/?id=675216559)

Currently the destribution of hyperspace nebulas is predefined by this one spiral galaxy map. Later on there will be a few random nebula maps that the game will randomly pick from.

For ease of navigation and keeping track who is who each system that has a colony or station in it is colored by that faction`s main color. This includes minor factions.
[close]

FEATURES
Spoiler

Ironclads is not just about factions, ships and weapons - mod introduces new market conditions, commodities, new interaction options, harvestable and lootable objects and other stuff for player to play with.

Mining.
One of the old features of this mod is asteroid/iceroid mining with specialised ships. The ship is a dedicated mining vessel that you can pick from start or obtain at any planet of major factions (if you are lucky). It is a slow and poorly defended vessel that is hardly suitable for exploration - so before conducting any mining operations it is wise to locate at least one of the sources of harvestables - special asteroid or iceroid clusters.

Mining is text-based interaction with these cluster objects. You have to survey the fields for ores/volatiles first and only then be allowed to mine them. Mining results depend on crew experience, your skills, deposit richness and mining operation type picked. Richness depends on the survey type applied.

Locating a field is hard, but most of the time the presence of a gas giant in the system is a guaranteed success - so look for those first.

Note that to utilise mining to full capacity a fleet of freighter and additional mining ships is recommended. But be warned - without escorts your juicy freighters are an easy target for pirates! It is also a good idea to stockpile ored/volatiles somewhere for possible procurement missions to appear as ores themselves are not that profitable to sell just anywhere.

Mining. Harvestable asteroids (http://steamcommunity.com/sharedfiles/filedetails/?id=675209785)
Mining. Surveying resuls (http://steamcommunity.com/sharedfiles/filedetails/?id=675209815)
Mining. Mining operations (http://steamcommunity.com/sharedfiles/filedetails/?id=675209843)
Mining. Risky operations (http://steamcommunity.com/sharedfiles/filedetails/?id=675209895)

Salvaging.
A large amount of collectable/salvagable objects are randomly distributed all over the map in the mod. These can be easy to collect scrap, more risky and rewarding station wrecks and even recoverable ships. All of these require combat rating, crew and some lack to accomplish. Ship recovery/disassembly requires a repair ship to be present in the fleet.

Abandoned, but fully operational stations that player can easily access are also present at random on the map. Locating one may help player with future exploration or raiding/trading.

A range of salvagebles as well as their mechanics are subjects to change and be expanded in the future.

Ship requisition.
Ironclads introduces a simple, but useful system of ordering specific, though predetermined, ship classes from major factions. You need to locate that faction`s shipyard and be at least favourable by that faction to get access to that.

Requisition is a direct ship purchase system that has nothing to do with local market except that it always puts the ordered ships in local storage (which you have to buy access to!). Ships come mothballed, but in full default variants - so mindstorming with what to arm these is not necessary.

Only a limited list of options is available per faction! Available ship classes depend on your status with the given faction.

Accessing ship requisition (http://steamcommunity.com/sharedfiles/filedetails/?id=675215430)
Ship class options (http://steamcommunity.com/sharedfiles/filedetails/?id=675215458)
Frigate options (http://steamcommunity.com/sharedfiles/filedetails/?id=675215487)

Planetary surveys.
Each uninhabited world in Ironclads can be surveyed for valuable 'survey logs' that are equally demanded at any market. To survey a planet you need a shuttle class ship in your fleet and crew. Planet conditions increase the risks of surveying, but rewarding with more logs in return - so it is up to a player if he wants to risk his crew.

Each planet can also be scanned for anomalies, but don`t expect each of them having something of value - around 10% of systems (20% if you are using specialised scanner ships and 35% if special planet scanner is used) contain something.

The anomalies types vary from smuggler`s cash to weapons and strained crew and require shuttles to be recovered.

Reparations.
If at any moment you actions have dropped relationship with a given minor or major faction (or pirates) to inhospitable or hostile - it is possible to pay a sum of credits that is directly depending on the current statue with the faction. Paying reparations is possible at any market of the given faction and immidiatelly resets your relationship to cautious. From here you`ll have to repair your relations on your own.

[close]

INSTALLATION

Ironclads version 11 (15.04.2016) is available here: https://yadi.sk/d/9284bCG1qzpuv

Current version is meant for Starfarer 0.7.2a.

Code
---===  Version 11 (15.4.2016) ===---

1. random universe
1.1. 96 completelly randomly generated systems + 4 preset systems
1.2. random colony redistribution for all factions in their respective sectors
1.3. random amount of colonies per faction
1.4. random markets for each colony depending on planet type
1.5. random targets for rock flies, ai and aliens in their regions
1.6. randomly redistributed pirate bases all over the map (amount of bases is also random)
2. huge starmap with the size of -30000 to 30000 for x and y
3. marauders and black widows now have limited amout of colonies


---===  Version 10.3 (28.3.2016) ===---

1. scanner ship now provides a huge bonus to fleet`s scanning range
2. amplified sensor hull mod increases fleet`s sensor range a bit
3. re-enabled fully working person bounties (non-ship yet)
4. enabled procurement missions
5. rebalanced the entire economy making prices for trading extremely diverse between factions
6. introduced a randomiser for stars locations (step 1 towards totally random map)
7. added hybrid/composite/synergy mounts to faction ships
8. added new ship systems from 0.72 to certain ships
9. re-enabled miner starting option
10. added a 'hired an escort' option for career options


---===  Version 10.2 (13.1.2016) ===---

1. mining, surveys, wrecks, derelicts, scrap are back
2. commisions by RSF, ISA, UIN, XLE and FFS are in game
3. possibly fixed the personal bounties


---===  Version 10.1 (15.12.2015) ===---

1. re-enabled ship requisition
2. re-enabled reparation payments


---===  Version 10 (7.12.2015) ===---

1. stable release adopted to Starsector officer update.


---===  Version 9.1 (21.3.2015) ===---

1. all fighters that have balistic / missile weapons received their own unique versions of these guns/pods with limited unrechargable ammo. Some have tweaked characteristics (to make fighters be able to unleash their ammo in few seconds and then be forced to go back for reload).
2. reduced costs of Keepers and Regulators.
3. Micro-missile Pod (small version) renamed to launcher and has no regeneration ammo.
4. all rocket systems now have thier reload times increased (122mm, 220mm, 320mm). The large the weapon - the faster the reload (24s, 20s, 16s).
5. fixed doublicate ships being granted for risky station wrecks recovery.
6. removed shields from all RSF ships, increased armour to be 0.15x of hull (was 0.1).
7. replaced RSF extended mags on all ships that had it with a new unique ammo feeder hull mod (that increases rate of fire).
8. added flares to all RSF ships (that do not use drones).
9. removed flux generation from all non-driver type ballistic weapons.
10. increased all energy type weapons` damagy by +50% to balance them with ballistic and missile changes.
11. increased ammo capacity of all large ballistic weapons.
12. reworked economy system switching it to stability and population dependency (rather than market size).
13. removed any instances of FTG stations/depots.


---===  Version 9 (7.3.2015) ===---

1. functional ship requisition system that you can get access to at RSF/ISA/UIN/XLE shipyards if being at least favorable by owning faction.
2. did some rabalancing for commodities and conditions. Nothing major, but should have some impact on economics.
3. fixed bugged names of rewarded ships.
4. fixed Baliff and Justice.
5. added descriptions to Manticore and Baliff. Fixed some mismatching old descriptions.
6. fixed 'indexoutofboundsexception' issues which happened at some markets with hostile factions.
7. moved some missile launchers to use a clip system. If you see 'system' - this means that missile/rocket has unlimited ammo and no clips. If you see pod or battery - these have some starting amount of ammo and clips. Anything else is one shot/limited ammo.
8. removed fast missile racks system from the mod. There is no longer any effect of it.


---===  Version 8.7 (24.2.2015) ===---

1. reworked ammo for all ballistic weapons. Pay close attention to clip/ammo/reload characteristics when choosing weapons for your ship
2. added FFS Beiliff-class freighter. Basically a simplier version of Codex. Moved Codex to a higher tier.
3. added Manticore-class frigate to XLE. It is a reconfigured Hydra with 360 deg medium energy slot.
4. rebalanced weapons to make their characteristics a bit more user-firendly.
5. forced Widows, Marauders and pirates to be able to trade even if hostile. Both do not spawn bounties and have no inspection-capable patrols.


---===  Version 8.6 (3.2.2015) ===---

1. moved extended mags to level 3 Ordnance Expertise skill
2. added primitive faction-based portraits, replaced FFS logo
3. added special bounty type that provides ships as a reward. Ships come in special variants with enemy/allies guns installed. Max size - CR
4. made market`s stability influence the supply/demands of the market. Low stability markets will start to demand more and more hand weapons, supplies and food while high stability markets will switch towards increase of drugs, luxury and domestic demands. Low stability will also produce high amount of green crew (unemployed citizents).
5. added back the 'orbital habbitat' market condition. Demands food, meds and domestic goods. Produces a lot of crew. Each faction now has it`s own habbitat (except for FFS - these have no crew supplier).
6. made pirate bases a main source of drugs and organs. Increased their demand of hand weapons, metals and components. This is an attempt to make smuggling a bit more interesting and rewarding.
7. removed miner starting option. This is now considered to be a part of 'trader' carreer. Boosted mining to compensate the need of buying an expensive miner ship (which now also costs a bit more).
8. added automatic Prober-ship scans in visited system. Detects unusual signals and reports them via basic message (abandoned stations, wrecks, etc.). Runs only once per each system.
9. fixed Michigan having no launch bays.
10. expanded Prober autoscans to provide entity coordinates (like 'orbiting Pustosh I'). Works if you have more than 1 prober in your fleet
11. fixed UIN fleets spawning with 'AI BOTS' captain names.
12. removed pirates-marauders-widows relation ship update. WIll fix it later (the issue forced pirates to change relationship from hostile to neutral on the fly).


---===  Version 8.5 (20.1.2015) ===---

1. replaced all alien sprites with new ones (except for the mothership)
2. added phasing cloak to AI gunBOTS
3. added ship derelict interaction dialogue (loot, scrap or repair), introduced the demand of repair & salvage ships
4. removed Black Widows Supporter barge (the sprite looks ugly)
5. fixed some missile trails (alien missile, torpedoes)
6. fixed issues with pirates being too much 'forgivable' to player
7. moved RSF/UIN/XLE cruiser-class carriers to medium carrier choice (increasing their availability in fleets)
8. reduced the amount of credits awarded for both standard bounties and person bounties
9. increased supply/demand values for basic ores. Price should not drop too fast while selling large amounts of ores
10. reintroduced the 'husk-removal' script that instantly destroys 50% of all fighter hulls. Made 100% destruction rate for the drones just in case
11. fixed the 'repayment' option not checking if the player has enough  money
12. improved AI/Alien weapons a bit to make them deadlier
13. increase XP required for level ups (2x times for now, will see how it works), returned back the xp for trade value (was 0.05 of profit, now 0.25)


---===  Version 8.4.1 (28.12.2014) hotfix ===---

1. fixed a crash occuring on several markets (like Cold Sands)
2. rebalanced the supply/demand in order to achieve the crash fix


---===  Version 8.4 (26.12.2014) ===---

1. reduced the amounts of trade disruption events, now to get a disruption a trade 'lane' should loose more than 75% percent of sent fleets (was ~25%)
2. increased the chances for all factions to spawn a person bounty, person bounties have a chance to spawn fleet consisting of local faction`s ships or nearby pirate subfaction even if they spawn a 'notorious pirate'
3. fixed Marauder Scavenger not being counted as a miner-capable ship
4. readjusted economy to be generally more stable, made price flactuation less bizarre resulting in more balanced prices for all commodities (including fuel/supplies/crew)
5. added FFS faction (4 systems, 4 colonies, some stations, rock farm producing rock blast drugs, raiding fleets)
6. increased loot drop rates from AI, Aliens and Flies
7. for modding purposes - moved out timespawner plugin that calls for various time-related events (like Marauder scavengers, faction miners and etc)
8. added UIN/XLE Expeditionary Fleets that invade FFS space
9. increased number of RSF/ISA invasion fleets
10. rock blast, psi-clones and recreational drugs are all considered drugs for demand purposes, brights are now luxury goods for demand purposes too (this is made to shorten the demand list)
11. added a random system content generator and > 15 unclaimed systems that use this generator to spawn planets/asteroids/specials in it


---===  Version 8.3 (12.12.2014) ===---

1. set up to 1 military base per system for each faction to increase cruiser/capital ship probability odds (Vega has no MB)
2. added 1 FTG trading hub per each faction to ensure person bounties
3. added a couple of FTG resupply depots to distand systems (to make obtaining supplies/fuel a bit easier and stimulate named bounties generation)
4. added ISA/RSF invasion fleets. These will spawn a owner`s colonies and invade their enemy`s territory seeking a colony to blockade
5. added back AI, Alien and Rock Fly menaces. These are spawned at some slow rate and invade their corresponding faction`s systems. Rocks seek for asteroid clusters and thus may interfere with mining operations. AI survey planets at random and attack some random XLE/RSF colony if allowed to return to their spawn point in large numbers (not being intercepted). ALiens do the same, but in UIN/ISA space and pick only colonised planets as targets. All menaces currently carry basic resources based on their origin for the purpose of the loot/reward. Rocks can drop some brights!
6. added Black Widows to the game. They operate in ISA/UIN space and use the generic pirate relationships with player. They get some high-tech ships based on ISA/UIN hulls
7. all asteroid/iceroid clusters and space junk are now randomly generated in systems that are supposed to contain these (names are random)
8. buffed a bit the overmining procedure output and experience gained by player for mining
9. added the Marauders and a system for their hideout. Marauder fleets scavange the nearby abandoned stations, wrecks, space junk and scrapping facilities
10. brought back planetary surveys and planet scanner. Introduced scans with Prober scanner ship (the more you have - the better are the odds to find something of value). Survey logs can be sold anywhere for ~1000 credits

---===  Version 8.2 (28.11.2014) ===---

1. another economy rebalance effort. Added new depot condition to mitigate supply/fuel shortages on planets
2. 32 new sprites that are used by FTG and pirates
3. fixed reported text errors
4. fixed shipyard and relay occupying a single slot
5. added a lot of asteroid clusters and iceroid clusters in multiple systems that player can mine
6. added space junk in multiple systems that player can salvage for free
7. added back mining procedures (surveys, scanninig with a device/scanner ship, mining/overmining operations with mining ships) and mining skills. Mineral scanner can be bought at any markets that produce electronics
8. reconfigured almost all variants and some hulls
9. removed unnecessary ship hulls (mostly freighters from each faction and extra miners/tugs)
10. reconfigured Scrapper miner into a construction ship
11. increased salvage a bit after battles
12. made AI/ALien weapons unsalvageable at all - will eventually add hybrid weapons at some point
13. introduced a random picker for station sprites at game creation (for the generic non-shipyard stations). Still only RSF sprites for all factions.
14. added a new 'pirate hideout' market condition. It disables black market and storage submarkets and unlocks military one. It also provides some demand and supply of basic resources that pirates and smugglers might be interested in
15. tweaked 'here and there' to make pirate be more numerous. Can`t say if it works though.
16. added back station wreck salvaging and salvaging skills. Wrecks can be salvaged twice per game if you have high enough skills. The choice is either to do it safe or risk some incidents in the process (but get much better loot). 1 wreck per faction space + 1 in Gladisar.
17. added new sound effects for 408mm gun family (credits go to SniZupGun and his sound depot thread - http://fractalsoftworks.com/forum/index.php?topic=8265.0).



---===  Version 8.1 (14.11.2014) ===---

1. economy system rebalanced, food shortage events removed, market conditions adjusted to allow markets to have more of their products for sale.
2. added two new market conditions 'unhealthy conditions' and 'luzury demand' that increase medicaments reuqirements and luxury requirement respectively.
3. removed all FTG stations except the one in UIN space to balance the markets.
4. joined all stations and colonies they orbit to prevent exploits.
5. resprited the custom ship skins to closely match the RSF civilian ships. Skins still retain all their original properties.
6. allowed FTG to excessively use low-cost variants of custom ships (those skins that are listed above).
7. fixed some typos, texts and etc.
8. added some sattelites and ministations for decoration purposes. These orbit colonised planets and some other planets and can`t be interacted with.
9. fixed visual oddities with some planets (mostly repositioned them, improved ring bands representation and etc.).
10. added some custom entities in several systems. These have no effect in campaign yet, but already have unique sprites and some primitive interaction dialogues.
11. added some sprites for RSF stations (currently all factions are using them - will be replacing the sprites once i finish it).
12. lowered tariffs for all factions so that trading is a bit more profitable without the food shortage event.



---===  Version 8.0 (0.65.1a compatible) ===---

1. economy system with several new commodities and market conditions
2. 4 major factions and 2 minors (free traders and pirates). Each major has own overproduction/shortages of commodities.
3. reworked starting options that allow you to pick the starting location, relationships and even start as a pirate.
4. 25 new black-red ship skins with different modified properties. Mostly used by pirates.
5. some custom decorations for stations.


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Paypal.me in case you wish to drop a penny to the author: https://www.paypal.me/IOARK :P
Title: Re: Ironclad Dreadnaught
Post by: Ivaylo on December 23, 2011, 02:57:21 AM
That's really awesome ;D
Title: Re: Ironclad Dreadnaught
Post by: Lopunny Zen on December 23, 2011, 05:47:35 AM
i...wish i could..test it for you :)
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 23, 2011, 11:08:44 AM
Wow! That's a fairly large ship there, heheh. In theory that ought to be fine, but since that hasn't been tested, I fully expect something to at least mildly break with a ship that big. Which I would be more than willing to fix, when it comes up.

It is a huge ship (300/1000 pcx) taken from my other modding project. Was just curious on how large the ships can be in SF (but can`t actually test it right now due to 'pixel format not accelerated' issues with my outdated GeForce 4 card :)

Are your video drivers up to date? That particular error is usually resolved by updating them, I think I've only heard of one case where that did not help (and numerous cases when it did).
Title: Re: Ironclad Dreadnaught
Post by: Thana on December 23, 2011, 12:00:48 PM
Oh. Oh, my! That sure is pretty!  :o
Title: Re: Ironclad Dreadnaught
Post by: Zarcon on December 23, 2011, 01:44:40 PM
Very nice!  :)  But where is the 3rd Heavy Ballistic mount noted in the Codex screenshot?  Looks like it would go nicely a little behind those three flak cannons near the front of the ship. 

I can't wait to get to try this and any other ships you come up with, once 0.5a comes out, I'm hoping that a new slew of mods gets put out there for us all to mess around with.   ;D
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 23, 2011, 02:05:56 PM
In that config i replaced the third LBal with a laser PD.

This design, btw, sucks awfully. Enemy just get into my back and slowly tear it apart while i try to maneuver.

The new design has both lasers replaced by large ballistic guns (gauss cannons), all cannons replaced with mass drivers and all autolasers with impulse laser beams. Try now to sneak behind, nasty little bastards ;D
Title: Re: Ironclad Dreadnaught
Post by: Zarcon on December 23, 2011, 02:09:52 PM
In that config i replaced the third LBal with a laser PD.

This design, btw, sucks awfully. Enemy just get into my back and slowly tear it apart while i try to maneuver.

The new design has both lasers replaced by large ballistic guns (gauss cannons), all cannons replaced with mass drivers and all autolasers with impulse laser beams. Try now to sneak behind, nasty little bastards ;D

Awesome.  :) heh heh

Also, isn't it nice how well Alex's A.I. takes advantage of things like that?  Pretty cool in my opinion, makes you have to think about fields of fire, and full coverage etc.   ;D
Title: Re: Ironclad Dreadnaught
Post by: Krelian on December 23, 2011, 04:14:40 PM
wow! Okin the second I saw the ship I recognized it from the thread of my favorite SOTS mod. Its great to know you may be doing stuff arround here too.
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 23, 2011, 05:01:38 PM
Very cool to see some action shots! It's safe to say I'm looking forward to seeing more :)

Hmm... a design this long compared to its width, I think the AI will misjudge how close it needs to get from the side to be in weapons range - so you might see it getting shot at from beyond effective weapons range. The ship itself won't have this problem, though. I'm seeing it become a bit of a problem for the Odyssey (http://fractalsoftworks.com/2011/12/08/introducing-the-paragon-and-the-odyssey/), which probably has just half the height:width ratio. I'll have to fix that somehow.


... Alex's A.I. ...

I'm not a robot! *bzzt* *chirp*
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 24, 2011, 09:10:42 AM
That mass driver turret looks real mean. Love the new background, too, it has a very distinct feel.

Looking forward to getting my hands on this, whenever it's ready!
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 24, 2011, 09:28:34 AM
I can upload it right away. Three ships and a weapon are ready with all graphics including icons. There is also a randomised mission with those ships at one side and original ships as enemies.

I`m working on other ships now and some weapons as well as a new mission where you`ll have to deal with Ironclad ships while playing Conquest with random fleet setup.
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 24, 2011, 04:14:29 PM
Strange, after adding fighters the game began to crash sometimes with '/ on zero' error.
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 24, 2011, 05:52:32 PM
Strange, after adding fighters the game began to crash sometimes with '/ on zero' error.

If you can email me the logfile (or just post the last stack trace from starfarer.log here), I might be able to help. My guess is it's *probably* something to do with the data definition, as stock fighters don't cause the crash.

Hmm... I can see an unset "collisionRadius" or "shieldRadius" cause something like that (even if a ship/fighter has no shields). That might make sense for fighters, though it could well be something else.
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 01:58:08 AM
Set shield and collision radius on all ships, but the game still crashes.

Here is the log file (but it doesn`t seem to contain any info on crash): http://www.okim.nickersonm.com/SF/starfarer.log
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 03:33:46 AM
I think i`ve found the problem!

Game crashed each time my fighters were about to land on dreadnaught which had two launch bays (not one with multiple entry points, but two with one entry point on each side of DN). Both my launch bays appeared to have the same id name  ::)
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 25, 2011, 09:20:51 AM
I think i`ve found the problem!

Game crashed each time my fighters were about to land on dreadnaught which had two launch bays (not one with multiple entry points, but two with one entry point on each side of DN). Both my launch bays appeared to have the same id name  ::)

Excellent! Thanks for posting the logfile - it did have a (very helpful) stack trace above the performance metrics dump, though it's not exactly human-readable. Just fixed up the code so that it hopefully wouldn't crash in the same scenario, and just land fighters in the middle of the ship instead.

Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 10:09:22 AM
Well, after i made a single launch bay with multiple locations everything runs smooth and nice. Fighters land in all set locations as intended.

BTW, is there any way to assign a specific cost to a ship variant (not wings)? I doubt that a ship armed with double machineguns should cost as the same ship with mass drivers.

And can we have some kind of AI behavior option per variant? Say i want a specific variant of a frigate to be solely a PD escort while other - a strike craft and the third - a long range support.
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 25, 2011, 11:02:59 AM
BTW, is there any way to assign a specific cost to a ship variant (not wings)? I doubt that a ship armed with double machineguns should cost as the same ship with mass drivers.

Yeah - that will be reflected in the campaign, in terms of the actual costs of buying & equipping ship hulls. As far as the fleet points cost, it seems reasonable to me that it's fixed per hull, since part it reflects the leadership ability needed to command a given ship, its logistical requirements, things like that.

And can we have some kind of AI behavior option per variant? Say i want a specific variant of a frigate to be solely a PD escort while other - a strike craft and the third - a long range support.

The AI actually takes these things into account. It'll look at the weapons a variant has equipped when deciding what combat assignments its suited for ("fire support", "light escort", "strike", etc. The weapons also affect its piloting - it knows about getting in range for its lower-ranged weapons (but no closer), staying out of enemy weapons range, etc.
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 11:33:18 AM
Well i noticed that enemy HILs equipped ships are particularly annoying as they don`t like to get into close combat. Hunting them with fighters/bombers and bringing salvoes of missiles at them is quite funny!

I also noticed and enjoying much the fact that your ships cease fire to prevent friendlies being hit. And the fact that fighters ignore all possible damage from your capitals/other fighters is also great. At first i was ceasing fire when my wings approached my target, but now guns are ablaze non-stop :)

BTW - fighterd after-return is also a very helpful feature! And fighters equipped with single-shot ordnance returning to rearm are so damn realistic.

After playing weird worlds, distant worlds for a while and starcons/moos on a constant return-to basis - i feel that this game will be my favorite. All it needs is a multiplayer to share the joy with the others!
Title: Re: Ironclad Dreadnaught
Post by: Alex on December 25, 2011, 12:00:13 PM
Thank you, glad you like it!

Hate to say it, but multiplayer just isn't something I could reasonably add to the game - time and design constraints and all that. Sorry! :)
Title: Re: Ironclad Dreadnaught
Post by: Okim on December 25, 2011, 12:48:08 PM
Perhaps MP could be an addon after the game sales and such? :) I think many people will gladly pay for such a feature.

Meanwhile here is an adversary for Ironclads - the Greys Mothership:

(http://okim.nickersonm.com/SF/UFO.jpg)
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Alex on December 25, 2011, 02:53:27 PM
Whoa, very cool! (the mothership, too, but I meant the mod being out!)

The flagship certainly lives up to the name - seeing it get hit by a torpedo and only take middling armor damage is disturbing.

Btw, tip - if the frame rate gets low, toggle off the firing arcs display by pressing '~'. That can actually be a big performance hog, especially for ships with lots of long-range guns. I need to fix that.

Well, then, I'm off to play some more :)
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 25, 2011, 02:56:03 PM
The first version of the mod is released. Enjoy! Archive is in the first post.

P.S.: moved the majority of shots to the first post to make this thread a bit lighter on images. ALso removed irrelevant posts consisting only from images...
Title: Re: Ironclad Dreadnaught
Post by: Flare on December 25, 2011, 03:36:59 PM
Perhaps MP could be an addon after the game sales and such? :) I think many people will gladly pay for such a feature.

Meanwhile here is an adversary for Ironclads - the Greys Mothership:

(http://okim.nickersonm.com/SF/UFO.jpg)

That thing just screams "THROW YOUR MISSILES AT ME". Nothing is going to miss against this :D, although I'm not sure whether there's enough ammunition to kill this thing.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 25, 2011, 04:30:16 PM
It is not a final variant yet. It will have some extra small/medium guns as well as hardpoints added :)

Besides Greys will have very cheap and numerous fighter wings. Cheap, numerous, but weak. But powerful enough to deal with missiles.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 26, 2011, 12:10:42 AM
Alex, i`ve noticed that the game allows to equip energy weapon on any ballistic/missile (and visa-versa) slot without any problems. Also it allows for a large weapon to be placed in medium slot.

If a make a ship hull with one type of weapons and create some variants for it with weapons of different types - will it cause problems with future updates? I ask because i don`t want to clone a single hull in order to make it use another weapon type.

Also a suggestion on weapon types - can we have a universal slot? The one that can be equipped with anything you`d like?
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: mendonca on December 26, 2011, 01:34:02 AM
I can't wait to get home and try this out.

Are you using anything in particular to create your graphics? They have an unusual style, almost like they have been computer generated in some fashion, or like bits of clipart (for want of a better word) or something. I don't mean it in a bad way, I think they're great (in case there was any doubt) - just curious, that's all.

At the minute the weapon slots aren't checked for compatibility in the way variant files are set up, however the refit screen (upcoming) will do so. I'm guessing that's the point at which strange things will start to happen...
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 26, 2011, 01:40:04 AM
Those are top view shots of 3-d models for my other mod (look at signature).

I`ve just added a new ship and all of a sudden i get a persistent 'Key [style]' error. I`m at my work using XP wordpad for csv, variant and ship files.

P.S.: ignore this. The game read two files from hulls folder that were not yet set up and mentioned in ships_data.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Alex on December 26, 2011, 09:12:39 AM
Alex, i`ve noticed that the game allows to equip energy weapon on any ballistic/missile (and visa-versa) slot without any problems. Also it allows for a large weapon to be placed in medium slot.

If a make a ship hull with one type of weapons and create some variants for it with weapons of different types - will it cause problems with future updates? I ask because i don`t want to clone a single hull in order to make it use another weapon type.
At the minute the weapon slots aren't checked for compatibility in the way variant files are set up, however the refit screen (upcoming) will do so. I'm guessing that's the point at which strange things will start to happen...

Right, the files won't ever be checked for "correctness" - it's the job of the refit UI to ensure that, since it has to take account character skills and such when deciding what's valid or not.

What will happen in the refit screen is you'll be able to remove the weapon, but will only be able to put back in weapons of the matching type. So that's not exactly a problem, but on the other hand, if you want to make the new ships fit in alongside existing ships in the campaign, that's a possible issue. I don't know that making all the slots "universal" would help much - it'd be harder to make sure the ships weren't overpowered, and you'd be leaving yourself less room to differentiate hulls.


Also a suggestion on weapon types - can we have a universal slot? The one that can be equipped with anything you`d like?

Hmm. That's come up before, and I think it's a good idea. I'll add it to the list, though I can't make any promises - need to take a look and see what that entails... there might be some unexpected consequences. Would also have to go back through the existing hulls and sprinkle in a universal slot here and there, too.


Edit: In the process of checking into it, I kinda accidentally added it. Ooops! So, that'll be in the next release :)

UI-wise it's not exactly nice - the list of weapons to pick from gets huge, but that's just in the test refit UI where *all* the weapons are available. Within the campaign it's a lot more manageable since it's restricted to what you actually have available.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: ollobrains on December 26, 2011, 01:02:34 PM
if u have a universal weapon slot u may also want to put some drawbacks on it say 10% reduced damage or some other modifiers to offset the jack of all trades nature of using it
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Alex on December 26, 2011, 03:57:28 PM
Funny you should mention that - the universal slots will have a slight drawback. Normal slots allow you to place a weapon one size smaller into the slot, while universal ones require the weapon size to match exactly.

Both helps clean up the number of available weapons dialog, and balances the universal slot a bit.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Lopunny Zen on December 26, 2011, 04:05:48 PM
hey alex...you should use his Heavy velocity cannon idea...it looks cool and has good firepower and range....plus it takes a big slot it can make you choose between long range and firepower
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: ollobrains on December 26, 2011, 07:10:14 PM
Long range snipe low damage shots
Short range explosive shots against big targets , however small targets can ignore inclose big explosions

For that youd have to field fighters or point defense cannons or light missile subtypes
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 26, 2011, 11:34:47 PM
hey alex...you should use his Heavy velocity cannon idea...it looks cool and has good firepower and range....plus it takes a big slot it can make you choose between long range and firepower

That`s just a 3 barrelled version of the original High Velocity Driver. All differences are in its size, burst of 3 following shots, longer recharge and slower turning speed. No changes to damage/range etc. were made, so there is no my idea in it :)

It was made for the dreadnaught primarly.
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Okim on December 27, 2011, 05:12:12 AM
Alien Mothership in game:

(http://profinstrument.ru/mothership01.jpg)
(http://profinstrument.ru/mothership02.jpg)
(http://profinstrument.ru/mothership03.jpg)

Huge, pretty and deadly, isn`t she? :)
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Flare on December 27, 2011, 06:15:00 AM
It looks better burnt out I'm afraid to say :P.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on December 27, 2011, 07:21:57 AM
Updated the mod to 1.1 (see list of changes in the first post).

Gone to Siberia until January, everybody Happy New Year! :)
Title: Re: Project Ironclads, version 1.0 (released!)
Post by: Zarcon on December 27, 2011, 08:27:20 AM
Funny you should mention that - the universal slots will have a slight drawback. Normal slots allow you to place a weapon one size smaller into the slot, while universal ones require the weapon size to match exactly.

Both helps clean up the number of available weapons dialog, and balances the universal slot a bit.

This idea makes me very happy.  :)  More flexibility is something I really enjoy.
Title: Re: Project Ironclads, version 1.1!
Post by: ollobrains on December 27, 2011, 09:35:58 AM
Liking the alien mothership thing
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on December 27, 2011, 10:57:31 AM
That looks great! Loving the new background, too, combined with the mothership, makes for some very pretty shots.

Also, apparently it's so big that the "ship disabled" explosion couldn't do enough damage to, well, damage most of it. Heheh.
Title: Re: Project Ironclads, version 1.1!
Post by: ollobrains on December 27, 2011, 09:20:06 PM
need a mothership killing weapon now
Title: Re: Project Ironclads, version 1.1!
Post by: Lopunny Zen on December 28, 2011, 06:07:18 AM
seriously...some of these new weapons should be a consideration for the starfarer game and campaign...love the heavy velocity turret :)
Title: Re: Project Ironclads, version 1.1!
Post by: Lopunny Zen on December 28, 2011, 06:12:33 AM
btw...that Dreadnaught is invincible....no joke...let 9 large ships surround me and attack but my hull is so powerful i take pennies worth of damage and all my guns demolish them...you need to weaken the armor lol
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on December 29, 2011, 01:56:11 AM
Ships both Ironclad and Alien require some balance. I need to play more to better understand the game.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on December 29, 2011, 06:44:08 AM
Some Ironclad and alien hulls/weapons:
(http://www.okim.nickersonm.com/SF/pic11.jpg)
(http://www.okim.nickersonm.com/SF/pic12.jpg)
(http://www.okim.nickersonm.com/SF/pic13.jpg)
(http://www.okim.nickersonm.com/SF/pic14.jpg)
(http://www.okim.nickersonm.com/SF/pic15.jpg)

New shotgun weapon:
(http://www.okim.nickersonm.com/SF/pic16.jpg)
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on December 29, 2011, 07:52:30 AM
Oh oh, is that a space shotgun of doom I see in that final screenshot?!?!?!   :o

That looks like some fun.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on December 29, 2011, 07:54:49 AM
Its primarly role is PD. Good against fighters, great against MIRWs and torpedoes. Can quickly overload frigate-class ship if scores a good hit. But otherwise - much less powerful than flechette cannon :)
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on December 29, 2011, 08:29:16 AM
Its primarly role is PD. Good against fighters, great against MIRWs and torpedoes. Can quickly overload frigate-class ship if scores a good hit. But otherwise - much less powerful than flechette cannon :)

Sounds pretty interesting!

Also, in case I haven't mentioned before, the Sword of the Stars mod in your link is my favourite mod of that game. (The only real downsides to it are the way planetary conquest magically makes the planet perfect for the conquering race and the way drones are implemented. Oh, and the guided torpedoes seem overpowered.)
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on January 01, 2012, 03:34:47 AM
Huh. I think the difficulty level "extreme" in the Beast Hunt mission where you kill four alien motherships seems off. I got an 84% score on my first try. Granted, I got it by by exploiting a combination of factors (the alien motherships' extreme slowness, the player ships' beam range that was longer than any but the alien ships' missiles which I could just wait until they ran out of) to keep it occupied and near full flux at all the time while a wing of bombers flew back and forth between a carrier and the enemy currently in the field to slowly but methodically reduce them to scrap metal. I lost two heavy fighter wings, a torpedo bomber wing and my initial ship. After losing my ship I transferred into the cruiser on the field and that lasted me the rest of the fight.

I wouldn't want to fight them with anything that didn't have a range advantage, however..!
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 01, 2012, 11:07:27 AM
It was set to EXTREME before i added gunboat and fighter to the Aliens. Now it is closer to extreme as fighters do a good job at tearing down your ships :)

(http://www.okim.nickersonm.com/SF/lightning.jpg)

A flight of these tears apart FRs and DEs in seconds. Especially heavy skimmer armed with two light pulse lasers and homming torpedo!

New light carrier codenamed Mule (based on Mauler hull):

(http://www.okim.nickersonm.com/SF/mule.jpg)

BTW, i`m planning to remove shields from the ironclads and add more armor to them to simulate early tech-level of the 'humans' piloting them.
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on January 02, 2012, 04:34:33 AM
Okay, that sounds interesting in the sadistic kind of way - when are you planning to release the new version with the alien fighters? (And you're right, it does sound like "extreme" would probably be a fitting difficulty description at that point.)
Title: Re: Project Ironclads, version 1.1!
Post by: Flare on January 02, 2012, 06:03:15 AM
I think I've pinpointed what it is about your ships' appearance that's bugging me. It's those red immaculate plates you're using. It's very weird in contrast to the rest of the ship's design and manufacture.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 02, 2012, 07:48:10 AM
Yes, those plates were the latest addition to the design before upload. A last-time scetch. Without those ships looked dull.

A new update is going to be available after i finish a set of new ships (e-fighter, bomber, lancer and crossbow gunships, light and spinal frigates, barrage destroyer) and rework shield/armor for clads...
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 04, 2012, 01:55:02 PM
New ships/weapons.

Hunter fighters with Unguided Rocket Racks:
(http://www.okim.nickersonm.com/SF/pic20.jpg)

Lancer gunships with two Laser Cannons / Laser Beams:
(http://www.okim.nickersonm.com/SF/pic18.jpg)

Crossbow missile boats with two Hunter x3 MRMs / Pilum x3 LRMs:
(http://www.okim.nickersonm.com/SF/pic21.jpg)

Blazer variants with Turbolaser Cannon / Laser Tri-Beam:
(http://www.okim.nickersonm.com/SF/pic17.jpg)

Dreadnaugh variants with Laser Tri-Beams, Heavy Laser Beams, Laser Beams / Turbolaser Cannons, Gatlinglasers, Laser Cannons:
(http://www.okim.nickersonm.com/SF/pic19.jpg)

This is a new DN that replaces old outgunned one ;)

Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 04, 2012, 05:20:14 PM
Wow, talk about bristling with guns :)
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 05, 2012, 12:51:38 AM
ISA "Alabama" Class Cruiser:

(http://www.okim.nickersonm.com/SF/pic23.jpg)(http://www.okim.nickersonm.com/SF/pic22.jpg)

ISA - Interstellar States of America. All Ironclad ships will be renamed and given to RSF (Russian Stellar Federation).



:)
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on January 05, 2012, 02:43:55 AM
You seem to be working towards a full conversion mod here. (Which, considering your SotS modding, may not be a huge surprise, but interesting nonetheless.)
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 05, 2012, 03:19:06 AM
Nah, i`m just tunning my 2d drawing skills (Alabama is the first fully hand-made 2d image, which i`m proud of currently) :P
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 05, 2012, 07:54:25 AM
Alabama was reduced to a destroyer size (it turned out that its actual pixel dimensions are equal to Mauler).

A new Missuri Missile Destroyer was added based on Alabama hull.

(http://www.okim.nickersonm.com/SF/pic24.jpg)
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on January 05, 2012, 08:30:37 AM
Nah, i`m just tunning my 2d drawing skills (Alabama is the first fully hand-made 2d image, which i`m proud of currently) :P

Wow, really nice man.  :)  I like the Alabama a lot!  Does it have any PD remaining on it though?  Could get tricky without a little bit of course.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 05, 2012, 11:50:38 AM
Four small energy turrets will be used as pd weapons. The proper combat/pd small energy weapon for ISA is still in design though, so currently Alabama/Missuri are equipped with tactical lasers.
Title: Re: Project Ironclads, version 1.1!
Post by: Flare on January 05, 2012, 05:17:14 PM
Loving those prongs.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 07, 2012, 03:02:39 PM
Iowa class frigate.
(http://www.okim.nickersonm.com/SF/pic26.jpg)

Heavy Plasma Cannon (ISA answer to turbolasers).
(http://www.okim.nickersonm.com/SF/pic25.jpg)

This Alabama variant is just for testing purposes. Alabama wont have large energy weapon :)
Title: Re: Project Ironclads, version 1.1!
Post by: Thana on January 08, 2012, 12:22:15 AM
Speaking of large weapons, this is an awkward time to work on new ships and mods since the next version is intended to redesign most if not all ships' weaponry to make small and medium slots more common and meaningful. Of course, if you don't intend for the mod ships to interact as much with the base game ships, that's not a problem.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 08, 2012, 02:53:11 AM
Ironclads have 1-2 large weapon per DE and 2-3 per CR/BS which is not that much as vanilla (eagles for example and onslaught) have.

That weapon and turbolaser are primarly for BS/DNs. The shot above just shows how it looks (actually it takes the whole flux capacity of alabama to fire that two shots).

There is no way currently to sepparate modded ships/weapons from vanilla ones except for missions. I hope that 0.5 will provide more control on which vanilla items are included/excluded to/from mod.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 10, 2012, 01:21:08 AM
New Stiletto Graphics (made from scratch using photoshop).

(http://www.okim.nickersonm.com/SF/pic28.jpg)

ISA F-135 Fighters and B-202 Bombers. Those are much smaller that ironclad fighters and almost matching in size vanilla ones.

(http://www.okim.nickersonm.com/SF/pic27.jpg)

F-135 is an E-Fighter (energy figter) carrying two new autoblasters (you can see greenish turrets for those weapons on Iowa Frigate on the first picture).
B-202 is a missile shuttle carrying one torpedo, 2 unguided missile launchers and two sabot missiles (which will be replaced by something new as well as torpedos).
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 10, 2012, 08:07:13 AM
Nice! Looking forward to trying these guys out, especially the new weapons.
Title: Re: Project Ironclads, version 1.1!
Post by: Lopunny Zen on January 10, 2012, 10:35:18 AM
does this mean theres going to be 3 teams in one fight :D?
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 10, 2012, 08:58:44 PM
1. Currently this means that there will be three different factions - two human and one alien. Each will be using its own equipment (including different types of missiles). There will be a set of missions for both RSF and ISA where they fight each other and missions with combined forces fighting aliens.

2. It also means that RSF are going to be redrawn from scratch :)

3. Which probably means that i`ll wait for Starfarerer 0.5 to be released...
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 11, 2012, 09:44:21 AM
Made some new weapons for both sides.

ISA:

1. Stinger launcher (1 shot, 2 ammo, small, powerful)
2. Stinger Battery (2 shots, 16 ammo, medium, powerful)
3. Blizzard SRM launcher (1 shot, 3 ammo, medium, powerful)
4. Blizzard SRM battery (1 shot, 30 ammo, large, powerful)
5. UGR-16 (unguided rockets, 1 shot, 16 ammo, small, fast fire rate)

RSF:

1. Strela launcher (1 shot, 2 ammo, small, fast)
2. Strela battery (1 shot, 12 ammo, small, fast)
3. Osa SRM launcher (1 shot, 3 ammo, medium, fast)
4. Osa SRM battery (1 shot, 24 ammo, large, fast)
5. NURS-12 (unguided rockets, 1 shot, 12 ammo, small, powerful, fast fire rate)
6. NURS-24 (unguided rockets, 1 shot, 24 ammo, medium, powerful, fast fire rate)
7. 50mm Dual Cannon (kinetic, 2 shots, medium, range 800)
8. 125mm Battlecannon (explosive, 1 shot, medium, range 600)

New mauler and stiletto with new weapons.
(http://www.okim.nickersonm.com/SF/pic29.jpg)

Mauler and Alabama no longer have large turrets. It turned out that vanilla DEs didn`t have any large weapons except one with fixed energy. So i decided to replace one large turret with 2-3 medium turrets. Mauler is now purely broadside fighter with weapons grouped per bank.

P.S.:

Osa = Wasp
Strela = Arrow
NURS = UnGuided (NeUpravlyaemie) Rocket System
UGR = UnGuided Rockets
Title: Re: Project Ironclads, version 1.1!
Post by: Flare on January 12, 2012, 06:18:34 PM
Those red plates look fantastic :o as does everything else, in fact, rivets makes everything cool.
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 13, 2012, 09:16:31 PM
ISA B-202 launches a Hellfire light torpedo.

(http://www.okim.nickersonm.com/SF/pic30.jpg)

ISA Alabama-class destroyer with new ISA weapons.

(http://www.okim.nickersonm.com/SF/pic31.jpg)
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on January 14, 2012, 08:08:34 AM
Man, this is exciting, it is amazing how much cool stuff you are getting done, and the game isn't even out yet, the Modding community for this game is going to be sick in the long run.   ;D
Title: Re: Project Ironclads, version 1.1!
Post by: TheWoodenBlock on January 14, 2012, 03:29:16 PM
This Mod isnt working for me :/
Is this Mod Mac compatible ?

 
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 14, 2012, 03:47:58 PM
There's a bug with mods on OS X - workaround here (http://fractalsoftworks.com/forum/index.php?topic=473.msg4348#new).
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 15, 2012, 01:15:04 AM
I highly doubt it. I don`t know which file types does SF use on mac and how those are orginized.

You can copy/paste for example the content of a heavy autocannon (3-barreled cannon) here. If you can open it... Damn, i don`t even know what mac is using to open text files. Definitely not notepad or wordpad :)
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 15, 2012, 08:52:07 AM
Damn, i don`t even know what mac is using to open text files. Definitely not notepad or wordpad :)

TextEdit :)
Title: Re: Project Ironclads, version 1.1!
Post by: Kilvanya on January 15, 2012, 09:07:57 AM
I'm not sure but I think I broke something, I went into data to find the big ***ed ships
info and now it spazs when the battle starts flux is constantly maxed, while all the guns keep
firing nonstop.  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on January 15, 2012, 09:16:46 AM
I'm not sure but I think I broke something, I went into data to find the big ***ed ships
info and now it spazs when the battle starts flux is constantly maxed, while all the guns keep
firing nonstop.  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(

Oh oh, sounds like a reinstall would be a good idea about now if a backup of the modified file was not created, prior to further edits to the original files, a quick backup of said files would make recovery from an editing error even more rapid.   ;)
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 19, 2012, 12:39:11 PM
RAF Moscow-class Heavy Cruiser (this is a renewed crusher, all other hulls will also be named after major Russian cities).

(http://www.okim.nickersonm.com/SF/pic32.jpg)

The large turrets are triple 125mm battlecannons. The other variant uses 408mm battlecannons as primary ornament. The cruiser turned out to be exceptionally well-armed, but bad maneurability makes it an ideal target for B202 torpedos and UGRs.

Improved model of Arisona support destroyer (fromer Missuri. I decided to name similar size ships after the US states starting from the same letter). Arisona was given a hangar bay to proide support for b202 bombers.

(http://www.okim.nickersonm.com/SF/pic33.jpg)

SUGGESTION: Alex, can you implement a hangar bay size, please? Small sized hangar should support only drones, medium - interceptors and fighters, large - every type of fighter/bomber. It could provide additional challange to a fleet commander. And a B202 landing on that tiny Arisona`s bay looks weird :)
Title: Re: Project Ironclads, version 1.1!
Post by: Alex on January 19, 2012, 08:52:10 PM
Wow, looks very cool.

SUGGESTION: Alex, can you implement a hangar bay size, please? Small sized hangar should support only drones, medium - interceptors and fighters, large - every type of fighter/bomber. It could provide additional challange to a fleet commander. And a B202 landing on that tiny Arisona`s bay looks weird :)

Not likely, sorry - actually considered that early on, but it's just too much of a complication. You can bet there would be all sorts of confusion regarding "but why can't this fighter wing land on a carrier", and the UI would have to try very hard to make that clear. And would probably still fail :)
Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 19, 2012, 10:21:01 PM
I see your point :)

BTW, I wanted to ask about ordnance points, but every time i forget about it - what are they exactly? Is it a restriction on how much weapons a ship can get based on weapon ordnance point value?

This probably was already asked, but i fail to find any reference on 'ordnance points' by searching.
Title: Re: Project Ironclads, version 1.1!
Post by: Ivaylo on January 20, 2012, 04:14:55 AM
Ordnance points are used not just for weapons but all hull mods along with capacitors.

Title: Re: Project Ironclads, version 1.1!
Post by: Okim on January 20, 2012, 09:57:00 AM
Ok. I think the time to release a new version of this mod has come.

http://www.okim.nickersonm.com/SF/ACM12.rar (http://www.okim.nickersonm.com/SF/ACM12.rar)

This version introduces factions (RSF and ISA), some new ships and weapons for both factions, a new mission where you can command ISA forces.
Title: Re: Project Ironclads, version 1.1!
Post by: Zarcon on January 20, 2012, 10:50:31 AM
Ok. I think the time to release a new version of this mod has come.

http://www.okim.nickersonm.com/SF/ACM12.rar (http://www.okim.nickersonm.com/SF/ACM12.rar)

This version introduces factions (RSF and ISA), some new ships and weapons for both factions, a new mission where you can command ISA forces.

Ohh!  :)  I can't wait to give this a shot, awesomeness!  Thanks for all the hard work you have put into this Mod/Project.   ;D
Title: Re: Project Ironclads, version 1.2
Post by: Kilvanya on January 20, 2012, 11:30:11 AM
no shields on new ships?
Or am I missing something obvious?

Oh, why, oh why do my heavy bombers
insist on firing at fighter squadrons at 0.0000001m range?!
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 20, 2012, 11:55:18 AM
1. yeah, no shields. Forgot to mention this :)
2. hmm, perhaps the lack of standard weapon is causing it.
Title: Re: Project Ironclads, version 1.2
Post by: evil713 on January 20, 2012, 12:09:54 PM
hi, just trying this mod for the first time.

2 things, 1 version number of the download says 1.1 in the mod manager, and readme says 1.2

2 tri-beams seem wonky to me. they just barely charge and give a very faint beam then power down. its hard to tell range or damage with them firing.
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 20, 2012, 12:28:26 PM
Ah those tri-beams...

I experimented with beam alternating from different muzzle points, but got a tri-beam weapon instead. The last option was to set them to alternating_bursts. Replace those with LINKED and you`ll get the tri-beam working as intended.
Title: Re: Project Ironclads, version 1.2
Post by: evil713 on January 20, 2012, 01:10:27 PM
Ah those tri-beams...

I experimented with beam alternating from different muzzle points, but got a tri-beam weapon instead. The last option was to set them to alternating_bursts. Replace those with LINKED and you`ll get the tri-beam working as intended.

changing to LINKED in tlc file did nothing, ship file for beam dreadnaut says linked already

gun charges to 40%, weak beam fires, then begins recharge cycle form 100%

did i go after the wrong file?
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 20, 2012, 02:45:54 PM
In weapon file, not in variant :)
Title: Re: Project Ironclads, version 1.2
Post by: evil713 on January 20, 2012, 05:53:24 PM
Yeah thats where I went. No effect on tri-beam misfire.
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 20, 2012, 09:23:31 PM
Found the problem. Fixed it.

Any comments on abscent shields? Is it fun or should i put the shields back?
Title: Re: Project Ironclads, version 1.2
Post by: Kilvanya on January 21, 2012, 08:43:07 AM
sorta fun but reeeeaaaallllyyyyy easy to get insta-gibbed by torpedoes, which none of the
ships seem to have enough pd to stop those and everything else it tries to fire at as well,
would be usefull to tell the autofire pd - "Shoot only missiles!", "Shoot only fighters!", "Shoot everything!",
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 21, 2012, 10:39:57 AM
Hmm. I always assign pd frigates to DEs and CRs. This helps alot. Also in 'Ironclads' mission i launch lots of MIGs and SUs before the main wave. Those can dramaticaly reduce the number of torpedo bombers before the big boys get into fight.

I`m very afraid of torpedo Onslaught though. This one kills my CRs in few small strikes.
Title: Re: Project Ironclads, version 1.2
Post by: evil713 on January 21, 2012, 11:26:51 AM
without shields it does make the game more intresting, but you lose the ability to overload your opponent's flux.


how about really small shields, 15-20° tops.a spot of protection.
Title: Re: Project Ironclads, version 1.2
Post by: Flare on January 22, 2012, 01:36:07 AM
"Shoot only missiles!", "Shoot only fighters!", "Shoot everything!",

This came to mind when I read these words :D

http://www.youtube.com/watch?feature=player_detailpage&v=9Sj89hMVYhI#t=25s
Title: Re: Project Ironclads, version 1.2
Post by: SgtAlex86 on January 23, 2012, 12:21:12 PM
is it just me or... isnt the flteet focused too much on the dreadnoughts? i mean average battle goes like this  ::)
u spawn light ships cap flags, spawn dreadnought, take command all, other ships die within 5-10 mins then u finish mission with dreadnought at half health... by killing everything 8)
fighters need more protection from missiles those swarm missiles rip whole squadrons apart with single volley q.q maby tail guns for PD?
(talking about the red ships have not tried the blue ones)
frigates & dessies could use some more armor or speed to increase survivability...
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 24, 2012, 05:43:18 AM
The first two missions indeed were based on using capital ships, but as the mod progressed more and more ships appeared. Now you can play using your DN or using smaller ships or using both. I tend to leave the DN for last option and only if i`m totally bitten. In Hunt mission you`ll need Frigates to beat the first alien skimmer waves. Otherwise your capitals will sunk in seconds :)

The last mission (Grey Mist) is supposed to be the first among many with sides limited both by ship and fleet size.
Try playing this mission as it is currently the most balanced.
Title: Re: Project Ironclads, version 1.2
Post by: SgtAlex86 on January 24, 2012, 07:32:47 AM
was playing "ironclads" so against vanilla ships...  :-X
normal enemies propabably dont have as much missiles?  :D
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 28, 2012, 11:39:48 PM
New version is available! Download here: http://www.okim.nickersonm.com/SF/ACM13.rar

---=== 1.3 (29.1.2012) ===---

1. fixed a problem with three-beam laser.
2. added RAF torpedo bomber TU-610 (using ISA torpedoes currently).

Change list isn`t that large due to lack of time. Sorry :)
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 31, 2012, 01:09:33 PM
Added ISA F-61 interceptor and ISA Michigan-class Energy Frigate.

(http://www.okim.nickersonm.com/SF/pic35.jpg)
(http://www.okim.nickersonm.com/SF/pic36.jpg)

F-61 is armed with a single cannon and a launcher of 2 Stinger anti-fighter missiles (AFMs).

Michigan in its basic configuration carries a single fixed plasma cannon and several blasters for point-defence. Plasma cannon is a powerful energy weapon with moderate accuracy and range.

Also i reintroduced shields. RAF uses front arc fixed fields with good set up speed. ISA utilize OMNI shields with a smaller arc but better efficiency. Plasma cannon impact can disable a Kiev-class frigate`s shield in one hit, second hit is usually a certain death-blow to it.
Title: Re: Project Ironclads, version 1.2
Post by: Okim on January 31, 2012, 03:10:09 PM
Just finished working on ISA Kentuki-class Cruiser. Took me 2 hours to draw... Compared to RSF Heavy Cruiser Kentuki looks solid enough.

(http://www.okim.nickersonm.com/SF/pic37.jpg)(http://www.okim.nickersonm.com/SF/pic38.jpg)

This will have 4 plasma cannons, 2 large ballistic cannons, variety of small ballistic and energy weapons and two cruise missile launchers.
Title: Re: Project Ironclads, version 1.2
Post by: Zarcon on January 31, 2012, 03:26:22 PM
Very nice indeed, this mod is really coming together!   ;D
Title: Re: Project Ironclads, version 1.2
Post by: hairrorist on January 31, 2012, 06:23:10 PM
This mod is extremely high quality, great work Okim!

Are you balancing against vanilla or just internally?  These ships are much more powerful than the vanilla ones.
Title: Re: Project Ironclads, version 1.3
Post by: Okim on January 31, 2012, 08:50:21 PM
In future versions i`ll separate my ships from vanilla by removing the Ironclads mission. Those ships are intended to fight each other and indeed may be a bit more powerful than vanilla.
Title: Re: Project Ironclads, version 1.3
Post by: Okim on February 01, 2012, 04:27:49 AM
In-game shots of ISA Kentucky cruiser. I haven`t yet made cruise missiles, so this one uses Hellfire torpedoes instead. I should mention that in this configuration Kentucky is already deadly :)

(http://www.okim.nickersonm.com/SF/pic39.jpg)
Title: Re: Project Ironclads, version 1.3
Post by: Alex on February 01, 2012, 09:19:04 AM
Every time I stop by here, the ships look better and better :) Awesome work!
Title: Re: Project Ironclads, version 1.3
Post by: Thana on February 01, 2012, 10:44:38 AM
Every time I stop by here, the ships look better and better :) Awesome work!

Can't say I disagree...
Title: Re: Project Ironclads, version 1.3
Post by: mendonca on February 01, 2012, 11:56:41 AM
Every time I stop by here, the ships look better and better :) Awesome work!

Can't say I disagree...

Yeah, it's really looking great :)
Title: Re: Project Ironclads, version 1.3
Post by: Apophis on February 01, 2012, 03:27:32 PM
In the codex mosquito and blizzard SRM show wrong DPS value. You have to set chargedown to 1.
Title: Re: Project Ironclads, version 1.3
Post by: Prof_Omnom on February 01, 2012, 06:31:53 PM
The ceiling is white......... I painted it green..............  :P
Title: Re: Project Ironclads, version 1.3
Post by: Okim on February 02, 2012, 05:19:57 AM
The ceiling is white......... I painted it green..............  :P

And what does it suppose to mean?
Title: Re: Project Ironclads, version 1.3
Post by: Okim on February 04, 2012, 12:13:09 AM
Arkansas-class Assault gunship.

(http://www.okim.nickersonm.com/SF/pic40.jpg)

The large cannon on its prow is a rotary assault cannon (explosive damage). This gunship is better used combined with other fast vessels.
Title: Re: Project Ironclads, version 1.3
Post by: Okim on February 10, 2012, 09:42:41 AM
New version is available. (http://www.okim.nickersonm.com/SF/ACM14.rar)

Changelist:

1. added new Kentucky cruiser for ISA.
2. added new Arkanzas gunship for ISA.
3. replaced blaster effect with more pretty-looking one.
4. added new heavy ballistic weapon for ISA.
5. balanced all of the ballistic guns (based on DPS).
6. reintroduced shields for RSF and ISA. RSF uses fixed frontal shields, while ISA uses omni-shields, but with lesser arc.

Ah. Forgot to mention - there is only one mission currently available which brings ISA against RSF forces. And all ISA ships have been renamed.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Thana on February 10, 2012, 10:33:13 AM
The Kentucky is a powerhouse. Those light plasma blasters are incredible for overloading enemies - I was overloading enemy cruisers in two vollies!  :o
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: SgtAlex86 on February 10, 2012, 11:07:14 AM
:o thank you
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Rhyden on February 11, 2012, 08:28:43 AM
Hey, I've been playing this game for a while now, just haven't bothered to register. I'm having trouble with the Ironclads mod; whenever I start it, it says: Fatal: Fatal: weapon_data.csv I don't know how to fix it, tried reinstalling and some other things but it won't work. Any help would be appreciated, thanks.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Okim on February 11, 2012, 09:54:05 AM
1. If you are using Mac - please look at the first post for the solution.
2. If not - than its a bad download you probably have here.
3. If not - that just reinastall the game, perhaps you`ve corrupted it somehow.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Rhyden on February 11, 2012, 11:05:50 AM
 Yeah, my OS is Windows XP, after trying more things I just uninstalled starfarer, going to reinstall it and all the mods and see if I can't get it working again, because lately this game has been taking all my time =]. thanks for the response, though.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Rhyden on February 11, 2012, 11:41:13 AM
Yep, must have corrupted it or something, just reinstalled everything. Works just fine now, now I may go back to enjoying this awesome mod and game.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Apophis on February 11, 2012, 03:02:44 PM
@ Okim: I have sent you a PM.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Foxd1e on February 19, 2012, 04:30:49 PM
will this work with 0.5a? I love the ship designs, absolutely awesome!
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: megadylan on February 19, 2012, 06:21:44 PM
It works but there isn't anything in the campaign yet.
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Okim on February 19, 2012, 10:51:56 PM
The mission will work (though some new things that i haven`t yet figured out will be defaulted to something set by Alex).

To make a campaign i first need to play the 0.5, figure out what`s and how`s there. And of cause create sufficient number of hulls and weapons for both factions to make more choices for player and balance it a bit.

Right now i`m very busy creating a table-top Fallout strategy game (civ-like with resources/units/hexagonal explorable map/mutants and villains/leaders/caravans/quests/items/techs etc.) and honestly abandoned everything else including Starfarer and other games :)
Title: Re: Project Ironclads, version 1.4 (0.35a)
Post by: Okim on February 20, 2012, 02:03:04 PM
Version 1.5 is available!
http://www.okim.nickersonm.com/SF/ACM15.rar (http://www.okim.nickersonm.com/SF/ACM15.rar)

Change log:

1. improved ISA arkanzas flux capacity.
2. increased ISA interceptor and e-fighter costs.
3. added Hellmaker plasma torpedo and Tigershark Cruise Missile to ISA.
4. added Palitca torpedo for RSF (small and medium mounts)
5. added various hull mods to both factions (RSF using combination of armors, ISA - shield mods)
6. added rotating barrels animation to gatling laser
7. switched laser cannon, gatling cannon and turbo-laser cannon to kinetic damage type. Now those weapons are mainly used to maul enemy shields
8. various changes to variants and hulls

(http://www.okim.nickersonm.com/SF/gatlas.gif)

No campaign yet, but i`m closer to it now :)

Some shots:

(http://www.okim.nickersonm.com/SF/pic41.jpg)
(http://www.okim.nickersonm.com/SF/pic42.jpg)
(http://www.okim.nickersonm.com/SF/pic43.jpg)
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on February 21, 2012, 02:57:27 AM
Okim seeing you here made me buy this game haha i hope you eventually mod SotS2 when its finally playable to! always love your mods.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 21, 2012, 03:37:32 AM
Thanks :)

I`m actually waiting for SOTS2 modding tools as well as "game`s ready" announcement to return back to SOTS modding.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: ReverendSin on February 21, 2012, 04:36:50 AM
very interesting set of ships and weapons, however the main ship(i haven't tried any others) seems to overload flux almost constantly even with shields down
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 21, 2012, 05:40:23 AM
That`s the drawback of using all weapons on auto-fire :)

20mm rotary cannons generate lots of flux. Those should be used in specific situations (under bomber attack, getting spammed by missiles etc). Also both plasma cannons on missile variant and all 4 light plasmas on torpedo variant generate lots of flux per shot to balance their firepower.

In any case in future updates when i`ll get to mod campaign i`ll look into weapon loadouts more precisely.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 23, 2012, 07:19:21 AM
Getting this error after modifiyng my weapons for 0.5 format:

ERROR com.fs.starfarer.combat.O0OO  - java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.10
java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.10

It occurs after processing the same weapon each time. I`ve checked if i forgot smth to add, but everything looks ok.

EDITED: fixed this problem.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 27, 2012, 11:18:07 AM
Re-imaged RSF gunships.

Rostov - basic variant that can be armed with 4 small ballistic weapons and 2 of any small type.
Rostov-M - a missile boat variant that can carry 2 medium missiles and 2 small weapons of any type.
Rostov-E - an advanced modification that has two medium energy weapons for RSF pulse and beam lasers.

All three are quite nasty and have at least 2 variants suited for different tasks.

(http://www.okim.nickersonm.com/SF/pic44.jpg)

Some good news for all those who is waiting for Ironclads campaign. I`ve almost finished testing it now (only two ships are left to test - both RSF and ISA cruisers) and i`m enjoying what i`ve got very much.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: XpanD on February 27, 2012, 11:24:04 AM
Can't wait to play around with these ships in the campaign. I love the mod's idea, I love the way the mod seems to be done so far, I'll probably love playing it in campaign once that's out. :D
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Thana on February 27, 2012, 12:27:30 PM
Some good news for all those who is waiting for Ironclads campaign. I`ve almost finished testing it now (only two ships are left to test - both RSF and ISA cruisers) and i`m enjoying what i`ve got very much.

Ooh, goody-goody! *jumps up and down, excitedly clapping his hands with a big, stupid grin on his face*
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on February 27, 2012, 06:16:08 PM
Be sure to add pirates or someone with the standard ships in there so i can enjoy the dreadnaughts.

*Wanted to add, the single shot missiles are rather silly unless they cost next to nothing and their effective. I can see a fighter which can dock inside a ship having an expendable missile but a frigate and bigger would require a space walk to strap another missile on there. All missile pods should have atleast 5-6 missiles and be damn worth it and bigger ones should have even more ammo.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 27, 2012, 08:52:26 PM
1. They cost somewhere about 250-350 creds, so they are quite cheap.
2. A single Mosquito missile deals 600 points of kinetic damage and can easily overload a single frigate.
3. A single Wasp after that can deal 600 points of explosive damage making further combat a lot easier.
4. UGR/NURS rockets fire 6-8 projectiles when used on small mounts. That`s roughly an equivalent to a single Wasp.
5. Arrow/Stinger 2-missile launcher kills 1-2 fighters out from a wing of 3 if hits. Meaning that even 2 missiles can provide some protection.
6. Ships don`t have specialized small missile mounts - these are universal meaning that player can choose between missile, ballistic or energy. I just like to use balanced frigates with combined kinetic and explosive ballistics and back this all with a Wasp or Mosquito missile (or ISA Blizzard EMP missile if i`m lucky to salvage one).
7. carrying a single missile or two while being cheap is a good way to deal with retreating ships. Usually a Wasp can hit a retreating ISA frigate/gunship (that has no protection on its back) and flameout it for a few precious seconds allowing your pursuit ships to catch it.

And there is an independent faction that uses vanilla ships and weapons. There is also Aliens faction flying those huge motherships and deadly fighters (something to develop further when i finish RSF and ISA). There is also a plan to make pirate faction with heavily customized ISA/RSF ships.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on February 28, 2012, 12:07:17 AM
Oh dear god i really want to kick that alien mother ships ass for all the hours i spent trying to kill the thing. The fact is missiles are more often then not to impact on a shield, get shot down or miss altogether then hit so when you have a single missile over say a energy weapon theres honestly no point. I can guarantee you that when we are allowed to customize the ships no one is going to choose a single shot missile over other mount choices.

There should always be a choice for when you might want that single shot missile but there should also be variants with more ammo. If you want a supped up frigate and have points left over stick the cheap one shot missiles on there but when you want a missile frigate then grab the next variant of that missile which has a good amount of ammo in it and get extended missile racks.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on February 28, 2012, 01:58:00 AM
There are specialised ship classes (as shown on previous page with Rostov gunship variants) that take a role of missile/energy or standard ship. Sticking a single missile (that costs almost nothing in creds and points and does 600 points of kinetic damage) to a frigate with lots of explosive guns will greatly increase its performance. You can always go kinetic/explosive combination of weapons (that`s how the majority of ships in campaign are set up) to balance things or go purely energy (and be forced to deal with flux), but it is funnier to go other ways really.

And there is nothing more funny than disabling a forward oriented destroyer with lots of fixed hardpoints with a single hit of EMP heat seeker missile and consequent bombardment of it with explosive guns :)

P.S.
small missile mounts most of the time have a 1 shot missile launcher, exceptions are anti-fighter missiles that come with 2-shot launchers, rocket racks and expensive torpedo tubes.
medium mounts have a 3 shot launcher for standard missiles, single shot launcher for large missiles (MIRV/cruise), 3-4 tubes for torpedoes and batteries of 10-15 rockets/anti-fighter missiles.
large mounts carry huge launchers with up to 20 standard missiles, 3-5 cruise/mirw and batteries of torpedo tubes.

I`ve eliminated small sized multiple missile launchers moving them one tier above. Those just don`t fit well with all the fighter concept Ironclad mod has. (fighters usually carrying 1 standard missile and/or 2-shot anti-fighter missiles).
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 02, 2012, 07:31:48 AM
RSF freighter (DE) and carrier (CR):

(http://www.okim.nickersonm.com/SF/pic46.jpg)(http://www.okim.nickersonm.com/SF/pic45.jpg)

P.S.: damn, the abundance of mods makes it difficult for people to find my mod thread...
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on March 02, 2012, 11:56:46 AM
Haha when its campaign compatible you'll get a steady stream--i still want to play your ships with others in the campaign but you'd have to balance it. I feel mods should only add to the game and not try to be separate, the more mods we have that work together the bigger the game becomes.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: megal00t on March 02, 2012, 12:00:10 PM
Nimitz class aircr.. uh space craft carrier. IN SPAAACEEEE
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 02, 2012, 12:28:26 PM
Hah, never liked mixes of mods. Kinda gets too extreme to play. Especially given that modders usually end up with some unbalanced ships either being too uber or too sluggish. That`s why i`m making a mod about several factions with their own ships and equipment - those are closer to be balanced inside the mod at least ;)

Campaign is almost ready. I can upload what i have now, but there wont be dread and RSF battleship as well as blazer. You can buy those, but they are the ones i`ve used in 0.35 (being weird in many ways and looking ugly).

To those who wish to fight vanilla ships - there is an independent trader running trading missions from time to time. He gets random weapons to the base. You can pick those and test them against mercenaries flying around the base.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Dreyven on March 03, 2012, 06:18:22 AM
I would really like you to try and add a brief description to each of the weapons in this mod...
because of... something they show up in my shops in the campaign and while i would like to use them,
the crazy amount of weapons and the lack of description are kinda irritating
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Imp0815 on March 03, 2012, 09:23:28 AM
Hello,

we just started to make our own mod and so we found yours.
What a amazing pice of work! The ships the guns and everything just feel so go and fit very nice into the existing Starfaree Universe.

Ive already tryed out if our and your mod work togetehr and yes they do!

Ah i wish we somebody like you for our textures...

Anyways keep up your good work! And maybe check out our mod ;P
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 05, 2012, 12:52:39 PM
A modified specifically for campaign purposes Idaho Support Destroyer.

(http://www.okim.nickersonm.com/SF/pic47.jpg)

This ship is a destroyer-carrier hybrid lacking in both variants, but still providing all the ISA needs to support long range patrols and strike fleets. Player can use its 3 medium universal turrets and 3 small universal turrets in whatever combination he wishes. A powerful large missile turret on the left bank provides some good choices for anti-ship warfare.

P.S.: so the majority of the ships and weapons are finished and tested in campaign. Few more ships require some love (Blazer, Punisher and Dread as well as 1 cruiser, 1 battleship, freighter and mega-carrier for ISA and at least 2 more fighter/bombers for both factions), some weapons need to be designed (burster cannon, mirv missile, cluster torpedo, emp cannons, long range missiles, frag anti-fighter missile with area effect etc.). There is also a plan for pirates with customised ISA/RSF ships and Aliens with their unique weapons, but those are far-go plans.

I can upload a mod without those as all the listed above ships and weapons are somewhat non-essential for normal gameplay. So, what`s your call guys?
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: intothewildblueyonder on March 05, 2012, 01:11:26 PM
Well I would like to play the mod in the newest form :). But you have to consider if the feedback will help you make the mod better or just bog you down.

The ships look great.

p.s. for that carrier maybe put a few fighters sitting on the deck

and anything I could do to help
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 05, 2012, 10:14:59 PM
Though about the fighters on the deck while drawing the carrier. Imagined people getting nuts and cries "why the heck those fighters sit on deck while my fleet is pummelled into dust?!" flying all around. Decided not to draw them :)
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: intothewildblueyonder on March 05, 2012, 11:27:24 PM
yeah that's what I figured :) or you could draw them and just say its the RSF's way of really frustrating (trolling) their opponent/commander so they can avoid battle

(if only  you could have them land there and be seen repairing)
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Arghy on March 05, 2012, 11:27:59 PM
A flat decked carrier in space is pretty silly already, you dont need lift to take off in space....
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 06, 2012, 12:37:18 AM
Its arguable. A flat decked carrier provides enough space for several fighter wings to take off immediately rather than launching them one-by-one (those can be prepared when the ship is in hyperspace by moving them into positions by rails, magnetic clamps etc and attaching to power/life support feed for the rest of the travel).

It can also help to gather the flights for faster retreat by sticking all the fighters to the deck via the same clamps. Later when the threat is over those can be tugged inside the carrier for repair/refuel/rearm etc.
Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Destructomonkey on March 09, 2012, 06:57:43 PM
eagerly waiting for when you see it in campaign

These ships are well designed, your capital ships' third-level gun turret mounts are actually arranged so you can do a proper broadside on either side of the ship, like a WWII battleship

Title: Re: Project Ironclads, version 1.5 (0.5a)
Post by: Okim on March 10, 2012, 08:57:53 PM
Ok. I think that campaign is ready for upload.

Here is a new 2.0 version (http://www.okim.nickersonm.com/SF/ACM20.rar) of the mod (info can be found here (http://okim.nickersonm.com/SF/readme.txt), though it is not much).
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: rada660 on March 10, 2012, 09:32:24 PM
2.0 does nto work :( first of all, there always only the grey mist mission, and when i try to start a new campaign... fatal error : null

41715 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.corvus.Corvus.generate(Corvus.java:21)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0oO.ØO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.new.ØO0000(Unknown Source)
   at com.fs.starfarer.campaign.save.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.T.o00000(Unknown Source)
   at com.fs.starfarer.super.for.while$super(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 10, 2012, 10:12:19 PM
Ironclads is not compatible with any other campaign mods.

And there is only one mission available.
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 10, 2012, 10:38:21 PM
Updated the first post. It now includes some descriptions.
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: rada660 on March 11, 2012, 10:27:29 AM
aww cmon :( many other mod was allowing ironclad especially for the weapon, i guess ill stay with the 1.5 to have the weapon in the campaign with timcorp and gunrunner oh well...

anyway i also tried the dam mod alone ... same error... so figures...
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Upgradecap on March 11, 2012, 10:33:05 AM
I'm guessing the incompatibility comes from you changing the original sector.gen file or the now corvus file?
To make it compatible with other mods campaign, you have to make a own file and change/add lines for it.
Simple.
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 11, 2012, 10:39:24 AM
Works fine for me. The problem is on your end. Perhaps a bad download or install.

Yeap, thats the reason for incompatibility. Wont bother changing it until i finish modding in all sprites, ships and weapons.

What is the need to use various mods simultaneously? Except for expanding the already large enough choice of ships and guns i see no proper reason. And that`s not a solid enough for me, honestly.
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 14, 2012, 01:04:16 AM
Hi guys.

I found the problem with the mod. I missed the 0.51a version of the Starfarer :)
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 14, 2012, 01:49:41 AM
Can someone please upload an original 0.51 sectorgen.java file? I`ve overwritten the original by incident and have troubles re-downloading the patch (workplace have an unstable connection).
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: arcibalde on March 14, 2012, 02:17:42 AM
Here you go  ;D

[attachment deleted by admin]
Title: Re: Project Ironclads, version 2.0 (0.5a campaign)
Post by: Okim on March 14, 2012, 03:13:15 AM
Thanks a lot!
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 02:18:00 AM
Attention!

There is a new version of mod (v2.1) available on the first page.
It removes the campaign mode due to it being broken by JSON merge thingy introduced in 0.51a. I currently see no way to make a standalone mod and i don`t want to add my 3 factions to the existing Corvus. So... no campaign until i figure out how to remove original factions from corvus.

The 2.1 version brings back Beast Hunt and Ironclads missions. Aliens are now even more deadlier...
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Psiyon on March 15, 2012, 01:13:53 PM
Attention!

There is a new version of mod (v2.1) available on the first page.
It removes the campaign mode due to it being broken by JSON merge thingy introduced in 0.51a. I currently see no way to make a standalone mod and i don`t want to add my 3 factions to the existing Corvus. So... no campaign until i figure out how to remove original factions from corvus.
While I'm not certain about removing factions entirely, it's simple enough to remove their spawn points.

Go into the corvus.java file, and get rid of all the spawn-related stuff:

(http://img821.imageshack.us/img821/3747/86476094.th.jpg) (http://img821.imageshack.us/img821/3747/86476094.jpg)

Should be easy to populate the world afterwards with your own factions.

Hope this helps :)

Edit: Be aware that you have to start a new game for a lot of campaign-related changes to take place.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Upgradecap on March 15, 2012, 02:11:51 PM
You are going for a total conversion, aren't you? :D
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 02:23:32 PM
Yeah, i`ve spent the whole day clearing the Corvus and re-populating it with my factions :)

Currently i`m very close to finishing the campaign mode with two factions having bases, convoys, defence fleets and patrols and one faction having nothing except invading scouts, abductors and motherships that will despawn after some time.

All that`s left are indies with their own base that will have its own convoys and all available weapons.

P.S.: Yes, the main goal is to make my own little universe in this game (while stil allowing players to pick up some original ships and weapons).
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 02:35:25 PM
New Alien sprites:

(http://www.okim.nickersonm.com/SF/pic48.jpg)

Harpoon pods are just for testing. Aliens will have a smart missile that will look like a half-circle with a drive in the middle and small green visor.

Aliens use inertialess drives and are the best dodgers in the mod (making non-beam or non-burst weapons useless against them). You can test their abilities in uploaded 2.1 version in Beast Hunt mission. Beware - they are deadly!
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Upgradecap on March 15, 2012, 02:39:20 PM
Yeah, i`ve spent the whole day clearing the Corvus and re-populating it with my factions :)

Currently i`m very close to finishing the campaign mode with two factions having bases, convoys, defence fleets and patrols and one faction having nothing except invading scouts, abductors and motherships that will despawn after some time.

All that`s left are indies with their own base that will have its own convoys and all available weapons.

P.S.: Yes, the main goal is to make my own little universe in this game (while stil allowing players to pick up some original ships and weapons).

Well, congrats on you sir, I'm waiting until the game is a little more developed until I start making mine TC :D
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 04:09:18 PM
Perhaps its better to start working on it now. By the time when SF will get a little bit more developed you`ll have a base set of skills and understanding how do mod SF.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: medikohl on March 15, 2012, 04:13:08 PM
Perhaps its better to start working on it now. By the time when SF will get a little bit more developed you`ll have a base set of skills and understanding how do mod SF.
I've mainly been working on sprites that fit the look of the game, mainly copy pasting different bits, but I've been getting better at it I think.
practice makes perfect.

http://fractalsoftworks.com/forum/index.php?topic=1131.0
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Verrius on March 15, 2012, 07:23:10 PM
P.S.: Yes, the main goal is to make my own little universe in this game (while stil allowing players to pick up some original ships and weapons).
I personally think you should just go all the way, forget the original stuff :p. Feels MORE interesting that way methinks.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 15, 2012, 09:55:45 PM
People wont like modded-only stuff. Someone may have a favourite ship that he wishes to throw against RSF, ISA or Aliens with mod`s new weapons, for example.

That`s what independents in Ironclads are.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Thana on March 16, 2012, 12:08:47 AM
People wont like modded-only stuff. Someone may have a favourite ship that he wishes to throw against RSF, ISA or Aliens with mod`s new weapons, for example.

That`s what independents in Ironclads are.

Personally, I do like full conversions rather than including some basic stuff as well. For one thing, given your ships tend to have a pretty different feel from the ships in the basic game, I'm thinking the interaction between the two may just feel weird.

Whatever the case, I'm looking forward to trying out your campaign mode!
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Verrius on March 16, 2012, 12:17:27 AM
Mhm, that's pretty much how I feel. They're very different, which is why I think total conversion in the purest sense would be best.

You could always do a random vs Ironclads mission ^_^. But of course, it's up to you.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 16, 2012, 12:24:02 AM
Such mission was reintroduced with the last 2.1 version. It was the first to come when the mod was created.

So total conversion, yeh? Ok. I was planning to make pirates rather than indies and perhaps i`ll stick to them. However i might come out with a new indie faction of sorts in the future running on outdated non-faction-colored (silver ISA, black RSF) ships. Hmm... need to think of it.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Anysy on March 16, 2012, 12:56:55 AM
Something that annoyed me a little bit - the unions of the flags should always be facing the 'wind', even if this means they are backwards. " this is to give the impression of the flag moving forward with the wearer", according to wikipedia's article on bdus.

You see it similarly in this amazing picture of the space shuttle - http://actv7news.com/wp-content/uploads/2011/05/space-shuttle-2865.jpg
similarly, http://okim.nickersonm.com/SF/pic25.jpg in that picture the union should be on the left, as you would normally see a flag on a wall.

I really do love the ship design in general though - More turreted weapons, similar to today's navy, looks really nice in the game. I do hope to see the mod moved to campaign sometime; It looks amazing so far
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 16, 2012, 03:21:17 AM
Campaign is ~75% redone. It will include 3 factions and 2 bases. Later i`ll expand it with pirate faction and their base.  I`m stuck with an anomalous behaviour of ships on strategic level. They don`t accelerate to 100% speed for some reason. Even in deep space with no planets/asteroids around.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Upgradecap on March 16, 2012, 03:23:22 AM
Let me give you an explanation of Why I was waiting for the game to finish up a bit? Well, there's going to be phaseships latwr. Worthwile the waiting :D
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Arghy on March 16, 2012, 03:26:28 AM
Dont make the aliens despawn just have them suicide into large fleets--it will be annoying to hunt after that bastard alien MS that got away and having it despawn on you.

I want to see your capitals in action on the campaign map and if your going to leave out the vanilla ships make sure theres a good variety available even if its just faction specific. Flying the same 13 ships over and over while fighting the same 13 ships over and over will get old real fast.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 16, 2012, 04:10:22 AM
They are constantly respawned.

And they are just plain deadly. Even a single frigate can be a serious threat to destroyers.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: intothewildblueyonder on March 16, 2012, 11:04:19 AM
Dont make the aliens despawn just have them suicide into large fleets--it will be annoying to hunt after that bastard alien MS that got away and having it despawn on you.
I was playing an older version of this mod that somehow worked in the campaign and managed to capture a MS - the enemy fleet didn't have enough DP to get it out b/f the end of the battle ;D. The only problem with choosing weapons for it is finding ones that have enough range to be useful -although I find putting tachyon lances in the large slots works quite well  ;).
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 17, 2012, 02:27:27 AM
Yes, it needs some careful planning.

Aliens will get some more love after i launch the campaign. They will get a destroyer-carrier, a drone wing, new pulse, blast and beam weapons and some missiles. Also Mothership will be redrawn from scratch.
Title: Re: Project Ironclads, version 2.1 (0.51a NO campaign)
Post by: Okim on March 19, 2012, 10:07:17 PM
Version 2.2 is avaiable:

1. campaign is once again up and running. It has a new system called Barbard`s Star with RSF colony, orbital base and small ISA outpost in outer space. Both factions have convoys that carry lots of guns and supplies. Aliens appear ocasionaly and raid the system. Whenever an alien fleet appears in the system - you get a notification.
2. added freighter to ISA and tanker to RSF.
3. some minor changes to weapons and ships.
4. Clean mod install is necessary to use it properly!
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Thana on March 19, 2012, 11:50:03 PM
The new version of the mod crashes, apparently just before the main screen would open.

18262 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.corvus.Corvus]
java.lang.RuntimeException: Error compiling [data.scripts.world.corvus.Corvus]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/corvus/Corvus.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/corvus/Corvus.java, Line 37, Column 27: Redefinition of local variable "token"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2228)
   at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
   ... 5 more


I used no other mods and haven't messed around with the files in the core game.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 20, 2012, 01:07:41 AM
I hope that i didn`t miss the new version of the game after 0.51a? :)

Found the problem. Its a last-time addition of various spawn points. Didn`t test it befor uploading. My bad.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 20, 2012, 01:21:21 AM
Put this file http://okim.nickersonm.com/SF/Corvus.java into data/scripts/world/corvus folder.

Also make sure that you have a clean install of the mod. Other versions have some core files that may cause further problems.

P.S.: archive is now fixed.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Thana on March 20, 2012, 05:11:08 AM
Cool, works now! And your mod definitely has a pretty different tone to it - being outnumbered seems to be a lot more brutal than it is in the base game, although compensated by how the different ship sizes are also radically more diverse in terms of combat power than those of the base game.

For future releases, would it be possible to randomise which faction the player starts friendly to? Only being able to play on the side of the RSF is a bit limiting, after all.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on March 20, 2012, 06:14:24 AM
This still isint compatible with the other, campaign mods, or is it?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 20, 2012, 06:25:43 AM
Yeah, once i`ll get a new pirate faction - only they will be your enemies. This will give you an ability to chose your enemies once you`ve done with the pirates and aliens. (BTW, i can`t destroy the alien mothership. With its plasma cannons and torps my capitols can`t get close enough to make a blow. And fighters while being a very effective anti-shield measure - are easily destroyed by various beam weapons).

Can`t say for sure about compatibility. This mod is intended to be a stand-alone mod - most of the ships and weapons are less powerful than in vanilla. Besides, it uses a modified Corvus file, so its probably incompatible with the others.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: silentstormpt on March 20, 2012, 08:15:05 AM
Now that i think of it, the way this mod looks alot like this mod for Sins of the Solar Empire:

http://www.dawnofvictory.com/

Maybe this will help u out making the mod since the actual background would work on Star Farer
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Thana on March 20, 2012, 10:28:02 AM
I'm not 100% sure on this, but it seems to me that the RSF station at least doesn't seem to get new ships added to its selection. Certainly I haven't seen a single new destroyer or cruiser class appear on the station. (Which was unfortunate since I lost my only carrier and had to fight my way through the ISA to buy a carrier from them.) Also, apparently, no capital ships at all available for purchase.

I'm not sure if this is as intended, though - maybe the intention is simply to make the player capture what they need? (Speaking of which, I captured an alien frigate, and while it definitely has its downsides - chiefly its fragility if overloaded and the length of time its flux vent takes - it's a ***-powerful craft!)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 20, 2012, 12:12:05 PM
One successful burst from twin alien lasers bring even an armored RSF destroyer on its knees :)

Currently cruiser is the largest available ship to ISA and RSF. There will be another energy-based cruiser for RSF and probably a new cruiser for ISA specializing in heavy weapons. Not sure how battleships will look like, but i`ll eventually remodel the RSF dreadnaught some day :)

About ships and supplies. IIRC there is a slight chance for a ship to appear in cargo manifest of supply fleets. I saw multiple fighters and some destroyers appear. It is most noticable with ship types that have several classes (RSF frigates with its 4 variations).
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: craftomega on March 27, 2012, 05:57:56 PM
Hey i was wondering if its possible to make a new star system so I could add this awsome mod to my Minimash. This is more of a overhaul then a normal mod XD.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 27, 2012, 09:37:10 PM
Well, IIRC currently there is only one star system in the game.

In any case combining Ironclads with any other mod will be problematic as ships and weapons are balanced within the mod and are performing quite poor against original ships.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: craftomega on March 27, 2012, 09:57:39 PM
Well what i could do is modify your mod to create new planets and such so so that it plays nice with other mods. But if you think that your ships need some balencing I am more then willing to wait.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Thana on March 27, 2012, 11:35:44 PM
Well what i could do is modify your mod to create new planets and such so so that it plays nice with other mods. But if you think that your ships need some balencing I am more then willing to wait.

That's assuming he (she?) is even interested in making the mod compatible with others'. Personally, I find this mod to have such a strong identity of its own that I like it better without bringing in external stuff.

In any case, we'll get multiple star systems at some point, but no idea how many releases away that's going to be.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 28, 2012, 12:33:00 AM
The mod is meant to be a stand-alone. So yes, i`m not interested in mod combinations.

There is a mission in this mod that brings RSF forces against Hegemony fleet. That`s the only way of interactions i want my stuff to have with original ships and weapons.

Looking far into the future... well, if things get good enough and spare time will be available the mod will continue to be stand-alone with its own factions, systems and other stuff. IF everything will be ok :)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 28, 2012, 05:22:31 AM
ISA forces:

(http://www.okim.nickersonm.com/SF/ISA-ships.jpg)


RSF forces:

(http://www.okim.nickersonm.com/SF/RSF-ships.jpg)


ALIEN forces:

(http://www.okim.nickersonm.com/SF/ALIEN-ships.jpg)


Planned:

ISA - missile frigate, cruiser, carrier, battleship
RSF - energy cruiser, battleship
ALIENS - drone, destroyer, carrier
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: WarStalkeR on March 28, 2012, 07:12:07 AM
Damn! ?ussians ar3 Coming! Run away!
Hello Okim, Good mod you're doing here :)
And, yes, nice to see you here too -_-
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Trylobot on March 28, 2012, 07:39:45 AM
Okim! I love your latest revision! The RSF especially is incredibly varied and it is easy to tell the purpose of the ship by mentally equating them with a modern navy.

Do some super-specialized frigates next!
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Archduke Astro on March 28, 2012, 11:14:00 AM
This is a really interesting and visually-varied mod. Keep up the good work! While I'm wistful that this mod won't be joining the Minimash mod compilation (or any other mod [sigh] ), I think that if you already have such a clear developmental roadmap ahead of you, you should continue to follow it.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on March 28, 2012, 11:17:56 AM
Nice mod! Did you draw the ships yourself? If so, can you tell me what program you used and what technique you used? :D
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 28, 2012, 01:19:18 PM
I`m using photoshop.

The technic is simple enough:

1. use selection to create a ship`s shape
2. use gradient to make a base colour inside this selection
3. use various filters to make this colour less flat (watercolour for RSF, spoonge for ISA)
4. repeat 1-3 if you wish to have several elevation levels on the model. Make step 3 with slightly lighter colours
5. use stroke to create a border of each shape, then go a level down and use 2-4 pcx line tool to paint brights and darks on each side
6. use different levels and tools (line, selection + gradient, etc.) for various details like platings, windows etc.
7. export what you`ve got into .png and open it in photoshop. Then apply a 'sharpen edges' filter

The most problematic part is RSF rivets...
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Maseo on March 29, 2012, 03:39:58 AM
Hey i was wondering how you were able to make Quad turrets, ive been trying to make them and someone mentioned that you might have made some.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 29, 2012, 03:44:28 AM
Finished working on a sprite for Connecticut-class Missile Frigate. This one is a heavy modification of ISA CALIFORNIA-class frigate.

(http://www.okim.nickersonm.com/SF/pic50.jpg)

Connecticut is a recently designed ship in ISA navy. Previously for fire support needs and other tasks using missile ordnance ISA used California. But the limited amount of missiles that could be mounted on an external launcher was not enough.

Connecticut is suited for carrying additional missiles stored in its port storage chamber. It can mount a larger launcher with automated reloading mechanism or it can carry a heavy cruise missile.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 29, 2012, 03:45:49 AM
Quad turrets? What are those? Multi-barrel weapons?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Maseo on March 29, 2012, 03:46:44 AM
4 barreled cannons, sorry if the person i spoke to was mistaken
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on March 29, 2012, 03:49:40 AM
if only I could make ships look as good as those...
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Maseo on March 29, 2012, 03:56:26 AM
nevermind i was able to figure it out :D
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 29, 2012, 03:57:10 AM
Look at heavy autocannon files (both weapon and graphics).

Weapon file will contain turret and hardpoint offsets. Those are coordinate of muzzle points of each barrel.

Sprites are divided into turret and recoil where recoil is your barrels. Offsets use this sprite for coordinates.

Each offset must be put close to a barrel in order for it to play a recoil animation. Use ship editor provided somewhere here to help figure out the proper coordinates. (note that turret`s center is a center of image, while hardpoint uses sprite`s bottom side as a center).

Animation type (alternating, alternating burst, linked) is used to make a weapon to fire from each barrel per shot, per burst or simultaneously. Look at Hephest cannon for alternating fire type with continuous fire and at heavy autocannon for fire-and-reload alternating type. Dual machinegun is a good example of alternating burst fire.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: arwan on March 29, 2012, 11:30:45 AM
really nice mod i have been able to get a fleet up to 199 points so far and have destroyed 2 or 3 mother ships with it. with minimal casualties. the first time i engaged one i was a bit freaked out LOL since it was killing fighters like a hot knife threw butter at first. but its hulking mass of armor finally failed it.

few things i would like to critique though.

starting off. can be very difficult as there are very few fleets moving threw space. and even fewer 1-2 ship ISA fleets. i found myself more than once just waiting for a fleet to attack to show up.

mid game. ISA got PWNED by RSF and had 0 fleets on the board unless they came from off map.. which then proceeded to be *** rather fast.

late game. ISA still has 0 presence and i now also wait for aliens to show up LOL.

also patiently waiting those capital ships. battleships make my mouth water.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 29, 2012, 12:28:58 PM
I see your point.

I still have to play through the mod from the very first frigate to the massive armadas. ISA and ALIENS will get their fleets spawn faster. RSF will have a reduced number of SD fleets.

I was thinking to add several gunships to the starting fleet so that you could combat ISA patrols without first growing on scouts. A single RSF Raptor-M makes the difference in combat against 3-4 ISA frigates. I just need to make sure this wont make start very easy.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: K-64 on March 30, 2012, 07:15:12 AM
After (extensively) playing the campaign, I must say, this mod is absolutely wonderful. Sure starting off is a wee bit tricky, but I find that added to the fun for me.

Only real complaints that I have are the rather low spawn rates of things to shoot at, and the fact that the really big ships can't be bought yet. Though those are more problems with balance and larger development priorities I would imagine.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 30, 2012, 08:11:48 AM
Really big things are not present in the campaign (they are still using old sprites). Just everything shown on the first page was added.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 30, 2012, 04:40:04 PM
Barnaul-Class Heavy Cruiser. Also known as Blazer.

(http://www.okim.nickersonm.com/SF/pic51.jpg)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: arwan on March 30, 2012, 06:11:25 PM
the RSF needs the tupolev ANT-20 equivalent for a transport LOL. because in soviet Russia everything needs to be larger and therefor better.

http://en.wikipedia.org/wiki/Tupolev_ANT-20

also
Quote
It was intended for Stalinist propaganda purposes and was equipped with a powerful radio set called "Voice from the sky", printing machinery, library, radiostations, photographic laboratory, and a film projector with sound for showing movies in flight. For the first time in aviation history, this aircraft was equipped with a ladder, which would fold itself and become a part of the floor.

Also, for the first time in aviation history, the aircraft used not only direct current, but alternating current of 120 volts, as well. The aircraft could be disassembled and transported by railroad if needed. The aircraft set a number of carrying capacity world records and is also the subject of a 1934 painting by Vasily Kuptsov, in the collection of the Russian Museum at St. Petersburg.

(http://upload.wikimedia.org/wikipedia/commons/1/10/Aeroflot_ANT-20bis.jpg)
this is a picture not the painting.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on March 30, 2012, 11:46:07 PM
That is a beautiful plane. lots of interesting nitches it has too!
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 31, 2012, 02:30:48 AM
And what role should that vessel have in space navy?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on March 31, 2012, 02:33:29 AM
And what role should that vessel have in space navy?

Emm.... Trooptransport? ;D
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 31, 2012, 03:05:44 AM
Brrr. In any case it doesn`t fit into current RSF designs i have.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on March 31, 2012, 03:20:54 AM
will you be getting to battleships? Or are you satisfied with just this?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: silentstormpt on March 31, 2012, 06:12:52 AM
Brrr. In any case it doesn`t fit into current RSF designs i have.

it could, just change a gunship and turn into a shuttle or make a new cargo ship and change it to create a massive transport, ofc idk if it will ever be necessary but i guess you might need to board stations or fill your stations with soldiers when the "outposts" became available
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: WarStalkeR on March 31, 2012, 06:36:40 AM
I'm rather interested too to see battleships of RSA and ISA too.
Fight between RSA, ISA and ALIEN must go in its own universe, without any Hegemony, Gun Runners or other races.
Great job Okim! It also gives me slight feeling of what I have seen in games "Tomorrow War" and "Tomorrow War: Factor K", eternal opposition between "United Nations" and "Great Concordia". But in more strategic perspective.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: silentstormpt on March 31, 2012, 08:13:10 AM
I'm rather interested too to see battleships of RSA and ISA too.
Fight between RSA, ISA and ALIEN must go in its own universe, without any Hegemony, Gun Runners or other races.
Great job Okim! It also gives me slight feeling of what I have seen in games "Tomorrow War" and "Tomorrow War: Factor K", eternal opposition between "United Nations" and "Great Concordia". But in more strategic perspective.

I could see is ur mod with hes on the same universe, actually it would really fit there
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on March 31, 2012, 12:15:18 PM
I will eventually draw battleships for both factions. Know when i`m done working on table-top Master of Orion (just finished playing a 7-hour game) - i hope to spend some extra free time on Starfarer.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 01, 2012, 11:04:29 AM
Some new screenshots:

New RSF energy weapon. Ion pulse cannon, takes some time to charge and recharge, has a slow moving projectile, deals energy and EMP damage, has a small damage radius.
(http://okim.nickersonm.com/SF/pic52.jpg)

Connecticut-Class Missile Frigate with a new large version of Hellfire Torpedo (2 shots, 10 ammo).
(http://okim.nickersonm.com/SF/pic53.jpg)

Some new large missile toys for ISA.
(http://okim.nickersonm.com/SF/pic54.jpg)

Plasma salvo from all plasma weapons from the above shot :)
(http://okim.nickersonm.com/SF/pic55.jpg)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 01, 2012, 11:15:57 AM
I will eventually draw battleships for both factions. Know when i`m done working on table-top Master of Orion (just finished playing a 7-hour game) - i hope to spend some extra free time on Starfarer.

In a row?? Dang that's much :D
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on April 01, 2012, 11:38:49 AM
could you help me out on what everything in the weapons files are?

Code
"id":"ioncannon",  # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"SMALL",
"displayArcRadius":400,
"turretSprite":"graphics/weapons/ion_cannon_turret_base.png",
"turretGlowSprite":"graphics/weapons/ion_cannon_turret_glow.png",
"hardpointSprite":"graphics/weapons/ion_cannon_hardpoint_base.png",
"hardpointGlowSprite":"graphics/weapons/ion_cannon_hardpoint_glow.png",
"glowColor":[100,200,255,255],
"turretOffsets":[10, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[15, 0],
"hardpointAngleOffsets":[0],
"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH",
"muzzleFlashSpec":{"length":33.0,   # only used if animationType = MUZZLE_FLASH
   "spread":15.0,
   "particleSizeMin":10.0,
   "particleSizeRange":12.0,
   "particleDuration":0.12,
   "particleCount":17,
   "particleColor":[100,200,255,255]},
"autocharge":true,  # whether the weapon will continue charging and fire if the LMB is tapped instead of held
"projectileSpecId":"ioncannon_shot",  # projectile that will be fired
"fireSoundTwo":"energy_pulse",
}

I know some of these, but I don't think It would hurt to go over everything, right? (I'm only using ion cannons right now, but any other things like beams would be oh so much more helpful)

I know it's not in here, but on beam weapons, what does the fringe color, core color, and glow color do/mean? (this was just one specific question)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 01, 2012, 11:40:12 AM
And i've seen you've done missiles aswell. Any chacne you can help a fellow modder out by letting me in on how to do missiles?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 01, 2012, 12:44:33 PM
7 hours is a fast game. Usually it takes 8-9 hours for 4 players to finish the game.

Beam fringe and core colours describe its visuals. Core is the midline of the beam, fringe is its edges. Glow is used for lights on a weapon. Glow is using glow sprite. Look at HIL and pdburst weapons for examples of continuos and burst beams.

Missiles are easy to figure out (much like everything else in SF). Check various missiles for examples of what they can use. Currently there are ROCKET, MISSILE, HEATSEEKER and MIRV subtypes. Each has its own parameters. See torps, swarmers, salamander and hurricane missiles.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 12:50:34 PM
Kansas-Class Heavy cruiser.

(http://www.okim.nickersonm.com/SF/pic56.jpg)

This ship has 4 large turrets (one pointing backwards), 4 medium turrets (one on the bridge with 360 arc) and 12 small mounts. It is slightly larger than Kentucky Light cruiser and definitely is more dangerous.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on April 02, 2012, 12:52:15 PM
seems like a battlecruiser with that armaments (like the conquest) except not broad side. Guess I would have to go around the back
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 01:02:36 PM
Yeah, i thought about battlecruiser. Kentucky is classified as a light cruiser, but i have a feeling that its just a cruiser with its 2 large universal and 2 large missiles.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 02, 2012, 01:06:49 PM
Mind helping a fellow modder out with how to do the missiles, okim? no matter what i try it always seems to fail, somehow :(.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 01:11:26 PM
Depends on what you are trying to make. You know - describing the whole missile thingy, different types and effects is very time consuming. Some specific questions i can answer though.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 02, 2012, 01:57:24 PM
Well, i was thinking more specifically relating to how to make an missile turret in it self, like for instance, making a dedicated capital killer torpedo. I know what you need, i just don't know how to puzzel the pieces together :-\
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 02:19:32 PM
Use reaper launcher as an example. Start from modifying its file, then edit its projectile (carefully examine what various data inside the projectile file does, especially explosions). Graphics for those are easily done.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Zilerrezko on April 02, 2012, 02:20:57 PM
Quote
Use reaper launcher as an example. Start from modifying its file, then edit its projectile (carefully examine what various data inside the projectile file does, especially explosions). Graphics for those are easily done.

This is what I'm doing too
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Trylobot on April 02, 2012, 11:09:11 PM
Man I am still loving the consistency and quality of Ironclads. One of the best mods around, just a shame it's not balanced for vanilla. Ever plan on taking a stab at that? Maybe after the multi-system Starfarer update drops?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 02, 2012, 11:12:45 PM
Perhaps, but i can`t guarantee that. I like the uniqueness of this mod :)

And multisystemness might even bring more factions into this mod.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Godart32 on April 03, 2012, 09:10:58 AM
Why do people always want to mash together mods with totally differend feel and artstyle ? It's stupid.

Also this mod is really great but could use some tweaking :
-ISA fleets takes too much time to spawn, my system is full of RSF fleets.
-Some ship could use more op points, I found a Kursk with 88/80op but his armement was useless so I had to refit it, and 80op really isn't enought with so many weapon emplacements.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 03, 2012, 10:08:36 AM
Thanks for your support :)

Kursk mk.1 is actually a slighly 'outdated' ship that Lore-wise had no shield generator in the first place and was adapted to broadside battles. The current variant has a fixed shield and this breaks its broadside role. Thus two rear medium mounts were adopted to house any weapon of your choice. The main goal was to make Kursk a specialized platform. It can be an effective anti-fighter with flaks and arrow launchers or a dedicated missile platform with three launchers of any available type. 80 OPs is enough to equip various weapons and mods.

Kursk mk.2 is a moredrnisation that has improved arcs of fire for frontal assault. It can equip various weapons and mods that fit well inside its 85 OPs.

Future version (that is going to be released this week) is going to have more ISA and alien fleets for start, mid game and late armada on armada battles. ISA will have a battleship (that is 50% drawn) and other 2 new ships.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 04, 2012, 10:08:16 AM
ISA Michigan class Battleship.

(http://okim.nickersonm.com/SF/pic57.jpg)

6 large mounts (1 frontal with very limited arc, 1 rear), 6 medium mounts, 19 small mounts. It is for now the most powerful available vessel in Ironclads (not yet available for public ;)).
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Upgradecap on April 04, 2012, 10:12:30 AM
Love the artwork here ^_^ and I hope that this total conversion will be compatible with other mods ( for uniqueness :))
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 04, 2012, 10:18:20 AM
You know, i think that it wont actually be compatible. At least i wont balance it to meet vanilla standards and will hunt down those who will try to do that without permission  :P

Kansas cruiser variations.

(http://www.okim.nickersonm.com/SF/pic58.jpg)
(http://www.okim.nickersonm.com/SF/pic59.jpg)
(http://www.okim.nickersonm.com/SF/pic60.jpg)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 04, 2012, 10:41:51 AM
RSF Barnaul-class heavy cruiser.

(http://www.okim.nickersonm.com/SF/pic61.jpg)

Right part of the ship has 2 flak 88s and a Strela antifighter launcher.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: 2_Wycked on April 05, 2012, 05:50:27 AM
I love this mod, I just wish you retained the Hegemony and Tri-Tachyon bases, to increase the variety of ships.


Is it possible to start a campaign with an ISA ship?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 05, 2012, 06:27:43 AM
Currently you will be able to start a campaign only on a fixed ship. Otherwise original ships might be spawned which is not desired. I can add an ISA frigate to the fleet, but that would be a second ship in your starting fleet, which is also not that funny.

Not going to mix originals with Ironclads. That`s for sure.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: CrashToDesktop on April 05, 2012, 06:31:02 AM
Not sure if anyone posted this yet, the the MIG-99 Interceptors are way OP.  They destroy the shields of the Kentuki (I'm pretty sure you misspelled, unless that was meant to be like that) Cruiser in seconds.  Anyone else have that problem?
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 05, 2012, 10:33:27 AM
Yeah. I know that.

They were using two dual light autocannons with kinetic damage. In the next update they will be using light autocannons with fragmentation damage.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 06, 2012, 05:43:14 AM
Ok. Here we are. The last ship for RSF is finished. The Moscow-Class Battleship in all its glory:

(http://www.okim.nickersonm.com/SF/pic63.jpg)
(http://www.okim.nickersonm.com/SF/pic64.jpg)

ISA Michigan-Class Battleship in two main configurations:

(http://www.okim.nickersonm.com/SF/pic65.jpg)

Few more things to tinker with and a new version of this mod will be available for public :)
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Haresus on April 06, 2012, 06:12:52 AM
Really awesome mod, I love it.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Okim on April 07, 2012, 03:52:21 PM
Version 2.3 is available. Link is available on the first page. It includes:

1. added 5 new ships: RSF got a Barnaul Heavy Cruiser and Moscow Battleship, ISA got Connecticut support frigate, Kansas Heavy Cruiser and a Michigan Battleship.
2. added new plasma blast weapon and large versions of all missiles and torpedoes.
3. added 3 new ballistic weapons for RSF.
4. added large launchers for all missiles, added Spear and Barracuda heavy anti-ship missiles.
5. added more ISA and alien fleets to campaign. Should be enough to sustain fun.
6. improved some weapon sprites, effects etc. Added sounds for laser pulse weapons.

NOTES:
- campaign may still end up without fleets, but this time RSF might get beaten. There is a strange behavior can be noticed of all patrol fleets. They seem to fly diagonally from upper right to lower left corner of the sector. Can`t figure out what is causing this.
- Kansas have one of its large turrets overlapped by two other large turrets positioned nearby. It should be opposite, but i can`t figure out how to do that (re-ordering of mounts in ship file doesn`t help).
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Anysy on April 08, 2012, 05:10:11 PM
I gotta say, I am really enjoying messing around with the Ironclads - The way the ships feel, with their broadsides and generally good feeling weapon arcs, is what the base game should be. The ships overall just feel right.

I havent spent much time messing with larger missiles (other than being on the receiving end of them.. which isnt fun!) but the ballistics employed by the RSF feel right. Would like to mess with some of the ISF material, but they are proving difficult to acquire...
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Haresus on April 08, 2012, 07:48:29 PM
Completely agree with you, Lance. This mod got the feel captured perfectly.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 08, 2012, 09:48:36 PM
Raiding an ISA convoy is a nice way to obtain fancy toys. However convoys got better guards this time and can be problematic to raid (especially when it gets several E-frigates, Connecticuts and destroyers).
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 10, 2012, 01:22:12 PM
WARGING! This are not update notes, just showing some progress and a bit of eyecandies :)

Added new toys for ISA. Added sounds for blasters and plasma. Added new texture for plasma beam.

- dual blaster (small, 3 OP, low-ROF, low-damage, good accuracy, good range)
- heavy blaster (small, 8 OP, good damage, range and accuracy)
- plasma beam (large, slow 'moving' continous beam, range 700, dam/flux 400/600)
- heavy rotary assault gun (large, has twice the ROF of medium rotary assault gun and adds extra range, accuracy is ackward)

Here is a shot of Heavy RAG:
(http://www.okim.nickersonm.com/SF/pic66.jpg)

Here are e-frigates with plasma beams.
(http://www.okim.nickersonm.com/SF/pic67.jpg)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Trylobot on April 10, 2012, 02:26:26 PM
Fuggin' awesome mang.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 14, 2012, 04:44:44 AM
(http://www.okim.nickersonm.com/SF/pic68.jpg)

Any ideas who are these guys?
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: DarkStar076 on April 14, 2012, 04:49:14 AM
The ships seem to be scavanged.
(note the plating bolted on in areas)

Either way they look cool :)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Thana on April 14, 2012, 05:34:45 AM
Pirates?
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: WarStalkeR on April 14, 2012, 06:13:25 AM
United Renegades of both sides... That use technologies of both sides :)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Shoat on April 14, 2012, 06:32:36 AM
Any ideas who are these guys?

They have loose cables on the outside hull of their ships, so my guess is these guys won't stay alive for very long.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: arwan on April 14, 2012, 09:16:24 AM
prey, fresh meat for the slaughter, dead, suckers, new ships for my fleet.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Trylobot on April 14, 2012, 09:30:23 AM
They're the Dominoes!
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Zilerrezko on April 14, 2012, 09:49:06 AM
dude, can you teach me how to make sprites look so interesting? haha
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Archduke Astro on April 14, 2012, 03:05:24 PM
Okim, the greeble side of the Force is strong within you.  8)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: DarkStar076 on April 14, 2012, 05:42:22 PM
I wonder when Okim is going to put us out of our misery and tell us "who they are".
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 14, 2012, 11:37:56 PM
I`m enjoying torturing you, guys :)

Thana is right. Those are just pirates. All their ships are heavily modified RSF and ISA ships (more RSF as they are operating in RSF controlled space).

All ships have their shields removed in favour of extra drives. Weapon mounts are mostly fixed, number of turrets is limited. Drives using low-tech effects.

Currently there are Raider gunship, Reaper and Catapult frigates and Hulk Baseship (a mix between tanker, freighter, carrier and light cruiser). Each hull has 3 variants with various RSF and/or ISA weapons. Pirates love ion cannons, emp missiles and small ordnance like 50mm/2-inch dual/tripple guns etc.

(http://www.okim.nickersonm.com/SF/pic69.jpg)
(http://www.okim.nickersonm.com/SF/pic70.jpg)
(http://www.okim.nickersonm.com/SF/pic71.jpg)
(http://www.okim.nickersonm.com/SF/pic72.jpg)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: DarkStar076 on April 14, 2012, 11:53:39 PM
I`m enjoying torturing you, guys :)
glad to see someone is having fun  :P

Those are just pirates. All their ships are heavily modified RSF and ISA ships (more RSF as they are operating in RSF controlled space).
If they are pirate ships, where's the Jolly Roger ? (http://fc01.deviantart.net/fs30/i/2008/085/2/a/Jolly_Roger_SCS_PS_Brushes_I_by_Kradchan.png)

You are putting emblems on the RSF and ISA ships, so how about the skull and crossbones !
(unless you have already tried that and it doesn't look all that good)
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 15, 2012, 02:57:35 AM
A have a hand drawn JJ, but i haven`t tried to use it at such a small scale.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: DarkStar076 on April 15, 2012, 03:10:38 AM
A have a hand drawn JJ, but i haven`t tried to use it at such a small scale.
Sorry, i forgot that part, a flag that is 10 pixels by 15 pixels doesn't really give you much area to work in.
Title: Re: Project Ironclads, version 2.2 (0.51a with campaign)
Post by: Apophis on April 15, 2012, 03:20:06 AM
There is a strange behavior can be noticed of all patrol fleets. They seem to fly diagonally from upper right to lower left corner of the sector. Can`t figure out what is causing this.
This problem exist also with stock starfarer. Someone should post in the bug forum.
Title: Re: Project Ironclads, version 2.3 (0.51a with campaign)
Post by: Okim on April 16, 2012, 03:31:01 PM
New version (http://www.okim.nickersonm.com/SF/ACM24.rar) is available (v2.4, 17/04/2011):

1. added pirates as a new faction in campaign. Player now neutral to all except these pirates and aliens.
2. added 1 fighter wing and 4 ships for pirates (each ship has 3 variants).
3. slightly increased the number of fleets in campaign.
4. added A-110 assault fighter to ISA, remodelled Kansas cruiser (no longer turret overlapping).
5. added new weapons (plasma beam, new blaster weapons, new launcher for Tigershark missile.
6. added a new mission for pirates. Improved Ironclads and Grey Mist missions (more chalanging, updated ships).

Pics:

(http://www.okim.nickersonm.com/SF/pic73.jpg)
(http://www.okim.nickersonm.com/SF/pic74.jpg)
(http://www.okim.nickersonm.com/SF/pic75.jpg)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: CrashToDesktop on April 16, 2012, 04:08:02 PM
Epic!  Finally, a proper Pirate faction with stolen ISF and RSF tech. ;D
Make Grey Mist more challenging?  Hell, that's already the hardest mission for me! :o
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: silentstormpt on April 16, 2012, 04:09:03 PM
while i love the pirates, shouldnt they have a painting based on their own faction like brown (rusty) and grey (iron like) colors.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Trylobot on April 16, 2012, 04:32:44 PM
@Okim: I agree actually; I think the pirates should have some kind of "pirate flag" - be it a physical flag, partial- or full-paintjob or something that instantly sets them apart.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 17, 2012, 01:05:52 AM
(http://www.okim.nickersonm.com/SF/pic76.jpg)

Something like this would be satisfiable? (added some rust, some colours, added yellow and grey plates and simple skull decals).

Old sprites:

(http://www.okim.nickersonm.com/SF/PIRATE-ships.jpg)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Dohon on April 17, 2012, 05:31:33 AM
Just want to pop in and thank you for your mod, Okim. I'm really enjoying it, despite that at most, I get to play for half an hour each day. ;)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 17, 2012, 11:15:00 PM
Thanks! :)

Guys, i`m waiting for your feedback about new pirate sprites (shown above) as well as pirates in-game.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Anysy on April 18, 2012, 12:48:21 AM
I feel like their significant frontal weaponry and generally good speed and maneuverability is kinda strong early on - The Omsk frigate just has terrible maneuverability, horrible turret arcs, and sub-par speed. It also lacks ANY point defense.. and the 14mm PD guns just dont feel that good.

Then I modded them into flak cannons, and felt a lot better. I dunno, I just dont feel like the Omsk can deal with the minor pirate groups, because of her poor speed and lack of manuverability
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 18, 2012, 12:59:24 AM
A little hint: Use missiles :)

Omsk can equip Killer Wasp launcher. Two hits of these missiles kills pirate frigate without a problem (and they will hit most of the time given that pirates have poor PD). The only problem with this way of dealing with the pirates are those ships that have light rotary pd cannons.

For Harpoons i usually buy Migs right at the start of the game. They can distract and most of the time even kill of pirate fighters.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Zilerrezko on April 18, 2012, 01:10:46 AM
>.> *cough* 'Arkansas'* <.<
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 18, 2012, 01:14:39 AM
My bad  :-[
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Anysy on April 18, 2012, 02:35:40 AM
I dunno. I dont really see missiles as an answer.. Sometimes they work, and other times their rotary cannon will blow both of them up just in time. And at that point, im left with still two incredibly inaccurate main guns on complete opposite sides of the ship.

I dunno, im a really big fan of all of the other ships.. Its just I really hate this omsk frigate. I even messed around with the smaller Russian frigates, and most of those seemed decent.. but all just plain inferior due to lack of medium slots. Save the missile frigates, which I thought were the most useful. In any case, I just hate the Omsk. Really. Its annoying me.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 18, 2012, 03:01:38 AM
3 medium mounts are annoying you? :) That`s the upgraded original brawler actually. And all mounts on Omsk are designed to face forward arc (actually all RSF ships are designed for frontal assault with very few exceptions).

I have no problems with fighting pirates with Omsk. I either use NURS or Killer Wasps on it with 2 125mm cannons and 2 76mm cannons. This way i might really get swarmed by missiles, but i have enough firepower to quickly kill-off a single frigate with NURS/KWs and dog fight any left ones. The real trouble for this combo is Harpoon, but my MIGs can deal with them.

When i fight aliens - the weapon choices are 2 50mm dual cannons and 2 76mm cannons + Wasp or Killer Wasp missiles. 50mm cannons deal with their shields while long venting/overload times of aliens crafts allow my Wasps to reach it and kill it.

Against ISA i use the same ship above, but with Wasps being replaced by Mosquitoes. Against RSF Mosquitoes are replaced by Eel Emp missiles. I usually get another few Omsks for other specialised tasks. For example anti-fighter with 2 14mm quad cannons or shotguns and Arrows. Or torpedo boat with 50mm cannons. OMSK is a universal platform.

But if it really bugs you - you can always sell it and pick up ISA frigates. These are more interesting to play due to their shields and universality of mounts.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Anysy on April 18, 2012, 03:22:45 AM
well, the main issue with the omsk is the complete lack of speed - Im pretty sure its a fair contender for the slowest ship IN THE GAME.... (mostly kidding). Sure, it has 3 medium mounts.. but youll only ever get sustained damage from one of those, because you cant ever keep anything in the ~30 degrees of overlap in the front.. And that is if you catch up to anything in the first place.

I mean I am running similar setups, with the giant sounding battlecannons and all. I tend to run point defense guns in the small slots against pirates, as missiles really suck. I tried out the NURS pod, and I feel like it works pretty well, excepting that I never can seem to hit anything at range reliably.

I would sell my Omsk for a basically anything ISA, but then id have to like completely relearn how to fly spaceships - I would need to actually pay attention to shield arcs and lack of armor.


Dont get me wrong at all -I absolutely love the gameplay outside of flying the damn omsk frigate.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 20, 2012, 12:50:23 AM
Marauder-class Pirate destroyer.

(http://okim.nickersonm.com/SF/pirate_marauder.png)

1 large universal hardpoint (right bank)
1 medium energy hardpoint (front)
1 medium universal hardpoint (left bank)
3 small ballistic hardpoints (front)
3 small universal turrets (1 front, 1 rear, 1 left center)
2 medium universal turrets (1 left, 1 right)

This ship will be available only for very rich pirate warbands (rare, huge and deadly ones).

Plans are for Scavenger light baseship (carrier+freighter+tanker+destroyer) based on ISA Fatboy freighter and Sparker bomber that is based on RSF TU-610 bomber and carries a single ion cannon (and nothing else at all).
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: XpanD on April 20, 2012, 06:34:11 AM
Sweet, more ships. Downloaded and installed this recently, and got a few hours lodged into it. It's quite a bit of fun to play, although it could do with more ships in my view - good to see that's being addressed. Love the large amount of new weapons, and they work great too. Descriptions could use some work, but at least this mod has them!

Keep up the good work! ;)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 20, 2012, 08:06:40 AM
Yeah. I`m too for the varied fleets and populated systems.

I`m planning to add some civilian traders, privateers, mercenaries with their own ships. This is gone be a main pirate`s prey. Not sure how long it will take me to start working on them though.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Barracuda on April 22, 2012, 03:51:36 PM
Ive found that its really hard to find most of the guns for the Kansas Class Heavy cruiser. Also that the pirate base seems to not get resupplyed at all. And the Russians seem to have there hads full ALL the time. Sence they never have a defence fleet around for more than a week.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 22, 2012, 11:17:15 PM
Pirates are waiting for a new destroyer sized baseship. As soon as i draw and introduce it - they will be resupplied.

Russians not having enough fleets? Well, as i wrote in one of the previous builds - altering ISA and alien fleets would make RSF less powerful (there were complains about low numbers of ISA fleets). Seems that introducing pirates made RSF even less powerful.

ISA gets supplies in similar fashion as RSF. Perhaps pirates have intercepted some supply fleets in your game (they can as they are faster and have a chance to spawn huge armada that wont have any difficulties with supply convoys and their base travels at the entry point of ISA somewhere close to the arrival of heavy-guns-full convoy). Use RSF guns for Kansas and/or salvage ISA fleets.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 23, 2012, 09:56:00 AM
Pirates Scavenger-class Baseship.

(http://www.okim.nickersonm.com/SF/pirate_scavenger.png)

This ship is usually used by average pirate gangs that are not rich enough to allow Hulk Baseships, but large enough to become dependent on a baseship. Scavenger can also be seen used as a freighter running ressuply missions or as a repair & salvage vessel.

Scavenger weaponry is limited, but it greatly surpases the original arnaments of Fatboy freighter it is based on.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on April 29, 2012, 11:38:30 PM
Stopped modding until 0.52 comes out.

Can someone please PM me when it comes out so i would receive an e-mail, download and continue modding :)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on May 01, 2012, 09:45:44 PM
Thanks to all those who answered my call about notifying me :)

Gone thinking about Ironclad`s features for 0.52...
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Anysy on May 01, 2012, 10:01:59 PM
"all those" ...

Perhaps we shouldve coordinated this?
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Vandala on May 02, 2012, 12:13:52 AM
How many did you get?  :)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on May 02, 2012, 12:52:30 AM
3. You were the first, Lance the last :)
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Erick Doe on May 02, 2012, 12:55:49 AM
I love the look of your pirate ships. Chaotic, yet still in tune with the rest of your sprites.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Anysy on May 02, 2012, 03:16:10 PM
im so slow :(

I totally blame the class I had that morning. Totally.
Title: Re: Project Ironclads, version 2.4 (0.51a with campaign)
Post by: Okim on May 02, 2012, 09:49:50 PM
Lets imagine that your message was the last that made me actually go and download the patch and that you participated in this little update i have today.

So Ironclads 2.5 are out. Here is the archive: http://www.okim.nickersonm.com/SF/ACM25.rar

Here is the list of changes:

1. added abandoned base to campaign. Free 'trade' feature as in vanilla.
2. added Scavenger baseship for pirates.
3. created scavenger fleets that supply Pirate base with new ships and weapons each 2 weeks. Fleets are relatively small, but can be a problem even to an experienced player. Scavengers bring some ISA and RSF weapons as well as alien blasters to Pirate`s base.
4. modified the majority of variants to utilize the fifth weapon group. Most of RSF and ISA ships have their weapons divided into banks (mainly large ships).
5. replaced player.faction file in order to be able to set your color. Currently it is grey, but i`ll experiment in the future with various colours.
6. replacement of this file also allowed me to add ISA frigate as a starting ship. There are now two equally powerful ships available to player from start, though it is a random choice.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Lictuel on May 03, 2012, 12:25:36 AM
Hello Okim,

I just downloaded V2.5 of Ironcalds and played around with it for a bit.

Thats when i stumbled upon this:
[Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [supplyfleet] not found for faction [PIRATE]
java.lang.RuntimeException: Fleet id [supplyfleet] not found for faction [PIRATE]
   at com.fs.starfarer.loading.return.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.corvus.PIRATEConvoySpawnPoint.spawnFleet(PIRATEConvoySpawnPoint.java:39)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.A.ÕøÒ000(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I am using 0.52 and your newest version. Is Ironclads by chance still only compatible with 0.51a? If not it seems i stumbled upon a small bug :)
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 12:33:26 AM
Thanks. That`s a pirate scavenger fleet that i forgot to rename...

Here is a little hotfix: http://www.okim.nickersonm.com/SF/PIRATEConvoySpawnPoint.java

Put it into acm/data/scripts/world/corvus/ folder.

Please report any possible bugs - this way i can faster smash them (i have little time to play-test my own mod, damn it).
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 03, 2012, 12:35:56 AM
I've already found a bug...
That link don't work, son.

EDIT: Your Ninja edit did not go unnoticed.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 12:37:22 AM
Fixed :) Was .coN instead of .coM...
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 12:40:09 AM
Just a quick note:

ISA frigate + 4 heavy blasters + 2 ugr launchers + 1 ugr battery + augmented engines + a wing of either A110 or SU57 = death to any pirate raider fleet regardless of how many Raiders, Reapers of fighters they have :)

Need to test RSF frigate a bit more.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 03, 2012, 02:21:46 AM
I've found that the EMP Laser cannon thing is pretty damn powerful on its own.

I.E: LOL was that your baseship, pirates? I didn't see it there through all the "so-and-so weapon deactivated's"
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 03:08:48 AM
Yes, ion cannon is a powerful weapon. It misses most of the time though. And it should miss even more.

Just came here to post some info on current progress:

1. added Whale-shark MIRV missile with 6 standard homing warheads and 6 heatseeker warheads. This one puts target`s PD into chaos.
2. added Barracuda mk.2 missile with proximity detonation system. (Original Barracuda produces area of effect explosion only on impact). This missile is set to target any type of target including fighters.
3. added some descriptions. These now cover all RSF ballistic weapons and ALL missile weapons in the mod.

EDITED: set Ion canon to a fixed 12 deviation value. It now should not be a sniper weapon :)
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 03, 2012, 04:53:53 AM
Muhahaha!

I just realized that the Abandoned Station can store anything you want it to, and so I'm using it as my outpost for keeping stuff until I get enough stuff to fill fuel tanker and the cargo ship and making trading runs with my undercrewed near-useless trading vessels!
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 05:11:43 AM
That`s what it is meant to be in original game. I just ported it into mod ;)

Another quick update: created a Porcupine torpedo. This is the RSF advanced torpedo that contains 24 small one-shot 35mm cannons attached to its hull. Each cannon fires a kinetic projectile when torpedo gets close enough to the target. There are 4 salvoes of 6 projectiles each. After all the projectiles are fired the torpedo proceeds to its target. It deals less damage than the Club torp it is based on.

This way it has some chances to either overload the enemy target prior to impact or overload it upon impact so that follow-ups can finish it off.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 06:23:20 AM
Whaleshark MIRV missile.

(http://www.okim.nickersonm.com/SF/pic77.jpg)

Deadly weapon against any ship be it ISA, RSF, Pirate or Alien. Heatseekers move around the target in opposite directions while direct strike missiles harass one of the sides.  So you can`t shield against them all  :)


Porcupine topredoes.

(http://www.okim.nickersonm.com/SF/pic78.jpg)

Porcupine currently behaves ugly - its projectiles face the target upon creation and they are created not from the missile sprite, but around it at some distance. This all make it look a bit weird especially when torp misses its target and projectiles face it and travel in another direction (strafe of some sort).

Never-the-less it is a good weapon. It can overload destroyers alone and overload cruiser when paired and all projectiles hit. A salvo of these can damage shields, overload and cripple a heavy cruiser or even battleship.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Vandala on May 03, 2012, 06:33:14 AM
Now that is a cool idea.  :o
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Upgradecap on May 03, 2012, 06:39:10 AM
Now that is a cool idea.  :o

Yeah, i agree.

Though could you possibly make the Porcupine look like it's going to suicide the ship before launching the smaller missiles? :D
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 06:47:45 AM
What do you mean by 'suicide the ship'? It is already a standard torp with 1500 HE damage with a neat feature of launching 18 projectiles with 40-50 kinetic damage each.

Originally it launched 24, but that number was too large and actually the last salvo wasn`t always played before detonating (cutting out the last stage of the torp with HE damage).
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Trylobot on May 03, 2012, 01:46:16 PM
Yeah the pirate flag is good, pretty much what I was thinking. That way there's no confusing them with the legit factions.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Anysy on May 03, 2012, 07:33:42 PM
fatal: Fleet id [supplyfleet] not found for faction [pirate]
check log for info

:(
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Sunfire on May 03, 2012, 07:35:34 PM
fatal: Fleet id [supplyfleet] not found for faction [pirate]
check log for info

:(

Happened to me as well, I assume he's already looking into it
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 03, 2012, 09:37:06 PM
A page ago i`ve posted a small hotfix for this issue :)

http://www.okim.nickersonm.com/SF/PIRATEConvoySpawnPoint.java
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Anysy on May 03, 2012, 11:32:00 PM
Oh.. You didnt include that in the normal release?

I thought you asid.. I dont know anymore.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 04, 2012, 01:09:58 AM
I`ll update the mod soon. There are some changes to simulator and faction`s fleet numbers (and pirate fleet layouts) as well as two new ships and some weapons.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 06, 2012, 08:56:29 PM
I just got my first Cruiser in your Mod (a Kansas class) and I've come to understand that the Plasma Cannon is Under Powered!

The Light PC has the same range, less flux buildup and since it fires faster it dishes out 900-1000 damage in three shots when the Large Slot Plasma Cannon can only shoot once and hit for 600-700 damage!


In conclusion: HERP DERP BUFF NAO!!!!!!! But seriously the Large slot PC needs a buff.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 06, 2012, 11:23:12 PM
That`s funny, but i`ve recently did the opposite thing by nerfing light plasma cannon by increasing its recharge time and lowering damage :)

In any case - it was balanced from the begining by significant fluz generation. 550 per shot, 1.5 sec recharge against 800 per shot and 4 sec recharge of large plasma cannon. As you can see large version is more power efficient than its lighter version.
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Okim on May 07, 2012, 11:00:46 AM
New version is available.

Ironclads 2.6 changes:

1. replaced ships in simulation to ISA, RSF and pirate vessels (maxed at cruisers with 1 variant per some hulls).
2. added two new ships with 3 variants each.
3. added new missile/torpedo types
4. added large versions of NURS and UGR rocket launchers
5. reworked some weapon data
6. added discriptions to all weapons
7. adjusted numbers of pirate, ISA, RSF and alien fleets. The last version was overspammed by hostiles.
8. other minor changes i can`t recall specifically.
9. fixed crash with pirate supply fleets.
10. updated weapon projectile effects (ballistic have metallic shells and different colours of trails per type, blasters use a bit sharper projectile, plasma once again use textured projectiles instead of blobs).


(http://www.okim.nickersonm.com/SF/pic79.jpg)
(http://www.okim.nickersonm.com/SF/pic80.jpg)
Title: Re: Project Ironclads, version 2.5 (0.52a with campaign)
Post by: Heavy Weapons Pony on May 07, 2012, 03:00:58 PM
New version is available.

Ironclads 2.6 changes:

1. replaced ships in simulation to ISA, RSF and pirate vessels (maxed at cruisers with 1 variant per some hulls). ~ Now I can actually see how good my ships are against ones actually in-game
2. added two new ships with 3 variants each. ~ More ships! Yay!
3. added new missile/torpedo types ~ Even more missles I wont use! Yay!
4. added large versions of NURS and UGR rocket launchers ~ Heavy NURS Launcher, Dear god
5. reworked some weapon data ~ What weapons?
6. added discriptions to all weapons ~ Yay more descriptions! *Reads all of it*
7. adjusted numbers of pirate, ISA, RSF and alien fleets. The last version was overspammed by hostiles. ~ But I liked the ***
8. other minor changes i can`t recall specifically. ~ Yay?
9. fixed crash with pirate supply fleets. ~ Don't mind this its just YOU CAN NOW PLAY FOR MORE THAN 30 IN-GAME DAYS NOW!
10. updated weapon projectile effects (ballistic have metallic shells and different colours of trails per type, blasters use a bit sharper projectile, plasma once again use textured projectiles instead of blobs). ~ Yay Proper Plasma Projectile Textures!



Just 1 question: Is it save compatible?
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 07, 2012, 03:46:44 PM
Aside from not getting the new weapons and hulls as starting cargo in bases - it has no other 'incompatibilities'. You`ll get those missing weapons/ships with new convoys sooner or later or by salvaging.

Really, if it WAS incompatible with 2.5 saves i would have surely mentioned that.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 10, 2012, 03:03:50 AM
(http://www.okim.nickersonm.com/SF/alien-gunship.png)
(http://www.okim.nickersonm.com/SF/alien-carrier.png)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Erick Doe on May 10, 2012, 03:11:28 AM
Love it! You have a very unique style. They are so different from the conventional ships you've created. Yet they match! That's quite an achievement!

Can I ask if the Nomads from Freelancer inspired you to do these ships. Their colouring reminds me of that game.  :)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 10, 2012, 03:25:38 AM
No. I`m just matching my Alien mothership`s textures (it is a render from my unfinished SOTS mod model of The Greys` destroyer).
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 11, 2012, 01:03:26 AM
(http://www.okim.nickersonm.com/SF/pic81.jpg)

Re-worked Alien weapons.

1. Alien Laser is now a standard energy weapon (not pulse) with good damage, range and ROF. It is mainly an anti-fighter/missile weapon.
2. Alien Blaster (former alien heavy pulse laser) is now a strike weapon with great range (compared to other alien weapons), great damage, but reduced ROF.
3. Alien Beam is an amalgam of a HIL, Graviton Beam and EMP weapon. It has moderate damage and great turning speed. EMP and graviton effects makes it a deadly weapon against any fighter wing, frigate or even destroyer. Graviton effect creates lots of funny situations when it hits missiles and fighters (forces them to spin in place). Especially this is great against torpedoes.

New Alien ship.

It is called a Stalker. It is a combination of a carrier and destroyer. It carries 4 medium weapons (2 fixed) and 8 small. As all alien ships this one has great shields, extreme mobility and good speed.

In campaign it will appear in Abductor fleets and escorting Mothership.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 11:48:36 AM
(http://www.okim.nickersonm.com/SF/dn.png)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: CrashToDesktop on May 18, 2012, 11:49:38 AM
Ummm....!
Wow....IT'S EPIC!
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 18, 2012, 12:18:44 PM
Haha, a super capital ship? I love super capitals  :D

Although, I prefer the ISA over the RSF. But that's just me, I prefer pewpew to bangbang.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 12:25:40 PM
This one is a replacement for the original Dreadnaught that started this mod.

And it will have plenty of pew-pew :)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: vorpal+5 on May 18, 2012, 02:24:16 PM
I like this mod! I like that it is based on Earth nations, this remind me of Aurora (a very geeky space simulation) where there is Russia, USA, China, Europe Union in the  Space race.

A few remarks. Cosmetic one: it is sometime difficult to spot the pirate's grey color. Perhaps something like whit/brown? Also, why ISA is not Blue in color? :-)

I think the mod would be even greater if there was not one but several space stations on each side, with some traffic and convoys sent or returning to these stations. Perhaps Barnard Star is a system with vast riches in minerals, so some mining stations would be the cause of such convoys traffic, with escorts on both side, the pirates in the middle!?

Also, do you have some plans for exceptional events, like in Xplo mod? A rare fleet appears, very strong, for a specific mission, then go away. Perhaps it can even be the aim of the game, defeat the fleet and you get a message that the faction you supported will now have supremacy over the system (basically you 'won' the game, even if you can continue playing).

About gun calibers, I find them too small. 3 Inch caliber is very small for a space ship, during WW2 the gun of tanks were up to 122 mm and more, so imagine a spaceship. Battleships had 406 mm guns, and a world war II battleships was perhaps as small as a space destroyer! So here, even if this is just cosmetic, I think you should up the calibers.

As for game balance, why the Piranha SRM costs 240 credits and is such a crap, compared to the Stinger that does more damages and cost less?
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: CrashToDesktop on May 18, 2012, 02:37:20 PM
3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 02:37:37 PM
There are 4 stations and 3 convoys. Civilians are planned, but that`s a long term work.

Not planning to add quests right now. There is already an Uber Fleet with Alien Mothership flying in and out on a rare ocasion. Thi dread will also be a rare sighting.

Actually i prefer to see frigates like modern Monitors (boat no longer than 100 meters armed with low-caliber guns and small launchers). Other ships follow this idea. Ironclad DE is roughly of the same size as modern DE. That`s why it has no large guns. Powerful 408mm cannons are for capitals mainly. And i really see no use of calibers larger than 408mm.

Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 02:40:20 PM
Piranha is an anti-ship missile. Stinger is an ani-fighter missile. They are dealing different types and power of damage. Try to fight DEs with just Stingers and you`ll see how they are uneffective against armour.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: vorpal+5 on May 18, 2012, 03:54:44 PM
3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D

Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.

Thank for the answers anyway.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: CrashToDesktop on May 18, 2012, 04:42:58 PM
3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D

Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.

Thank for the answers anyway.
5 Meters was quiet long during WW2, about 15 feet for those in the US (me!).  But anyway, that was my two cents and I'm fine with it is right now.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Vandala on May 18, 2012, 06:49:49 PM
I do so love the aliens in this mod, such beautiful ships.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 18, 2012, 07:08:03 PM
*mumbles angrily about the Aliens' ability to move flawlessly in any direction*
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: vorpal+5 on May 18, 2012, 11:03:04 PM
3 inch (75mm I believe?) was probably the most common gun during WW2.  The T-34, the Panther, the Sherman, etc. used it almost all the time.  the 3 inch is fine by me. ;D

Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.

Thank for the answers anyway.
5 Meters was quiet long during WW2, about 15 feet for those in the US (me!).  But anyway, that was my two cents and I'm fine with it is right now.

Panther was almost 7 meters long, not counting the gun!

Really no problem for me, it is just that I prefer them big, it convey a sense of power. Seeing a dual battery with 50 mm, knowing that 50 mm caliber was a small gun during world war 2 don't feel totally right for me, but this is totally 'in my humble opinion', sure.

You sir, are playing World of Tanks?  :P
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 18, 2012, 11:42:27 PM
Remember that 50mm cannons are kinetic weapons. For anti-armor i`m using calibers above 76mm. ISA rotary cannons are the only exception (they use subot shells).

And BTW, read vanilla weapon`s descriptions. Especially the Arbalest cannon (which is a 42mm caliber cannon with a visually fat barrel).
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: vorpal+5 on May 19, 2012, 12:10:40 AM
Ok!

I have an Idaho escort carrier and I feel this boy is just a little too good, the large missile slot particularly... I don't know, it seems to be able to do everything, carry fighters while being as armed as others destroyer sized hull. I need to further analyse and compare but that's a gut feeling right now.
Also, graphically, do you plan to differentiate a bit the Idaho to show it's a carrier? That's difficult to say from the look.

I'm currently tweaking the java code, to see if I can add scripted content to your mod btw.  ::)
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Jonlissla on May 19, 2012, 04:30:21 AM
Looks great, although I think the RSF ships are way too dark. The red colour creates a fine contrast but all those grey bolts in combination with the pitch black makes it look a bit messy. Have you tried another colour scheme?

ISA ships however looks incredibly clean and very professionally made. Kudos to you.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: DNAz on May 19, 2012, 07:31:20 AM
Looks great, although I think the RSF ships are way too dark. The red colour creates a fine contrast but all those grey bolts in combination with the pitch black makes it look a bit messy. Have you tried another colour scheme?

ISA ships however looks incredibly clean and very professionally made. Kudos to you.
Soviet (or even now) Green or Blue (particularly the shades on planes) with the red would be cool.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 19, 2012, 07:49:43 AM
Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Jonlissla on May 19, 2012, 11:17:10 AM
Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.

I think you misunderstood, what I'm talking about is not the setting nor the ship design, but the colour scheme of the RSA.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 19, 2012, 11:28:07 AM
Red + Dark is my vision of crude and plated :)

Green/blue is for fansy high-techy ships.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Sunfire on May 19, 2012, 11:29:29 AM
Red + Dark is my vision of crude and plated :)

Green/blue is for fansy high-techy ships.

looks fine to me, and definantly fits the feel you were going for
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 19, 2012, 12:49:47 PM
In rust, we trust.
 :P

Internet hug if anyone gets that.
I think the Hegemony gets that, judging by their Onslaught flagships.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Upgradecap on May 19, 2012, 12:58:44 PM
In rust, we trust.
 :P


In shields, we survive. ;D
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 19, 2012, 01:05:08 PM
I agree, shields are the way to go, people!
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: DNAz on May 19, 2012, 04:36:06 PM
Red + Dark is my vision of crude and plated :)

Green/blue is for fansy high-techy ships.
Really? Green/Blue on soviet tanks and planes are not high tech especially if there is grime and rust.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: rada660 on May 19, 2012, 09:14:25 PM
In rust, we trust.
 :P

Internet hug if anyone gets that.
I think the Hegemony gets that, judging by their Onslaught flagships.

Minmatar ftw.....

fear the
N
A
G
L
F
A
R

vertical design... oh yea...

here... take a duct tape roll
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 19, 2012, 10:16:46 PM
*gives everyone in the thread a complimentary roll of duct tape*
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 20, 2012, 11:18:17 PM
(http://www.okim.nickersonm.com/SF/pic83.jpg)

That ship turned out to be far too large...

It has 800 OPs (just enough to fit all the weapons + some mods), it has 2 large missile launchers (to deal with support ships), 16 large mounts and tons of medium mounts. No small at all. Launch bay can support up to two fighters/wings.

There will be a single mission where you as ISA strike fleet commander are up against that monster with a few escorts. It will also be available in campaign as a SDF fleet with no respawn.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: IIE16 Yoshi on May 20, 2012, 11:24:11 PM
No respawn?  :'(
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 20, 2012, 11:26:31 PM
One more thing. This ship has NO shields at all. So you can`t overload it. This also means that it is very vulnerable against missiles, especially Tiger Sharks and Whale Sharks.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Vandala on May 20, 2012, 11:55:31 PM
Jesus Christ what a beast!!

Beautiful.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: rada660 on May 21, 2012, 09:36:17 AM
(http://www.okim.nickersonm.com/SF/pic83.jpg)

That ship turned out to be far too large...

It has 800 OPs (just enough to fit all the weapons + some mods), it has 2 large missile launchers (to deal with support ships), 16 large mounts and tons of medium mounts. No small at all. Launch bay can support up to two fighters/wings.

There will be a single mission where you as ISA strike fleet commander are up against that monster with a few escorts. It will also be available in campaign as a SDF fleet with no respawn.

no small weapon?! blasphemy! every large ship must have small weapon, because its awesome :P
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on May 21, 2012, 09:58:33 AM
Each medium weapon is considered as a 'small' one on this ship. 14mm quad guns and 88mm flaks are ideal PD weapons for this ship.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: rada660 on May 21, 2012, 11:38:20 AM
oh yea true dat
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Okim on June 01, 2012, 12:39:04 AM
New version is available (ACM 2.7). You can download it from the first page.

List of changes:

1. added RSF Federation-class Dreadnaught.
2. added a new mission where small ISA forces are fighting RSF dread.
3. changed 14mm quad cannon to fire from all its 4 barrels simultaneously with deviation per barrel.
4. changed shrapnell gun to fire its pellets in more chaotic way.
5. changed 6 Whaleshark warheads to EMP type (6 explosive + 6 EMP).
6. made Porcupine torpedo a cluster-bomb type weapon that releases 12 warheads.
7. added dread to RSF SDF fleet in campaign.
8. made laser weapons more accurate and plasma less accurate, but more powerful.
9. added alien carrier and alien beam weapon. It can be seen in campaign and in Beast Hunt mission.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: IIE16 Yoshi on June 01, 2012, 04:27:57 AM
Will the ISA be developing a monstrosity to counter the RSF's own?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 04:30:06 AM
Nope. They prefer carriers and fighters over monstrosities. Play "The Fall Of The Federation" mission to see how deadly a carrier with A and B wings can be :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: IIE16 Yoshi on June 01, 2012, 04:33:09 AM
True, them A-110 wings are awesome at ripping stuff up.



EDIT:
Will either faction be getting any symmetrical ships? You have no idea how much the offset placement of all those antennae bugs me.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 04:42:29 AM
Emm. No. I see no reason to change that - tiny antennas and some other elements placed asymmetrically is ok to me.

Aliens the only ones that are going to be 100% symmetrical. But they are unplayable ;)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: IIE16 Yoshi on June 01, 2012, 07:45:41 AM
Are they? I've never fought them enough times to roll a chance at capturing one, so I've never really looked at them in great detail, do they have massive crew requirements or something? Or zero OP?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 08:14:15 AM
I mean that you can`t take control of them in mission and it is nearly impossible to capture them in campaign (1. you need to defeat them. 2. you need some luck for them to be salvagable. 3. you need to capture them). So far i managed to capture 2 frigates and i was very lucky once to get a salvageble mothership. But i failed to capture it.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Shoat on June 01, 2012, 08:44:01 AM
I mean that you can`t take control of them in mission and it is nearly impossible to capture them in campaign (1. you need to defeat them. 2. you need some luck for them to be salvagable. 3. you need to capture them). So far i managed to capture 2 frigates and i was very lucky once to get a salvageble mothership. But i failed to capture it.


Last time I played (2.6) it was really easy to capture a mommaship (after defeating it, that is) as it had only 1 crew.


The only difficult thing afterwards was finding enough large energy weapons to equip it with.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: IIE16 Yoshi on June 01, 2012, 10:01:37 AM
Keep fighting other mommyships and get their TachLances.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: WarStalkeR on June 01, 2012, 11:25:45 AM
That ship turned out to be far too large...
That's what I call a Battleship! Will ISA have one like this too? :)
With this ship RSF surely will be able to put good fight against Hierarchy :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 12:08:55 PM
Its a hell to manually controll such a beast. I`ll rework the Alien`s mothership some day, but no more huge ships, not for ISA, not for any other race.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Shoat on June 01, 2012, 12:28:28 PM
I just had a crash occur while playing your mod (v2.7).
As I don't know whether it is a bug that may also occur in the base game or related to the mod, I'll post it here AND in the bug report forum (http://fractalsoftworks.com/forum/index.php?topic=3035.0).


During a very long battle with an RSF system defense fleet (I was 15 or maybe even 20 minutes in) the game just crashed, giving me the error message seen below.


(http://img233.imageshack.us/img233/2952/crashreport.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 02:23:54 PM
That`s mod related. Last-minute change that slipped through testing.

Oped ACM/data/weapons/proj folder. Find there a porcupine_torp file. There will be EXPLOSIVE string in the middle of the file. Replace it with HIGH_EXPLOSIVE. Launch the game (hope you`ve saved before that SDF battle).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 02:27:29 PM
Uploaded a fixed archive (2.71).

Keep such reports comming if you stumble upon a bug. This helps me a lot :)

BTW, i`ve updated faction size comparison images on the first page. Just look how rediculously huge The Federation is...
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Shoat on June 01, 2012, 02:33:24 PM
Thanks for the fix, bro.


Now let's see if I can once again gather enough concentration for such a long battle...
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Wyvern on June 01, 2012, 11:24:44 PM
INSTALLATION

Here is an archive:  http://okim.nickersonm.com/SF/ACM271.rar (http://okim.nickersonm.com/SF/ACM271.rar)

Current version is meant for Starfarer 0.52.1a.

MAC users! Follow this link (http://fractalsoftworks.com/forum/index.php?topic=473.msg4348#new) if you have problems with the mod.

For more detailed list of changes (history per version) please use this file (http://www.okim.nickersonm.com/SF/readme.txt).
As a mac user, I'd like to point out: your red colored link is out of date - the bug you've linked to has been fixed for several versions now.  What would be useful, instead, is a .zip archive instead of a .rar.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 11:40:16 PM
Ah, yeah. Sorry. I always forget about MAC rar-nonfriendliness :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 01, 2012, 11:42:46 PM
Changed archive to ZIP. Enjoy ;)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Wyvern on June 02, 2012, 12:13:26 AM
Awesome, thanks.  Sadly, it's bedtime, but I'll play around with this some tomorrow; it looks neat.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Shoat on June 02, 2012, 05:13:19 AM
I noticed a little problem with the mothership, it seems to have somewhat misaligned weapon mounts.

One pair of medium mounts is not mirrored (they both point to the left, even though one should, if the ship is supposed to be mirrored, point to the right), two pairs of small mounts point inwards instead of away from the ship, and all the missile mounts which have torpedoes on them point backwards.

I don't know how many of these are intentional and how many aren't, but I thought I'd report it anyway now that I have captured a mommaship.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 02, 2012, 06:50:57 AM
I know that. But i`d rather redraw the whole mommaship instead of fixing those issues :) BTW, torps are guided (IIRC there are ANtropos torps there).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: ClosetGoth on June 02, 2012, 09:36:11 AM
Hey, I love this mod, but there is ONE thing that bugs me: In the OP, the fourth-to-last picture still has one weapon captioned as "tripple gun," (which should obviously be spelled "triple"). Is this going to be fixed? It makes me cringe every time I see it.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Anysy on June 02, 2012, 01:14:25 PM
Clearly needs to be spelled "trippple".
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 02, 2012, 11:20:06 PM
:)

Fixed in the future version. Removed that irritating screenshot of yours ;)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: FalseDead on June 20, 2012, 07:14:04 PM
 Single shot piranha missiles do only 50 dmg I hope that wasn't intended ;D
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 20, 2012, 11:33:51 PM
Thanks. Add there a missing 5 to make it 550 :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Hopelessnoob on June 21, 2012, 06:03:59 PM
Having a bit of a problem playing this mod, game never even starts to load. this is the error message i get when it crashes.

Fatal: Ship Hull spec [punisher] not found!
check starfarer.log for more information.

Sadly this isn't actually made so i can't find more information game doesn't even start
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: FalseDead on June 21, 2012, 09:52:32 PM
So this is gonna be my "concern" post

Please don't be offended by anything below,nor think I am demanding or complaining, I enjoy this mod and I generally have no "real" complaints, just concerns

I am worried  about the balancing on RSF vs. ISA ships/weapons

RSF has better shields( efficiency wise and arc wise), better armor, a large amount of low OP weapons that are equal too or better than ISA weapons, generally longer weapons range, and they also appear to have better flux rates/ flux capacity

Using predesigned ISA variants tend virtually negate ISA hulls shields by virtue of their emphasis on energy weapons and rapid fire weapons and while the fact that they are Omni makes that a little less concerning they still are more prone to flux overloads than RSF (ISA doesn't have the armor to turn off shields to allow flux drain)

ISA's missiles are more expensive for less bang and marginal speed/tracking increase. Why is a barracuda 2 round launcher, which does a 150 less damage and has a almost unnoticeable tracking/speed increase, cost 2 OP more than the equivalent killer wasp launcher?

Regarding Hull configuration I think there is a possibility that the  California should be entirely composed of universal turrets. On a Frigate hull small energy weapons don't have enough range, power and are energy inefficient .

Virtually any RSF small gun has better range, damage, OP cost, and Flux/shot than ANY ISA light energy turret.

That said small energy weapon size, damage, OP and range is generally fine on larger hulls where the range increase hull-mod gives a bigger benefit, the price for additional ammo for ballistics increases, and the hulls larger flux levels/ flux drain allow them to fire more frequently without too many issues (except flux overload)

On a final note it might be a good idea to compare the 125mm cannon to the 6inch gun

The OP costs seem kinda off when comparing their respective stats
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 21, 2012, 11:53:32 PM
Having a bit of a problem playing this mod, game never even starts to load. this is the error message i get when it crashes.

Fatal: Ship Hull spec [punisher] not found!
check starfarer.log for more information.

Sadly this isn't actually made so i can't find more information game doesn't even start

Remove the whole mod`s folder and reinstall it.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: gozer on June 29, 2012, 05:10:43 AM
the Stalker class carrier (alien) seems to have zero hangar space ... is that intentional?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on June 29, 2012, 05:35:11 AM
No, its not. Thanks.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: flopsies on July 07, 2012, 11:08:10 PM
oh yeah you're that total conversion guy for SOTS prime.  I got a question, as a member of the kerberos forums, is this Alex guy the creator of the game? If so, is he kind of like Mecron?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WarStalkeR on July 10, 2012, 05:53:33 AM
oh yeah you're that total conversion guy for SOTS prime.  I got a question, as a member of the kerberos forums, is this Alex guy the creator of the game? If so, is he kind of like Mecron?
Yep, but Mecron is only CEO. While Alex do everything.

Okim, from the looks of it, you will have to create ISA dreadnought, because RSF already have one, and Alien Mothership will be reworked you said.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on July 15, 2012, 05:03:33 AM
Just got back from 2-weeks vacation. Hoped to see 0.53a varsion released. Pity it is not out yet...

Dread for ISA is unlikely. Their strategy is based on carriers and fighters. A new capital carrier is likely to be done.

Mecron seems to have a dislike for modders and Alex effectiveley supports them (us) :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WarStalkeR on July 16, 2012, 12:31:24 AM
Just got back from 2-weeks vacation. Hoped to see 0.53a varsion released. Pity it is not out yet...
You know, it takes time :)

Dread for ISA is unlikely. Their strategy is based on carriers and fighters. A new capital carrier is likely to be done.
Dreadnought sized ISA Carrier... Sounds Nice :) I sure you will need a 0.53 for it to launch unlimited amount of drones/fighets/bombers :)

Mecron seems to have a dislike for modders and Alex effectiveley supports them (us) :)
More like Mecron doesn't cares about us, while Alex do :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on July 16, 2012, 08:13:08 AM
Well, it was anounced a long time ago... so i though that it will be released during my vacation :)

Definitely not dread sized carrier. Something like current ISA battleship.

Man, i just need barrel animation in SOTS prime and an ability to add new weapon mount types... It was asked repeatedly from the very beginning, but never was done. Nevertheless Kludgy did a lot of things to support modders (for example externalised tech priority list).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: gozer on July 16, 2012, 10:51:51 PM
Man, i just need barrel animation in SOTS prime and an ability to add new weapon mount types... It was asked repeatedly from the very beginning, but never was done. Nevertheless Kludgy did a lot of things to support modders (for example externalised tech priority list).

no wonder Mecron dislikes modders .... SOTS1 with mods is awesome game, while SOTS2 even after all the time spent fixing it is still colossal *** and modders wouldn't touch it with 10ft pole (quite understandable, it is hard to mod something that gets updated nearly every week, making mods immediately obsolete/unplayable/...). As company CO it is pretty much job requirement to dislike people who make your old game better and better, which makes your new game look more and more like some unfinished beta version with half the depth and features the old modded game already had years ago.

I wish Kerberos would finally give up on SOTS2 (or at least pull some resources away from it) and start working on Northstar
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on July 17, 2012, 05:07:16 AM
Just noticed that Vandala and The Soldier got banned. I wonder what for?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Aratoop on July 17, 2012, 05:34:28 AM
The locked thread in the discussions.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on July 17, 2012, 06:28:00 AM
Hm. It must have been deleted entirely as i can`t find it there (at least in the period of my 2 week absence).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Upgradecap on July 17, 2012, 06:32:27 AM
Hm. It must have been deleted entirely as i can`t find it there (at least in the period of my 2 week absence).

Well, all of that content has indeed been deleted by the mod(s).

And The Soldier got banned for spamming a mod, i believe (or something like that, yes)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: sdmike1 on July 17, 2012, 07:01:03 AM
Did anyone get perma-baned?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Aratoop on July 17, 2012, 10:31:48 AM
 I think Vandala did for using a proxy to get back on :p.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 01, 2012, 12:50:19 AM
Hi all.

I`m just reporting that i`m back on modding. And while we all wait for the awesome 0.53 update - he is what i`m planning to add into Ironclads with it:

1.  PIRATES:

- Pirate frigates will get burn drive upgrade. Catapult will get fast missile racks instead.
- Marauder will get manoeuvring jets to help bear its mighty frontal firepower.
- Scavenger Baseship will receive flare launchers.
- Hulk Baseship will operate an EMP field.

2. RSF:

- All gunships will be equipped with a single backfiring flare launcher. Omsk frigate has two active flares firing backwards at 45 and 135 degrees.
- A new dedicated drone carrier with 18 combat drones orbiting on 4 different orbits (first two are offensive, closer to ship are for defence) is planned to be added. Drones are equipped with 14mm mgs. Kursk and Kursk mk.2 will get 4 and 2 active flare launchers respectively. Kursk mk.3 will get ammo feeder.
- Carrier will get 9 sensor drones (called PD drones) armed with the 14 dual mgs.
- Novgorod will receive ammo feeder and Barnaul - a high energy focus system.
- Moscow will just get an active flare launchers in a total number of 8.
- DN wont have any system at all.

3. ISA:

- Arcansas will receive a burn drive. This will make it a fast objective capturer and recon ship.
- Colorado will sport a fancy energy focus to make it a real danger to RSF DEs.
- Connecticut will have a fast missile racks system to further increase its missile firepower.
- California will have nothing special. Its a multi-purpose ship and will remain so.
- The same goes for Indiana and Idaho destroyers. Iowa will get... surprise! A fast missile racks system (making it a real threat to pirates and RSF slow-moving ships).
- Kentucky, Kansas and Michigun cruisers and battleship will get Fortress Shields.
- A new phase-skimmer and a new phase-cloaking frigate will be added to ISA fleets. As well as a new Capital Carrier with the same Fortress Shield.

4. ALIENS:

- frigate will get phase teleportation.
- carrier will carry 4 drones armed with alien lasers. Launching tubes are positioned on the back panels.
- a new phase-cloaking frigate and cruiser will harass the Barnard`s star.
- Mothership is also planned to be reworked. Though i haven`t yet decided what system it should have.

5. CIVILIANS:

- a set of new civilian sector ships ranging from mere shuttles to bulky miners and freighters. These are planned to move between stations and arrive/depart from/to other systems. A valued price and a nice prey for pirates.

Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WKOB on August 01, 2012, 02:03:18 AM
Quote
- Colorado will sport a fancy energy focus to make it a real danger to RSF DEs.
- Connecticut will have a fast missile racks system to further increase its missile firepower.
- Colorado California will have nothing special. Its a multi-purpose ship and will remain so.
I believe this is what you meant?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 01, 2012, 02:15:00 AM
Yep. Thanks! Fixed.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 03, 2012, 05:13:09 AM
All pirates, RSF and ISA ships listed above were given all their specified systems. Currently i`m doing some testing. Mainly i`m interested in flares, drones and burners. Need to test each and every one ship before i can upload the update.

Here is a nice shot of pirate Hulk Baseship firing its nasty lightnings. Hulk was given a steampunk like coil from which the lightning originates:

(http://www.okim.nickersonm.com/SF/pic84.jpg)

To the left is a Catapult frigate which was given a fast missile thingy. Man, it spits missiles at dangerously high rates!
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: mendonca on August 03, 2012, 09:07:26 AM
Damn, Okim. That looks incredible.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 03, 2012, 12:35:54 PM
Tested the majority of the systems. I`d like to say that ISA were significantly reduced in strength due to being too overpowered with fast missile racks and fortress shields. They are now more fragile and have slightly less flux capacity.

RSF enjoy their new flare toys. I replaced active with passive ones. A single Omsk can evade ISA missiles for some time successfuly driving their ammo out. But should any ISA dedicated missile ship activate fast missile racks... well, good bye Omsk.

PD drones used on carrier are somewhat not that efficient as i expected. Carrier`s pd do the job much better.

Aliens are a real threat now. Their teleporting frigates are neat with their damn well played 'jump behind and kick ass' tactics. Had to remove their shields totally to balance things a bit. Just to mention - RSF destoyers and cruisers die very quickly when are fighting alone against just two Alien frigates!

Alien carrier with its 4 extremely agile support drones prefers to run away all the time. Not sure why, especially taking into account that it can alone take out RSF and ISA destroyers.

Pirates became more aggressive with their burndrives. Catapult tears apart anything caught by its endless salvoes of whatever rockets/missiles you give it. Basehip is just for fun. Its EMP lightnings are mainly used to disable fighters. Other ships take low damage from it.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Lopunny Zen on August 03, 2012, 06:19:31 PM
from what i can tell this mod seems very flawed...tiny missiles in pairs of 3 over flux me and even if i dodge the missle they turn right back around and hit me...thjeres no way to out maneuver anything...or like the alien destroyer its turn rate is out of this world...it turned instantly towards me....theres very little ground of fighting involved unlike the normal game or other mods..this die too quickly like its made of tin foil...i say make the missle turn rates and alien ships ALOT slowert and add alot more armor so ships can at least fight for more then 10 second...everything is just too weak...its the major reason i keep trying it but hate it because i cant get hooked..aliens are too strong with normal starfere shields and weapons leaving these tin ships to die...im sorry i like the concept but these issues need alot of work before i can get into it much...and if they do they can be involved in collab mods..
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 03, 2012, 10:25:31 PM
Yeah. The latest play test showed me that ISA should be nerfed. They were nerfed by lowering their armor, hp and flux. Need to test the game now with those new values.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 07, 2012, 12:39:02 PM
Ok. Tested all the ships and new systems. Seems to be ok. Flares are my favourites!

Now going for new stuff. Here are some shots of new RSF Drone Carrier called Kazan and its nasty drones, new Alien Heavy Skimmer with drone escort, drone escort for Alien Subjugator Carrier, new weapon for the Aliens - energy missile.

(http://www.okim.nickersonm.com/SF/pic87.jpg)
(http://www.okim.nickersonm.com/SF/pic86.jpg)
(http://www.okim.nickersonm.com/SF/pic88.jpg)
(http://www.okim.nickersonm.com/SF/pic85.jpg)
(http://www.okim.nickersonm.com/SF/pic89.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 07, 2012, 12:49:37 PM
P.S.:
1. Heavy skimmer is a bomber wing with just a single bomber. Its system is a wing of 3 escort drones. If this bomber loses those drones - he`ll become very vulnerable to missiles and fighters. Its armed with two hardpoint lasers and an Alien Missile Launcher.

2. Alien Missile is a nasty weapon. It not only deals 500 energy damage per shot, but also deals EMP damage, is difficult to shot down, fires in salvoes of 3 missiles, very fast and agile and it regenerates ammo! It starts with 6 ammo which equals to 2 full bursts and an additional regenerated burst. After that you`ll have to wait till new missiles become available.

3. RSF drone carrier carries 72 drones, but only 36 are present in combat. Drones have 3 rings. The first ring consists of 16 drones - their goal is to engage mothership`s target and other ships leaving missiles and fighters a low priority. Second ring consists of 12 drones. Goals are to engage ships, then anything else. Third ring is stationary are are used for pd purposes mainly. If set to free roaming the first and second rings can engage targets at range up to 750 while third ring will remain in proximity to the mothership.


BTW, a wing of drones each with an EMP system is just so plain fun :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: silentstormpt on August 07, 2012, 02:35:36 PM
Did you manage to create a projectile version of the EMP?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 07, 2012, 09:11:29 PM
No, but drones with just an EMP system are neat :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: medikohl on August 07, 2012, 10:48:52 PM
dammit, i think i might be to blame for all the purple aliens from all my spriting...or we could blame halo... yes, let's blame halo
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 07, 2012, 11:25:28 PM
Hah. Yeah, i can`t trace the origins of my green+purple aliens, but i think it came from Star Control. I liked fighting green Ur-Quans with purlpe Androthyn and cyan Arilou. Both fights we fast and perhaps the colours blended in my mind :)

Aren`t aliens look great in those colours?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: silentstormpt on August 08, 2012, 07:01:39 AM
hum how did u made those cool looking blue missiles for the aliens, i still need to make the Photon torpedoes and they are pretty much what u made in red
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 08, 2012, 08:07:20 AM
CUSTOM engine glow + simple blob sprite.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: hadesian on August 08, 2012, 08:13:36 AM
Eridian?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 08, 2012, 08:51:26 AM
Eridian?

Huh?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Talkie Toaster on August 08, 2012, 03:05:59 PM
Huh?
It's the name of the alien weapons(' manufacturer) in Borderlands. They're purple/white and vaguely similar to your aliens, I guess, but more in a "Similar inspirations" way.

The idea of using drones to make a bomber wing with an automatic escort is pretty sweet.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 08, 2012, 09:31:02 PM
Quote
The idea of using drones to make a bomber wing with an automatic escort is pretty sweet.

You haven`t seen the mothership yet :)

Quote
It's the name of the alien weapons(' manufacturer) in Borderlands.

I see. Played it a bit, got no aliens while playing. Only nasty monsters and gangs. Got bored at some point.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: n4rf on August 09, 2012, 09:29:22 AM
Any eta on this becoming 53a compatible or did i miss something...

Don't take this as pushy, I just don't get to play games much and just actually got interested in this mod, so I'd like to play it  :D
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 09, 2012, 10:14:10 AM
Quite soon. Before 16th of August :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 09, 2012, 11:48:52 AM
ISA Military Development Center proudly presents a new state of the art combat ship of the future!
This high tech project nicknamed 'Phase Skimmer' has no analogues in the universe! The new dimension shift technology makes this ship virtually undestructable as its powerful on-board electronics predicts and evaluates the threat and 'teleports' the ship away from the danger.

Phase Skimmer has just completed all of the tests and experiments and right now in this very momnet is being launched for mass production!

ISA shall prevail!

(http://www.okim.nickersonm.com/SF/pic90.jpg)

Skimmer is called Denver in current version. It has 4 small universal hardpoints, 1 medium universal hardpoint and a single ballistic turret on top of it. Skimmer uses almost the same characteristics as Colorado Energy Frigate, but is slightly more durable and has only forward shield instead of omni.

There are two variants: assault with a plasma gun (suited for fighting other frigates and DE) and strike with a torpedo launcher with 7 torps (that is used against CRs and capitals).
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WarStalkeR on August 12, 2012, 10:26:40 AM
Still no intentions on giving ISA a Supercarrier to match against RSF Dreadnought and Alien Mothership? ;D
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 13, 2012, 08:34:55 AM
Everything is in its time :)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 13, 2012, 03:29:35 PM
Soooo...

Here we are! Ladies and gentlemen! Hail to the mighty mother of destruction!

Spoiler
(http://www.okim.nickersonm.com/SF/pic91.jpg)


This ship has no shields, its PD is quite limited. It has plenty of missile launchers and lots of anti-capitalc weapons. Platforms and drones are its only PD defence. Getting those destroyed will render the mothership highly vulnerable to bomber strikes and missile attacks. The problem is just to take those drones of...


[close]
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: CrashToDesktop on August 13, 2012, 03:51:58 PM
...
:O
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Sunfire on August 13, 2012, 07:41:40 PM
Oh my lord! Can we have one in a mission to fly and fight?
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Alex on August 13, 2012, 08:06:28 PM
Alright, this is ridiculously cool. Ridiculously. Well drone, sir. <ducks>
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Uomoz on August 13, 2012, 08:10:14 PM
holy carp.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: K-64 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!
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: WarStalkeR 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
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim 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 ;)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Sunfire 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
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim 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]

(http://www.okim.nickersonm.com/SF/pic92.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 14, 2012, 03:56:00 AM
(http://www.okim.nickersonm.com/SF/pic93.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 14, 2012, 08:35:51 AM
(http://www.okim.nickersonm.com/SF/pic94.jpg)
Title: Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
Post by: Okim on August 14, 2012, 12:05:27 PM
(http://www.okim.nickersonm.com/SF/pic95.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 14, 2012, 12:34:12 PM
Updated the mod to 2.8 (compatible with 0.53). Changelog is here. (http://www.okim.nickersonm.com/SF/readme.txt)

EDITED:

these may be issues with missing 'null' ships in campaign. Please report these.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Erick Doe 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
(http://images2.wikia.nocookie.net/__cb20100429001724/galciv/images/5/5c/Torian_Huge_1.png)(http://images.wikia.com/galciv/images/2/2a/Torian_Huge_2.png)
[close]
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: K-64 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
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim 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
(http://images2.wikia.nocookie.net/__cb20100429001724/galciv/images/5/5c/Torian_Huge_1.png)(http://images.wikia.com/galciv/images/2/2a/Torian_Huge_2.png)
[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 :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Anysy on August 14, 2012, 02:27:02 PM
I seem to be having issues leaving combat after my flagship has been destroyed, it always seems to crash for me.

Additionally, I seem to occasionally get an error that no matter how many supplies I have, the game claims I do not have enough to finish repairs at a station. This may or may not be related to requiring 50 supplies a day to maintain makeshift hangar space (with a cargo capacity of 35..)

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 14, 2012, 02:52:20 PM
1. mission? campaign? simulation? what ship? what loadout? be more specific, please.

2. i didn`t mess with stations since their creation, so i doubt that Ironclads have anything to do with it. IIRC i heard about vanilla having some issues with repairs, though i`m not sure.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Anysy on August 14, 2012, 03:12:31 PM
Campaign, didnt seem ship dependent, both of the stock starting ships, in their stock configurations, with some mig-99 things (the groups of 5), against pirates (both of their frigate types) and aliens. Ill make sure its easily reproducible in a minute

fairly simple steps to reproduce; Start game, buy mig-99 wing, get in a fight, tell the mig to hide, die, hit esc, yes. seems to work 100% of the time.

contents of a starfarer log for doing this once https://dl.dropbox.com/u/3569927/starfarer.log
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 14, 2012, 09:36:44 PM
That`s odd. I see no errors in the log.

Seems like a bug related to dying in campaign. Can you reproduce this in vanilla by buying a wing and doing the same things?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Anysy on August 14, 2012, 11:22:14 PM
Doesnt look like I can (tried twice, once with vigilant + talon, once with tanker +talon)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 14, 2012, 11:41:21 PM
Tried to reproduce. Indeed the game crashes. Have no idea why.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 09:29:14 AM
(http://www.okim.nickersonm.com/SF/pic96.jpg)
(http://www.okim.nickersonm.com/SF/pic97.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on August 15, 2012, 09:31:06 AM
Is this a new Faction? Also, the fighters look really good
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 09:45:51 AM
Yes it is. Ideas who those might be? :)

Hint: they are called XLE.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on August 15, 2012, 09:51:31 AM
Yes it is. Ideas who those might be? :)

Hint: they are called XLE.

Reptile people!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: hadesian on August 15, 2012, 10:06:28 AM
Is your avatar anything related?

It looks like a Zoanthrope
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 11:06:45 AM
Nope, not reptile people.

And that`s has nothing to do with the Tyranids (it not a Zyanthrope, its a Tyrant - an old Forgeworld model).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 15, 2012, 11:12:11 AM
Love the new ships, though they do look a little bright  and festive for Ironclads.



Question though...

Will other "nations" ever make a appearance? Even if only in ship descriptions?

For example a independent freighter made by the 11th French Republic, or a Cruiser by Prussian Imperium?




Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 15, 2012, 11:18:26 AM
Yes it is. Ideas who those might be? :)

Hint: they are called XLE.

With all the snake related names is it....


"a ruthless terrorist organization determined to rule the world!" ;D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 11:25:53 AM
Alex took his precious time to pin point the crash bag reported by LancerFighter.

Here is a fixed hulls file: http://www.okim.nickersonm.com/SF/ship_data.csv

Put it into ACM/data/hulls/  This should do the trick.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 11:29:35 AM
Will other "nations" ever make a appearance? Even if only in ship descriptions?

Civilian fleet will be made of various old/outdated/modified/customised ships. It could well be that some French freighters would be in it.

Though originally i`ve planned only two factions - i think i`m going to bring in at least two more major space powers.



No, these are not terrorists! These are peaceful neutral people loving to trade...


EDITED (was a last post on a previous page):

Alex took his precious time to pin point the crash bag reported by LancerFighter.

Here is a fixed hulls file: http://www.okim.nickersonm.com/SF/ship_data.csv

Put it into ACM/data/hulls/  This should do the trick.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 15, 2012, 12:03:18 PM

No, these are not terrorists! These are peaceful neutral people loving to trade...


I was referring to GI Joe: International heroes

http://www.youtube.com/watch?v=2A9aNtKkSwI

35 sec's in should be the relevant part

In case you never heard of it the lead villain was Cobra Commander
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Anysy on August 15, 2012, 01:18:32 PM
Good to see that was fixed, what turned out to be the problem?

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 15, 2012, 02:05:39 PM
Zero armour for fighters.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Anysy on August 15, 2012, 02:09:32 PM
Wait.. so if any fighter has 0 armor, it breaks the entire game? thats ridiculous.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: robokill on August 15, 2012, 07:27:08 PM
thats what numder one is for
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 01:09:25 AM
First bunch of civilian ships.

(http://www.okim.nickersonm.com/SF/CIVIES-ships.jpg)


These are RSF designed. I think that this style will replace current RSF dark+rivets one in far future.

Each ship has 20 OPs to spend for a single small ballistic weapon and hull mods. No system is used on these. Each ship has 4 variants, one cheap with only a simple weapon and 3 customised with various hull mods (including one with shields and one with augmented drives).

RSF private sector uses these ships in everyday cargo/fuel transportation in secured systems.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 05:15:12 AM
Someone in suggestions forum proposed introduction of unique ships.

I`ve got an idea of Mercenaries who customise their ships and apply some paint work on them. Their ships are actually a set of basic RSF, ISA, Civilian vessels with minor visual differences.

For now i came out with three Merc groups:

1. Wasps. Using yellow/black strips. Have extra guns/armored guns/extra ammo.
2. Blazing Suns. Using flame paintwork. Have extra drives/thrusters/burndrive.
3. Vipers. Using green/swamp-green scales. Have extra armor/better shields/better capacitors.

Mercs are neutral to the player. They have their own business, mainly it comes in the way of escorting freighters and hunting pirates.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 06:17:44 AM
Here is an example. A new civilian corvette size ship (cutter) with variants per faction/merc group:

(http://www.okim.nickersonm.com/SF/MERCS-ships.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 06:56:03 AM
The new ships look amazing as always

Will you be adding new ships with the "fixed" guns? or will any of the existing ships receive the new built in fixed guns?

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 10:28:09 AM
Yes, i`m planning a new battleship for ISA (Yeah, WarStalker, at last!) built around a massive plasma annihilator cannon.
Also some pirates will have unique Ion cannons and Aliens are going to have a DE with powerful spinal mounted Alien Beam.

What do you think about RSF cutter? I would like to make all RSF ships in this style (slightly darker and probably slightly greenish) with that tricolour as a main faction scheme.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 11:09:32 AM
Yes, i`m planning a new battleship for ISA (Yeah, WarStalker, at last!) built around a massive plasma annihilator cannon.
Also some pirates will have unique Ion cannons and Aliens are going to have a DE with powerful spinal mounted Alien Beam.

What do you think about RSF cutter? I would like to make all RSF ships in this style (slightly darker and probably slightly greenish) with that tricolour as a main faction scheme.

Personally I think the Tricolor cutter looks cool

The Problem is the Tricolor immediately made me think it was French and it doesn't make me think Russian Star/Solar Federation

I would recommend tinkering with the shading of the current RSF and maybe Modify the tricolor for use on French vessels

(yes, I am trying to trick you into adding the French MUHAHAHA!)

But, really this this is up to you.

However if you do change the Color's could please include a link on the Front page to the current RSF color design so I could use those instead
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 11:28:28 AM
Yeah, i`m having the same feeling about Frenchiness of that tricolour. Russian flag just doesn`t look Russian when applied vertically :)

Perhaps a single paint across the hull would lok better. Or i just will use the current Red + RSF + Flag scheme. Just need to test how it looks.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 12:08:46 PM
How about this one?

(http://www.okim.nickersonm.com/SF/pic98.jpg)

I`m still quite sceptical about green camo is space, but red + ovile looks nice.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 12:19:13 PM
How about this one?

(http://www.okim.nickersonm.com/SF/pic98.jpg)

I`m still quite sceptical about green camo is space, but red + ovile looks nice.

I think that's a keeper

but I would replace the blue on those side vents with gold and maybe add gold to the leading edge of the wings

Red and gold with that color grey seem me think RSF




My worry with that cutter is that, if my guess is correct, it is a little under-armed

2 small Ballistic and a medium universal or missile right?

I can't think of a single Ironclad vessel that has as few weapons, or any non fighter vessel that couldn't overwhelm it with ease

At the same time I really don't think it would be as interesting with more weapons

Maybe add drones?

2 drones with a small arrow missile tube and 14mm cannon would probably extend it's usefulness




Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 01:35:11 PM
Its a civilian escort vessel. A mere something that an anarmed freighter can have as a defence against pirates.

It kills pirate raiders quite effectively with 14mm quad gun and at the same time it can withstand return fire.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Barracuda on August 16, 2012, 01:54:24 PM
Hey Im back.... Still in need of wep's with out having to kill my american or if im in a bad mood russian comrades. If you could work with the creator to the Restock Mod or make it so that trade convoys bring in those high powers ship making wep's that would be great. With out most of them most of my ships end up being hollow shells with some PD's.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 01:55:02 PM
Its a civilian escort vessel. A mere something that an anarmed freighter can have as a defence against pirates.

It kills pirate raiders quite effectively with 14mm quad gun and at the same time it can withstand return fire.

Okay, just thought I would check

How many OP is it? and will it have a system?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 01:57:06 PM
Hey Im back.... Still in need of wep's with out having to kill my american or if im in a bad mood russian comrades. If you could work with the creator to the Restock Mod or make it so that trade convoys bring in those high powers ship making wep's that would be great. With out most of them most of my ships end up being hollow shells with some PD's.

What?  ???

Would you please clarify your post?

Use proper English and Grammar?

Please.... :'(
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 02:35:45 PM
Stiletto Police Enforcer and Omsk Frigate.

(http://www.okim.nickersonm.com/SF/pic99.jpg)

Stiletto has no shields and no systems. It is a nerfed version of Omsk that is being used in civilian/enforcer sector. 2 small mounts and 2 medium mounts are set to ballistic only. 30 OPs.

Omsk is the same as it is now, but slightly longer. Small mounts and side mediums are set to ballistic, but the middle one is universal. Two flare launchers are positioned on each side and are oriented at 135 degrees each. Frontal shield, good armor, 40 OPs - all as it is now.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 02:42:35 PM
Stiletto Police Enforcer and Omsk Frigate.

I like them

Maybe some color to the police frigate, something that say's "Hey I am Law enforcement pay attention!" because right now it's kinda hard to tell it is police



Also I figured out what Hiigaran was saying....

He wants more weapon spawns because he finds it very hard to build your stock ships

Apparently the larger weapons aren't common enough so he gets stuck with the small weapons only on the hull

Haven't had this problem myself so....Yeah not my problem






Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 02:52:40 PM
Updated the pic above.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 03:13:45 PM
Some fresh screens.

(http://www.okim.nickersonm.com/SF/pic100.jpg)
(http://www.okim.nickersonm.com/SF/pic103.jpg)
(http://www.okim.nickersonm.com/SF/pic101.jpg)
(http://www.okim.nickersonm.com/SF/pic102.jpg)

Both police vessels turned out to be a success. They cut pirates pretty fast with their 14mm quad Mguns.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 03:30:25 PM
Regarding the RSF variant of the cutter. It has 30 OP instead of 20 that civi variant has. It has a flare launcher, a shield, a universal medium (making it more versatile) and good armor.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 16, 2012, 04:46:32 PM
I like the new style more....

Seems more professional while still keeping the menacing militant feel that the previous ships had

The exposed power cords made the first ships seem rather rushed/slipshod like the RSF was putting out ships that where incomplete or poorly made
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 16, 2012, 07:38:51 PM
Now that you mentioned, why would military grade ships have those power cables on the outer hull while civil/private ships have them inside the safety of its inner hull?

Just as a common sense point of view*

I adore the *looks* of the new ships you been adding.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: K-64 on August 16, 2012, 09:05:53 PM
More juice = more wiring. That and extra large cable tidies can't be fit inside the ship? :P
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 16, 2012, 11:13:59 PM
Hey Im back.... Still in need of wep's with out having to kill my american or if im in a bad mood russian comrades. If you could work with the creator to the Restock Mod or make it so that trade convoys bring in those high powers ship making wep's that would be great. With out most of them most of my ships end up being hollow shells with some PD's.

Checked the campaign mode. High-tech (read LARGE) weapons are mostly available within several month of gameplay. Some of the large toys can be obtained at pirate base a bit earlier.

Pirate marauders and Hulk ships have large energy and ballistic weapons. So hunt those. Pirate warbands and armadas usually end their raids reduced to a few large ships, so you can hunt them down with missile-heavy small fleets. Remember - pirates hate missiles...
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 03:30:31 AM
Few more sprites.

(http://www.okim.nickersonm.com/SF/pic104.jpg)

Dart is a nerfed civilian version of MIG-99. It has only one 14mm defence cannon and lower H,A,F than military version.

Patrol ship is a semi-carrier combat vessel. It can carry two wings of Dart interceptors or a single wing of MIG-99/SU-57. It has 1 medium ballistic and 4 small ballistic mounts, lower hull, armor and flux than Enforcer, but hangar capacity of 6 points. It does not support fighters in combat. RSF has no military version of this craft.

MIG-99 was given a new sprite.

SU-57 is just the same, but with a new more striking sprite. No civilian versions of this craft are available.

Sparker is an abomination of TU-610 bomber. Instead of its deadly payload TU was given an Ion Pulse Cannon. A support 14mm mgun gives it some defence against enemy fighters and missiles (if Sparker can turn to aim at these).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 05:02:08 AM
New TU-610 sprite and a new TU-620 Assault Craft.

(http://www.okim.nickersonm.com/SF/pic105.jpg)

Both fly in a wing of two vessels and require quite a lot of FP to field. No systems, no civilian equivalents.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 17, 2012, 06:30:02 AM
Excellent!  Why haven't I been keeping up with this mod?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Trylobot on August 17, 2012, 07:07:39 AM
The Sparker assault craft looks like it would never be able to handle that massive wing-mounted gun. I would give it some extra mass on the right hand side, maybe like a wing sort of thing, and give it more engines. Something. It just looks like it's been bolted on, but how could a craft that size support a weapon system nearly as big as it is?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 07:10:18 AM
They are pirates. Hell knows how they even manage to fly in theirs crap-scrap ships :)

There is an engine comming out from the end of the cannon mount.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Trylobot on August 17, 2012, 07:12:54 AM
Anyway; looking really good. This is some top-quality modding.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 09:53:19 AM
They are pirates. Hell knows how they even manage to fly in theirs crap-scrap ships :)

There is an engine comming out from the end of the cannon mount.

They are Orks aren't they?
Will they have a Red version that makes it go faster?


What kind of fleets will the Police vessels be in?

Will there be police vessels based on ISA ships?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 10:17:06 AM
They are just simple humans. A mix of vilains and  other scum.

There will be ISA based police and civilian ships.

Police will mostly acompany large freighter fleets. RSF one will also patrol the system.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 17, 2012, 12:08:37 PM
Ive forgot to mention, you dont "need" to make normal engines for the aliens, you can make them like this:

Spoiler
(https://dl.dropbox.com/u/32263294/screenshot012.png)
[close]

They only serve as a really cool light that gets stronger the more engine power is pulled out. This is really good for the alien vessels, that are actually circular/ufo like ships, close to what the Arilou on Ur Quan Masters use.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 12:59:13 PM
They are just simple humans. A mix of vilains and  other scum.

There will be ISA based police and civilian ships.

Police will mostly acompany large freighter fleets. RSF one will also patrol the system.

Meant the Orks comment jokingly shame there isn't a really good smiley face for that.......

Will the police/freighters be a independent group?

or will there be ISA police fleets and RSF police fleets
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 01:20:07 PM
Actually ISA and RSF will have sepparate civilian forces. In addition some absolutely free traders will do their business. That means that there are 3 more factions in the mod (though they are very minor). Probably they`ll be neutral to each other - they are civs after all.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 01:39:13 PM
Actually ISA and RSF will have sepparate civilian forces. In addition some absolutely free traders will do their business. That means that there are 3 more factions in the mod (though they are very minor). Probably they`ll be neutral to each other - they are civs after all.


Will there be other super powers later?

What about allied powers/protectorates?

Will you be redesigning all existing ships? or just the RSF?

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 01:41:21 PM
Okay. That`s the last ship for today. I`m really inneed of a break...

(http://www.okim.nickersonm.com/SF/pic106.jpg)

This is A Sword-class monitor. A powerful ship that is used to protect highly valuable convoys and stations. Can carry 3 wings of Dart Interceptors (9 hangar space). This is a civilian variant of the Kursk Destroyer and as with all the other civ versions = it has no shields and systems.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 01:43:21 PM
Quote
Will there be other super powers later?

Yes, at least 1 more is planned and partially made.

Quote
What about allied powers/protectorates?

Huh?

Quote
Will you be redesigning all existing ships? or just the RSF?

Only RSF. They now match ISA and Alien ships` style much better.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Anysy on August 17, 2012, 02:01:32 PM
I think hes talking about subfactions - Maybe a 'RSF industrial faction' of some sort? or maybe just some sort of "Murican Mining Men".. Factions that are allied with a superpower, but do something distinctly different, somehow.

Either that, or minor alien powers aligned with one or the other superpower.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 17, 2012, 02:02:40 PM
Updated the sprite. Gave it hangar doors and moved emergency exits closer to the bridge.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 17, 2012, 02:16:39 PM
Quote
Will there be other super powers later?

Yes, at least 1 more is planned and partially made.

Quote
What about allied powers/protectorates?

Huh?

Quote
Will you be redesigning all existing ships? or just the RSF?

Only RSF. They now match ISA and Alien ships` style much better.


By allied powers/Protectorates I mean Something like NATO members or Warsaw Pact members.

Nations that similar to the police use modified warships from their "benefactor"

Maybe having a unique warship or two but not really being a standalone power

Not necessarily distinct nations
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt 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 (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...
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim 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'.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead 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
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead 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?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim 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
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead 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
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 01:52:05 PM
Few ingame shots featuring Kursk mod.1 and mod.2 RSF destroyers.

(http://www.okim.nickersonm.com/SF/pic108.jpg)
(http://www.okim.nickersonm.com/SF/pic107.jpg)

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

(http://www.okim.nickersonm.com/SF/pic109.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop 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! :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim 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
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop 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.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 18, 2012, 03:25:36 PM
What sort of problems are you having with plasma and ion weapons?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 04:18:59 PM
Flattened bullet sprite:

(http://www.okim.nickersonm.com/SF/ion.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 04:44:35 PM
New toys for a new mysterious faction.


(http://www.okim.nickersonm.com/SF/pic110.jpg)


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.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Psiyon on August 18, 2012, 04:48:42 PM
Hmm, seems like a lot of weapons are looking rather different after the recent SF update. I assume you've tried increasing the length in that weapon's .proj file? It'd probably still look different, but in theory, the right length setting would make it work.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 18, 2012, 04:50:07 PM
Ah, there's a size code to the .proj file.  Change that to resemble a square (so long the actual sprite is a square as well) and you're good. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 18, 2012, 11:19:03 PM
Ah, there's a size code to the .proj file.  Change that to resemble a square (so long the actual sprite is a square as well) and you're good. :)

The projectile is 30x30 pixels image. How more squarish can i make it? :)

Alex says to stretch it until it is of the required size in the game. I`ll test it today.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WKOB on August 18, 2012, 11:46:44 PM
All your updated assets look great, Okim.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 07:06:07 AM
Battle tested Kursk mod.3. It had just finished off Indiana destroyer. Had to switch the shields off in order to get 50mm duals enough flux to disable ISA shield (with ammo feeder they eat lots of flux) - that`s why frontal plates got some cool looking cracks :)

(http://www.okim.nickersonm.com/SF/pic111.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Trylobot on August 19, 2012, 07:56:41 AM
Okim I really like how you visually built the ammo feeder ship system into its hull. That's wicked cool from a lore perspective and really adds to the universe in a good way.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 19, 2012, 08:03:21 AM
^
+1
:)
It looks quiet awesome with actual ammo belts built into the ship!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 08:19:59 AM
Well, i tried to create them less 'belty'. These are supposed to be armored 'passways' for the feeder inner systems.

Perhaps i should return to the previosly designed light metallic texture for them.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 19, 2012, 08:22:16 AM
Close enough?  I had a feeling they were armored, like the belt in a Minigun.
http://world.guns.ru/userfiles/images/machine/mg69/m134d-1.jpg
Something like that, but I get the point. :) And I like the texture as is right now, but the final say id up to you.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 01:07:13 PM
Damn it! New sprites turned out to be larger than ISA ones. Well, RSF always were thought to have larger and bulkier ships :)

(http://www.okim.nickersonm.com/SF/pic112.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 03:12:18 PM
Novgorod cruiser. For now that`s the only ship that undergone weapon reposition and other adjustments. Frontal large weapon and two mediums (50mm quad and 2x torps) are universal, other weapons are all ballistic. Thi ship has ammo feeder (i wanted to use similar feeder elements as on Kursk mod.3, but they just took too much space and looked ackward. A cruiser of this size is assumed to have lots of internal space to house those feeder elements. Novgorod has 15 hangar space that is being represented by 4 hangar doors. No in-combat fighter support though.

(http://www.okim.nickersonm.com/SF/pic113.jpg)

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 19, 2012, 03:19:54 PM
I love it!  I can't wait for the update. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 19, 2012, 03:26:54 PM
Thanks!

The more positive feedback i gather - the faster i churn out the sprites - the closer i am to the new update :P

P.S.: don`t buy gatling laser in 2.8 its broken!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 19, 2012, 03:29:00 PM
Nice style, Okim, really like it ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 12:12:26 AM
A little vote of sorts.

I`m about to resprite the carrier for RSF. So the vote is:

- should it retain the flat deck it has now?
- should it have side/front access points instead?

I remember some people being sceptical about flat deck. It was a unique feature for RSF only. ISA, aliens and pirates have side/front access points if you remember.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 04:44:22 AM
Barnaul-class Energy Cruiser. This one was also changed a bit. 2x fixed large weapons were aligned, turreted energy weapon was moved to the starboard side and given a limited arc of fire. Starboard also contains a fixed large universal mount for anything you wish to put in there (normally Barnaul class ships have a missile launcher there). One small and one medium turret on each side are positioned asymmetrical.



(http://www.okim.nickersonm.com/SF/pic114.jpg)



Port side of the ship is the weakest one as a direct hit to LE weapons mount can seriously cripple the ship`s offensive abilities.

P.S.: guys, i really need your voices regarding the carrier!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WKOB on August 20, 2012, 04:47:25 AM
I approve of the Rus having the flat deck.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 20, 2012, 04:48:55 AM
I'd rather have the carrier be as is now, really like it flat-decked. :D

Also, keep the quality of this mod up!  I took quite a bit of inspiration from it when I started caelus ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 04:58:27 AM
After i finish the new models i suppose that i can share all original model if you`ll accept them into Caelus.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 20, 2012, 05:05:28 AM
After i finish the new models i suppose that i can share all original model if you`ll accept them into Caelus.

I suppose i could use them, yes....

Hehehehe :D
A new field of work would open up entirely, yes :D
(I suppose you wouldn't mind if we did a paint job on them? You see, we'll be needing police forces, and ISA ships would fit that role as good as a glove fits your hand. Perhaps use the RSF as a splinter-pirate faction?  :))
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 05:15:55 AM
I wont be needing them any longer, so whatever you`ll do with them is up to you. I`ll give you an archive with PSD origins so you could adjust them easily. But be warned - they all are MESS! So don`t break your brain trying to figure what`s where ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: K-64 on August 20, 2012, 06:29:54 AM
A little vote of sorts.

I`m about to resprite the carrier for RSF. So the vote is:

- should it retain the flat deck it has now?
- should it have side/front access points instead?

I remember some people being sceptical about flat deck. It was a unique feature for RSF only. ISA, aliens and pirates have side/front access points if you remember.

Flat deck I'd say. That's what makes me REALLY like that ship. Makes it look rather awesome
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 20, 2012, 06:31:14 AM
I wont be needing them any longer, so whatever you`ll do with them is up to you. I`ll give you an archive with PSD origins so you could adjust them easily. But be warned - they all are MESS! So don`t break your brain trying to figure what`s where ;)

Hehe, i suppose they could still be of some use to me :D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 20, 2012, 07:17:42 AM
I say a flat deck.  Gives it more of an earthy-carrier look.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 20, 2012, 09:06:38 AM

Flat Deck

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 20, 2012, 09:15:17 AM
a big Flat Deck out of a normal side deck like the astral
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 20, 2012, 10:41:19 AM
I still can't figure out the mule variant issue

Just went through every variant file to see if I could find it.....

HELP :'(

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: intothewildblueyonder on August 20, 2012, 10:46:10 AM
Just a question - do you intend to change the direction of the flags on ships, eg Michigan class, so the flags are 'flying' in accordance with the direction of travel?


Flat deck for the carrier- but perhaps do something similar in idea to the way the astral is designed. Give it that spacey feel
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 10:56:51 AM
I still can't figure out the mule variant issue

Just went through every variant file to see if I could find it.....

HELP :'(



Sorry, have no idea. Can you describe it a bit more? You try to start variant editor?
I`m using Trylobot`s editor and it has no issues with the Mule.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 20, 2012, 11:56:00 AM
Sorry, have no idea. Can you describe it a bit more? You try to start variant editor?
I`m using Trylobot`s editor and it has no issues with the Mule.


Literally all I know is that there are two mule standard variant entries under my codex, and if I click on the second one it crashes

If I attempt to use the variant editor in dev mode it crashes

If i attempt to load that variant it crashes

If i go to save during a game and it attempts to bring up that variant image next to the various options it crashes

I can only find one of the mule variant's in data files

The other has a weapon called heatseeker that cannot be found and immediately causes a crash

I tried reinstalling both ironclad and Starfarer still having issues
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 12:50:27 PM
Finished all RSF-base freighters. Miners and mercs remain.

(http://www.okim.nickersonm.com/SF/CIVIES-ships.jpg)

Frigate, DE and CR sized freighters and a FR-sized passenger ferry. Was thinking about luxury cruiser, but dont know if it would be of any fun :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: robokill on August 20, 2012, 12:51:08 PM
astral style side deck with flat extinsion alos on the energy cruiser there a mount on the back with no gun in it
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 12:55:04 PM
Thanks.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: robokill on August 20, 2012, 01:00:18 PM
i just had an idea for a huge isa combat frieghter styled like the spaz frieghter
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 20, 2012, 01:44:17 PM
Great!  More RSF ship for me to blow up. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Anysy on August 20, 2012, 02:18:54 PM
I really liked the flat deck of the RSF carrier, it really gave it a 'IM A CARRIER DAMNIT' feel, and I think it looked really good ingame
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 02:27:25 PM
Hm. Didn`t expect such a majority for flat deck. Nice to know that my initial idea got such support.

I`ll try my best to preserve the look of the original carrier while respriting it.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 20, 2012, 02:32:50 PM
OH, and by they way, when you re-do teh .ship file for it, try to give it two flight decks instead of one.  Carriers these days can launch two fighter jets at the same time, one from the main front one, and another from the diagonal deck.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Gabriel_Braun on August 20, 2012, 06:38:57 PM
Flat deck with the same sort of enclosed maintenance hangers as the old one!  I get the feeling that the RSF would have alert pilots on pre-launch sitting out on the flight deck ready to jump into action as and when needed whereas the yanks would keep them safely in launch tubes away from any potential crossfire:  Purely lore/fluff but that's how I imagined it when I saw the design to begin with!

Also, I'm with soldier here, two flight decks would greatly reduce the pointless 'collateral damage' that occurs to the wings that wait patiently by the ship in a fierce warzone so that they can land;
Since there's no way to (that I know of yet) have as much FP in wings embarked awaiting repairs as the ship has hangar space available, they just sit there getting pasted for no good reason while the single bay is free :(

Maybe a balance issue though with wing recycle time, idk?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 20, 2012, 09:39:27 PM
Original carrier has 3 access points, so there should not be a problem with fighters landing on it.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 21, 2012, 01:51:17 AM
I still can't figure out the mule variant issue

Just went through every variant file to see if I could find it.....

HELP :'(



Seems that i figured out your problem. Go to saves/mission folder and remove ALL subfolders with mission names there. These are your custom made variants that were stored from various versions of the mod. Removing those should delete any references to the outdated  and missing 'Null' hull variants for Mule and others.

A reset button that was supposed to remove your modifications for some reason does not work with my mod.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 21, 2012, 07:03:19 AM
Just found the problem

Alex added the mule combat freighter in the most recent update

It's variant is mule_standard, it has 2 heat-seekers, and it has more weapons slot's then your mule.....

Your mule freighter, I think, was trying to load it's information.....

That's why I couldn't find the problem in your mod...... it wasn't your problem
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 21, 2012, 08:30:54 AM
I see. I`ve removed the original Mule from the current version. It was replaced by the Ox megafreighter :)
Mule is now a small-medium freighter wuth unique name (cargo1).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 24, 2012, 01:08:22 AM
Hi all.

I`ve finally came up with the idea of the other two major factions.

The first one i`ve already shown and even mentioned its short name. Its XLE or Xing Lao Empire.
XLE originates form CPR (China Peoples Republic). Long before the first colonisation of space China and its nearby allied nations (and not so allied nations including Japan) formed a new union that`s being called Xing Lao Empire (xinglao its something like 'star throne' or close to 'universe' if i got it right).

XLE uses extravagant ship designs resembling various dragon-like creatures. In fact their ship hull names are being picked with the inspiration of dragons and other similar reptilian creatures be they myth or real.

XLE weapon range is focused on laser beam weapons (a result of a long collaboration with RSF) and small caliber autocannons. The Scorcher shown recently is their powerful laser beam weapon used to cut through armor (High Explosive damage). They wil have a laser beam pd weapons that act like vanilla Guardian system. In addition there will be a powerful Charged Bolt Cannon that is a burst fire (6 shots) ballistic weapon with energy damage and a powerful Magna Cannon that is an energy, but with High Explosive damage and AOE. Missiles will include Fang Kinetic rockets, Talon Mircomissiles that equally good againt fighters and ships.

Ships will use mostly hardpoint large and medium weapons facing forward. Almost all ships will get active flare launchers.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 24, 2012, 01:26:04 AM
The other faction is going to be called UIN thats a short for United Interstellar Nations. This faction is based on current EU plus some nearby countries.

UIN are quite advanced and are the only faction that uses massdriver technology. In addition they will have powerful particle beams and cannons that deal kinetic damage. Anti-armor section will include standard ballistic cannons (2 pdr, 6 pdr, 60 pdr) and powerful missile ordnance. They will get the most variable pd weapons ranging from Vickers Space Guns (analogue to RSF 14mm defence gun) and Bofors defence guns to powerful FLAKs.

Ships will be designed with a heavy focus on broadside engagements. All except for frigates that will mostly come with small weapons. All fighters will carry at least one missile-base small weapon. Hulls are going to be named after countries that formed this alliance.

Diplomatic status of the factions:

UIN and ISA are allies, they provide each other with ships and weapons (so an ISA cruiser with massdrivers or UIN coloured will be a common site)
XLE is neutral to UIN.
XLE and RSF are allies. They will interchange only weapons.
UIN is neutral to RSF.
ISA and RSF are in a cold war status (meaning that there is no global open warfare, but small local battles, raids, ambushes in ISA or RSF controlled space or in neutral territory are quite common).

EACH faction will have 40 weapons (except Aliens that will remain with their few weps they have now) with different properties and at least 1 ship in each class (except for pirates who wont have a cap ship). This will bring the mod to 160+ weapons.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 24, 2012, 05:11:04 AM
By broadside engagements what do you mean?

Will they have Turrets, simialr to a battleships 

or will they Hardpoint's in the form of Central batteries, similar to a age of sail vessel?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 24, 2012, 06:46:03 AM
Holy....40 weapons EACH faction?  That's a high bar you've put over your head Okim, I hope to see it come true. :)
More factions! Yay!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 24, 2012, 06:51:30 AM
Dont forget since both of those factions share some ships and weapons, you dont need 40 weapons per faction, just half of that, the rest should be some renaming with a few number changes, same way the Chinese use Type XX to name their tanks while its name on its manufacture (Russia) is T-XX, Its the same tank with a few minor changes and a name change.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 24, 2012, 07:11:37 AM
No, there will be 40 entries for each of 4 human faction (i count different size of launchers as weapon too) :)
RSF have 40 weps already, ISA has about 35. All weaps are lying listed on my table, some having drawn concepts.

You`ll see quite soon what do i mean under broadside engagements.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 24, 2012, 07:36:26 AM
Dont drop dead from working lol
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 24, 2012, 07:50:00 AM
:)
Well, good luck with that.  I really want that next update, even if it doesn't include the new factions.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 24, 2012, 07:54:00 AM
Agree with the soldier. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 24, 2012, 01:04:00 PM
UIN France-class Heavy Destroyer.

(http://www.okim.nickersonm.com/SF/pic115.jpg)

Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.

P.S.: firing 6pdr assault guns.
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Jonlissla on August 24, 2012, 01:25:01 PM
Am I missing something or is the RSF getting a new colour scheme? Difficult to keep up with the thread since it's about 40 pages soon.

Good job on the sprites, they're really good. I have noticed you haven't added any descriptions for the ships yet though.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on August 24, 2012, 01:40:50 PM
UIN France-class Heavy Destroyer.

(http://www.okim.nickersonm.com/SF/pic115.jpg)

Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.

P.S.: firing 6pdr assault guns.

Looking good
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 24, 2012, 01:55:06 PM
The take out some of the mounts on the destroyer.  Might make up for it.

P.S. - If there's too many OPs for a ship, lay off on the Flux Vents and Capacitors, and instead up them in the ship_data.cvs instead.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 24, 2012, 04:28:11 PM
UIN France-class Heavy Destroyer.

(http://www.okim.nickersonm.com/SF/pic115.jpg)

Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.

P.S.: firing 6pdr assault guns.

To reduce some of the cost you could build some of the weapons in....
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 25, 2012, 04:00:28 AM
Modified the initial ship design. Designed 4 small and 3 medium ballistic weapons for UIN.

(http://www.okim.nickersonm.com/SF/pic116.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 25, 2012, 07:29:45 AM
Maybe too much firepower for a destroyer, but looks good nonetheless!
...That's a ton of weapons for just a destroyer.  Change it to a cruiser?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 25, 2012, 09:32:57 AM
These guns are quite cheap and really don`t have a significant punch. The DE doesn`t live through the first wave of RSF or ISA attacks (1 on 1, DEs, first shots exchange until venting). The only thing that saves it is fortress shield.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Wriath on August 25, 2012, 09:43:44 AM
That one looks somewhat Hiigaran
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 25, 2012, 09:54:49 AM
Ah, so what systems will the UIN have?  will there be any new ones for them?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 25, 2012, 11:57:31 AM
Well, best of luck, and I hope for more destruction from your factions. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire 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
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim 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).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: dtbigbear on August 25, 2012, 01:55:44 PM
I get this error when I run Starfarer with Ironclads on: (http://C:/Users/Dawson/Pictures/sddasdas.gif)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead 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
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 25, 2012, 03:05:23 PM
I get this error when I run Starfarer with Ironclads on: (http://C:/Users/Dawson/Pictures/sddasdas.gif)

Can`t see your image.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Anysy 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.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 25, 2012, 04:22:31 PM
I get this error when I run Starfarer with Ironclads on: (http://C:/Users/Dawson/Pictures/sddasdas.gif)
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.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: dtbigbear 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.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: dtbigbear on August 26, 2012, 09:57:10 PM
Ok ill try it thanks.


EDIT: it worked thanks man
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 05:07:13 AM
After some long time of testing i decided to stick to traditional navy weapon positioning.

(http://www.okim.nickersonm.com/SF/pic118.jpg)

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).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on August 28, 2012, 07:45:53 AM
This is purelly aesthetics, how about stretching the "wings" a little more, making it the identity of UINs capital ships:

(http://www.shipschematics.net/yamato/images/edf/battleship_yamato.jpg)

Also your probably looking for this type of gun placements:

(http://www.cityofart.net/bship/ru_tses_schematic.gif)

also about the carrier heres a example to the type i meant when i said "like astral":

(https://dl.dropbox.com/u/32263294/Untitled-2.png)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 28, 2012, 07:50:04 AM
Excellent work, Okim!  I look forward to more weapons. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 08:16:04 AM
Ah, Yamato :)

I thought about armor plating protruding to cover the drives, but wings... no. XLE will have wings. LOTS of wings, scales and spikes.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 11:51:06 AM
Added some extra details to the UIN destroyer (mainly armored wings that cover drives). On the right a paricle beam weapon is firing at some distant target.

(http://www.okim.nickersonm.com/SF/pic119.jpg)

Now back to RSF and their remaining carrier, drone destroyer and two Rostov gunships. Give me some time to swich my brains to the different designs :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 28, 2012, 11:57:02 AM
Great!  More firepower!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 12:09:10 PM
UIN destroyer: 4 meds and 8 smalls
RSF destroyer: 4 meds and 7 smalls
ISA destroyer: 5 meds and 5 smalls

RSF DE having the most armor and hull points + 3 flares, ISA having the best shields and best flux, UIN having everything in the middle + Fortress Shields. All DEs range between 11 (UIN)-13 (ISA) FP and having 80 OPs.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: mda821 on August 28, 2012, 02:19:36 PM
aside from attacking a faction, i cant seem to find a way to supply my ships with the proper armaments.  I have an ISA heavy cruiser and it is impossible to provide full armament.  Aside from raiding ISA fleets, i cannot find weapons such as the tri-barreled 6 inch guns.  is there something im doing wrong, or is there a need for greater weapon availability? 
PS  how on earth does anyone try to fully arm the large russian ship.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 28, 2012, 02:48:28 PM
Hmm...I tried the download from the front page, it gives me a fatal null error.  No other mods were enabled.

EDIT:
Never mind, the mule problem.  deleted it and it's fine.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 28, 2012, 03:22:22 PM
To mda821:

its being adressed in future version. Normally to get a large weapon you`ll have to wait for the several RSF/ISA convoys. In new version some of the large weapons will be available from start.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 06:36:58 AM
Heh, i was supposed to continue working on RSF, but i failed to switch :(

Here is the result.

(http://www.okim.nickersonm.com/SF/pic121.jpg)

(http://www.okim.nickersonm.com/SF/pic122.jpg)

Germany-class cruiser.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 29, 2012, 08:32:58 AM
Heh, i was supposed to continue working on RSF, but i failed to switch :(

Here is the result.

(http://www.okim.nickersonm.com/SF/pic121.jpg)

(http://www.okim.nickersonm.com/SF/pic122.jpg)

Germany-class cruiser.

Looks good but maybe the tail should be extended back a bit?

As it is it seems to end rather abruptly....
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 12:34:26 PM
Added particle accelerator cannon (my fomous ACM PAC!)

(http://www.okim.nickersonm.com/SF/pic123.jpg)
(http://www.okim.nickersonm.com/SF/pic124.jpg)
Also added shotgun driver, medium driver and terminator autocannon.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 01:23:45 PM
UIN weapons so far:


(http://www.okim.nickersonm.com/SF/pic125.jpg)


First tier - small weapons:

1. vickers defence gun
2. bofors defence cannon
3. 2-pdr gun
4. 2-pdr dual gun
5. 6-pdr assault gun
6. pulsar torpedo tube

Second tier - medium weapons:

1. particle beam
2. particle pulse cannon
3. particle cannon
4. 2-pdr quad gun
5. bofors defence battery
6. rapier defence system
7. 10-pdr assault cannon
8. 6-pdr assault autocannon
9. massdriver
10. pulsar torpedo launcher

Third tier - large weapons:

1. particle accelerator cannon
2. terminator autocannon
3. hvy massdriver
4. shotgun driver

That brings me exactly to 20 weps for UIN. Other 18 weapons will include mainly missiles (frag missile, hunter missile, hunter-killer missile, EMP missile), 1 small energy and ballistic weapons, 1 medium energy weapon, 3 large ballistic weapons, 3 large energy weapons and a built-in railcannon of sorts.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on August 29, 2012, 01:42:32 PM
Gimme dis nao! Aside from my own mod, i regard this mod as second in place :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 29, 2012, 02:18:29 PM
I still think that Okim holds the record for largest mod (most ships + weapons).  Caelus just doesn't compete with +120 weapons and a ton of new ships. ;D

anyways, some WWII-related stuff in there, no?  Still keeping up with Alex's naval engagements. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 02:27:39 PM
Yeah, there are also 'hand made' and 'done by a single person' tags for this mod :)

BTW. Its a damn headacke to balance all this stuff. And i`m really starting to have nightmares of future Starfarer`s update that will bring more campaign stuff into the game...

At least i learned how to make some sprites. Might be very handy for possible future projects.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 29, 2012, 02:29:36 PM
You know, there's more people than just you out there willing to help.  Let people playtest it before you release it to see how weapons are balanced.  Take the pain off your back and let the community do some work. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 29, 2012, 02:46:37 PM
I`ll release the new version as soon as i finish RSF ships. Civies are finished, UIN and XLE are prototyped and approved, some of the new weapons added. I just need to finish carrier, battleship, 2 gunships and a drone de.

BTW, added maneuring jets to RSF Migs and Sus with a proper thruster effects upon activation. Makes dealing with those fighters a real trouble even for a pd heavy ship. Reduced armor and hp a bit to compensate.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 30, 2012, 12:42:25 PM
After some brainstorming regarding the looks of RSF carrier i finally came up with this:

(http://www.okim.nickersonm.com/SF/pic126.jpg)

I hope i didn`t ruin your expectations :)
I tried to combine the new style with original flat deck. In addition i`ve added a large port access point (lorewise - this is used by T610/620 large crafts).

note: weapons are all the same except that large fixed missile was replaced by large universal turret. Drone hatches were moved to the starboard and reduced to 5 (10 drones in total with extra 10 in reserve and 1 drone being assembeled per 10 seconds). Launch bays remain as they were (3 bays, one on the flat deck is not used).
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: arcibalde on August 30, 2012, 12:46:42 PM
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW  :o :o :o :o :o :o :o
Title: Re: Project Ironclads, version 2.6 (0.52a with campaign)
Post by: Jonlissla on August 30, 2012, 01:00:08 PM
I`ll release the new version as soon as i finish RSF ships.

Wait a minute....

Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.

 ::)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 30, 2012, 01:03:20 PM
I hope i didn`t ruin your expectations :)
I tried to combine the new style with original flat deck. In addition i`ve added a large port access point (lorewise - this is used by T610/620 large crafts).

note: weapons are all the same except that large fixed missile was replaced by large universal turret. Drone hatches were moved to the starboard and reduced to 5 (10 drones in total with extra 10 in reserve and 1 drone being assembeled per 10 seconds). Launch bays remain as they were (3 bays, one on the flat deck is not used).

Not, what I expected.....and I really ain't totally sold on the appearance.....

But the turret placement's and the Omni-Large make up for that ;D

I`ll release the new version as soon as i finish RSF ships.

Wait a minute....

Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.

 ::)


The idea and implementation are the same ( RSF ships being armored more heavily with crude plate's)

He just is updating the artwork to fit the newer ships and to re-balance the older ones after the systems/ built-in weapons update...


Edit: also, Okim, I been meaning to look this up, but instead I will just ask: doe's the Laser cannon ( not beam) use Advanced optics?

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 30, 2012, 01:27:24 PM
Nope, i guess. They are not beams and thus they shouldn`t. Unless Alex made it so that BALLISTIC_AS_BEAM and projectile weapons with BEAM spawn class can benefit from it.

But laser beams (as all other beams) use advanced optics AND targetting unit.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 30, 2012, 01:34:52 PM
Holy sh*t...I love the new carrier!  A proper carrier, it is!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 03:16:23 AM
Today my boss brought his son at work and left me to nurse him. He also brought a nice assemble model of F-117 for his son`s entertainment. Well, here what ISA has now:

(http://okim.nickersonm.com/SF/pic127.jpg)

F-171 is a phasing missile fighter that heavily relies on carrier support (it has no other weapons, just 4 missiles).

Phasing cloak makes its approach much easier, but it can operate just for ~5 seconds. This means that interceptors will not have trouble with hunting them.

F-171 carries 2 Piranha SRM missiles and 2 Eel SRM missiles. The wing consists of 3 crafts (so its 6 Piranhas and 6 Eels) and is quite expensive in FL (9) and money.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WKOB on August 31, 2012, 03:29:33 AM
Those are pretty neat, and so are fighters that actually have to refill their ammo once in a while.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 04:12:08 AM
Updated the sprite and made glowing stroke around the phased model. Looks a bit more interesting now.

In game those fighters probably should be set to Support rather than assault that they are now. Not sure how support fighters actually work :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 31, 2012, 05:57:46 AM
Ah, interesting.  A new role, mainly, but I'll have to find new ways to use it. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 31, 2012, 06:23:21 AM
Today my boss brought his son at work and left me to nurse him. He also brought a nice assemble model of F-117 for his son`s entertainment. Well, here what ISA has now:

F-171 is a phasing missile fighter that heavily relies on carrier support (it has no other weapons, just 4 missiles).

Phasing cloak makes its approach much easier, but it can operate just for ~5 seconds. This means that interceptors will not have trouble with hunting them.

F-171 carries 2 Piranha SRM missiles and 2 Eel SRM missiles. The wing consists of 3 crafts (so its 6 Piranhas and 6 Eels) and is quite expensive in FL (9) and money.



Looks cool but the armament seems a little low for a bomber style craft

Doe's it have a ECGM Mod on it? cause that would certainly make me consider it
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WKOB on August 31, 2012, 06:39:54 AM
That's a good point, I definitely think it should. After all, the craft you based it on was a real pioneer in Electronics tech.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 09:08:19 AM
It doesn`t.


EDITED: it does now :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 09:16:00 AM
I wonder if a phasing cloak can be activated with ship system.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 31, 2012, 09:16:27 AM
Yup.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 09:20:34 AM
I mean simultaneously. Like, say, a burndrive and phasing cloak.

F-171 got two Stinger launchers. It now carries 4 anti-ship and 4 anti-fighter missiles. Going to test this loadout a bit.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on August 31, 2012, 09:36:24 AM
Hmm....No, not at the same time.  Systems can't be activated with cloak.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 31, 2012, 09:58:24 AM
I mean simultaneously. Like, say, a burndrive and phasing cloak.

F-171 got two Stinger launchers. It now carries 4 anti-ship and 4 anti-fighter missiles. Going to test this loadout a bit.

I was going to ask about whether or not you would add a stinger.....But it felt kinda rude....

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 01:37:31 PM
Rostov-E gunship with ion cannons. E-class lost its rear facing turret and has no system. It is vulnerable, but deadly if used in skilled arms.

(http://www.okim.nickersonm.com/SF/pic128.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 01:40:08 PM
Just two nice shots:

(http://www.okim.nickersonm.com/SF/pic129.jpg)

(http://www.okim.nickersonm.com/SF/pic130.jpg)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on August 31, 2012, 02:00:38 PM
The updated sprites fits much more better now compared to before. I'm really impressed by your work, it's very well done.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 02:17:34 PM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 31, 2012, 02:35:17 PM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.

Up to you....

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: dtbigbear on August 31, 2012, 06:37:01 PM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.

Like the other guy said its up to you, but I think it would be nice so there's not a lot of similarity between all of the factions, And how's the ISA mothership doing? Cause I am super eager to see it.  ;D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on August 31, 2012, 07:02:57 PM
If you do decide to rework ISA please consider first providing us with the updated RSF Sprites to tide us over......Please...... :'(

Also if you need a list of ship names feel free to ask those of us on the site

We probably could make you a big heaping list of warship names...
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on August 31, 2012, 10:32:19 PM
RSF have just 2 ships that need to be replaced. Once i`m done - i`ll tickle the campaign a bit and release the new version. Probably i`ll add XLE and UIN freighters so that they could bring their toys to their allies in campaign.

RSF BB has no scetch yet, so its a bit difficult to produce.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on September 01, 2012, 01:23:10 AM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.

I don't really think it's needed. Right now each faction has a distinct artstyle and colour scheme so they all become unique. The RSF update should be enough in my opinion.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 01, 2012, 02:20:57 AM
The problem is that new RSF sprites have extra details like 'emergency exits', hangar doors for hangar capacity ships, vents and capacitors.

On the second though - ISA have evything except for doors and savepods and they look nice and match the new style.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 01, 2012, 11:55:44 AM
Okay. RSF drone carrier and Rostov-M missile boat finished. The only ship remaining is the battleship. Dread wont be changed as it is mission-only sprite and lore-vise is quite old and unique (there was only one dread that RSF lost during the 'Fall of the Federation' mission.

While working on sprites i decided to remove police and all its blue-white markings from civilian ships. There are enforcers in campaign that use those civ ships. Plus - players no longer start the game in RSF/ISA ships. They will get civilian frigate and civ gunship in case of reincarnation.

One of the civ ships has morphed into a fully capable light carrier. A highly demanded battlefield role was finally filled. It is rare in campaign and currently can be obtained at RSF base (civilian supply fleets have a chance to add it to stock). XLE ships can also be brought to RSF base by civies.

Pirates got access to every single weapon in the mod except for alien toys. So its advisable to visit pirates base from time to time. You may be lucky to get some UIN fine toys and heavy guns for your large ships there.

(http://www.okim.nickersonm.com/SF/pic131.jpg) (http://www.okim.nickersonm.com/SF/pic132.jpg)

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on September 01, 2012, 12:00:34 PM
Ah, great!  Even better. :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: WarStalkeR on September 01, 2012, 12:24:39 PM
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.
There is no need for ISA's complete remake, but yes, just make an mirrored light orientation, like I did with my ships. I'm sure you always keep original PSD of the ships, so adding mirrored light orientation shouldn't be a problem for you, Okim :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 01, 2012, 12:50:16 PM
I`m afraid that if i`ll start to mirror - i will end up with completely new set of ships for ISA. I`m honestly not sattisfied with some ships. Besides - ISA will get a set of civ ships and those ships will be using new style/lights etc. So this might eventually trigger ISA rehaul at some point.

Well, i`ll try to finish RSF BB before monday and prepare a new version. BB is already hand-drawn and just needs a sprite. It will resemble current BB, but without fixed weapons and with two huge 3-barreled 408mm cannons as build-in weps.

After that we shall see what to do next.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 02, 2012, 06:26:49 AM
Finished RSF Moscow battleship. Its weapons were changed considerably. Instead of 7 large (5 turets + 2 hards), 8 medium and 18 (!) small it now has 3 large turrets, 2 superheavy built-in cannons, 12 medium and 15 small turrets.

(http://www.okim.nickersonm.com/SF/pic134.jpg)
(http://www.okim.nickersonm.com/SF/pic133.jpg)

Two 408mm tripple siege cannons are the same 408mm cannons, but with a burst of 3 shots.

BB has ammo feeder that drastically increases its effectiveness when required.

Hangar doors are just for visual representation of its 18 hangar space. No fighter support in combat.


That`s the last thing i was spritings/adding before the update. I`ll now playtest the new version and possibly release it in a week.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 03, 2012, 11:16:47 PM
Ok. RSF is finished, mod is somewhat tested. New toys added. I think that tomorrow there will be an update.

Here is a new RSF size comparison pic. Just to fill this post with smth :)

(http://www.okim.nickersonm.com/SF/RSF-ships-new.jpg)

Omsk got some 'meat'. It now looks a bit more like a warship.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Anysy on September 03, 2012, 11:24:10 PM
Those all look incredibly unified, and really neat
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 03, 2012, 11:54:26 PM
UIN ships.

Spoiler
(http://www.okim.nickersonm.com/SF/UIN-ships.jpg)
[close]


XLE ships.

Spoiler
(http://www.okim.nickersonm.com/SF/XLE-ships.jpg)
[close]


Civilian ships.

Spoiler
(http://www.okim.nickersonm.com/SF/CIV-ships.jpg)
[close]

All these ships are available in campaign (in future update) either at RSF base or ISA outpost. Just follow the info messages.

Note that UIN and XLE q-freighter and armored freighter are intentionally made slightly different from their combat vessels. Civilian variants were made to resemble other civ ships.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on September 04, 2012, 05:20:49 AM
These are some of the best ships and factions on this site!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on September 04, 2012, 05:42:30 AM
These are some of the best ships and factions on this site!


These ARE the best ships on the sit

Also best mod in my opinion ;D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on September 04, 2012, 05:49:41 AM
Just a headsup, Rosnov M is missing those white bolts on the wings,

I thought the "snake" like ships were for a mercenary faction, isnt the XLE representing the Chinese and other Asian Countries?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 06:59:48 AM
Thanks for your kindness :)

Rostov-M indeed lost its rivets somewhere. Thanks for pointing this out. XLE are using green/golden ships with scales. I think that`s the perfect way to represent Chinese and other Asian Countries.

There was a picture of a merc group that also used green ships with scales, perhaps that confused you :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on September 04, 2012, 07:25:53 AM
The new sprites look great. Will you add ship descriptions in the new version? Feels rather empty without them when you're looking over the ships.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on September 04, 2012, 08:05:55 AM
Excellent!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Sunfire on September 04, 2012, 08:06:49 AM
The new sprites look great. Will you add ship descriptions in the new version? Feels rather empty without them when you're looking over the ships.

I second ship descriptions!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on September 04, 2012, 08:08:01 AM
I offered to help, but he said he'll do them later on in development.

Whether or not they come, more lore never hurts. ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on September 04, 2012, 08:18:02 AM
Warning, Wall of text and some poor grammar (possibly) incoming...

While i love how the XLE ships look, they somehow give me the felling of a special private army due to their extremely snake like look and coloring, its nice that your focusing on a reptile like ships while representing those countries but there's 2 big flaws on them, being military ships they tend to "blend" into w/e they are meant to be, military tanks are usually yellow if their main battlefield is a desert while most is a forest like cammo, right now those ships are incredibly light green like a traffic light post, its like they painted to look cool instead of symbolizing their task, the Russians are a perfect example, they feel like military ships due to their dark color and the red is not as imposing.
The second problem but might be just me, is that, there are 2 type of Asian countries that would never blend the same way much like the Russians and EU or US, Japan and South Korea, both of them would have the most advance looking ships in any game with only Germany as a possible comparison, while Asia countries like China, North Korea, Mongolia, Taiwan, etc... have a very strong military connection with Russia's, Their ships should be more standard base while having that "Dragon" lookalike your trying to achieve.

Also i know you have been making sure every ship as a specialty, how about making the XLE ships a version of the Russians but be more maneuverable and less expensive (smaller hulls), possessing a the massive burst and high speed but having very weak hull, the so called hit and run or zerg in since the ships are cheap and well... China has the biggest army and economy in the world... not like losing ships and crew matter much..

About their looks, dark green with a brownish color would be great, also ur trying the make them look different so:
Spoiler
(http://th05.deviantart.net/fs70/PRE/i/2010/267/d/e/gallente_escort_carrier_by_kero40-d2zau1f.jpg)
[close]

If you notice, the U like front resembles of a claw, the long back takes from reptiles like tail, by adding those scale like your using on the ships you made and a few outer scales with a razer look.

Take this as an opinion, i personally wished i could have the patience and perseverance to create ships dot by dot...
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 08:59:21 AM
What kind of descriptions you `d like to see for ships? I`m surely not the best writer out there and i wont write as much text as Alex did (the count of ships currently in game makes it difficult to write stories about each). But i feel that simple "created in.. best used.. role.. etc." might not be enough.

XLE. Well, Japan can become a part of ISA or be conquered by XLE pre-warp. Or just see that becoming a part of XLE is their only way to become starfaring faction while not being consumed by others.

XLE looks should be different from those that RFS have. Look at moder CPR military - there is nothing Russian there. Most of the modern vehicles and weapons are unique. Its really difficult to trace anything AKMish in QBZ weapons.

All these talks around color schemes is a bit tricky. In space you most of the time will see a ship at long ranges either by its IR or electronic emmitions and other such things. I really doubt that visual contact is all that necesarry (BTW, during skirmishes most of the time ships should shield their bridges with blastpanels to avoid losing it). In any way you`ll spot a ship at long range by its bright exaust rather than decals, painting etc.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on September 04, 2012, 09:04:27 AM
What kind of descriptions you `d like to see for ships? I`m surely not the best writer out there and i wont write as much text as Alex did (the count of ships currently in game makes it difficult to write stories about each). But i feel that simple "created in.. best used.. role.. etc." might not be enough.

Quite the contrary, that would definately be enough for the moment. There's no need to fill a few pages of several paragraphs of lore, but a few sentences about the ship and its purpose and design would be good. Something to give the player a sort of idea of what the ship is for.

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: silentstormpt on September 04, 2012, 10:00:36 AM
Quote
All these talks around color schemes is a bit tricky. In space you most of the time will see a ship at long ranges either by its IR or electronic emmitions and other such things. I really doubt that visual contact is all that necesarry (BTW, during skirmishes most of the time ships should shield their bridges with blastpanels to avoid losing it). In any way you`ll spot a ship at long range by its bright exaust rather than decals, painting etc.
Well as long as you got the Photoshop/Paint Layer files, making more ships of the same type with different decals would be easy and gives out more choices to the player as well as, different fleet types in the same faction just how you did those awesome civilian ships with those different systemtypes.

Quote
XLE. Well, Japan can become a part of ISA or be conquered by XLE pre-warp. Or just see that becoming a part of XLE is their only way to become starfaring faction while not being consumed by others.
Being XLE and RFS allies, they shouldn't have a problem becoming a space farer faction, since it would be of the best interest by both parties to expand, one for proving funds (XLE) in turn of tech (RFS)
I can see Japan and South Korea joining up the ISA to protect themselves from the XLE and RFS, or simply making a smaller factions like the "Japan and Korean Protectorate" JKP allied to the ISA and UEN with a few Frigates, Destroyers and a Cruiser type

Quote
XLE looks should be different from those that RFS have. Look at moder CPR military - there is nothing Russian there. Most of the modern vehicles and weapons are unique. Its really difficult to trace anything AKMish in QBZ weapons.
I never Said XLE should look like RFS in terms of how their ships hulls but instead on how the weapons and shield are placed, sorry for not being more specific

Hope its more clear on what i meant  :-\
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 10:21:24 AM
XLE and RSF use flares (XLE active ones), both have frontal shields. Both like lasers and ballistics, though XLE use more rapid fire weapons instead of heavy punching as RSF. Their lasers are mostly continous unlike burst beam lasers RSF use. They also rely on armor more than on shields. They just look absolutely different and unique.

The same with ISA and UIN. Both have strong shields and advanced energy weapons. Though UIN are also good with ballistics (but thats mainly influenced by European history).

I think that XLE swallowed all those who refused to joing them peacefully. And given their power and size - there are few who actually refused to join :)

A little lore-wise info. Ironclads are going to use a bit different timeline. The current era is called FTL. So currently its 208+ FTL. The countdown starts from the development of the first FTL drive. There will be some events that predate this. Those will be reffered to as happening pre-FTL or simply STL. For example - moon base was constructed around 250 years STL.

The real date of those events will remain a mystery, but its something like 500+ years from curret Earth date. I`m working on timeline sicne 250 STL to 200 FTL. I need to acomplish this first before i`ll start putting info on ships.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 10:25:27 AM
Oh. Forgot one thing :)

(http://www.okim.nickersonm.com/SF/pic135.jpg)

(http://www.okim.nickersonm.com/SF/pic136.jpg)

That`s a miner. A DE sized ship with two frontal weapons - a drill (oh yeah!) and a cutter laser. Other toys are going to be carried mining drones and remote mining drones. Mining drones all will have lasers. Those that act like fighters will carry charges and drop them like current bombers in the original game.

I`m thinking to add two more variants with only two drills and only two cutters.

Now, can someone point me to a free video capturing prog? I`ll get you a nasty video of this baby in action :)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on September 04, 2012, 10:39:02 AM
I WANT TO MINE MY ENEMIES!

And it sounds excellent!  Similar to he Apogee, no?  Tech miner?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 10:51:52 AM
Scrapper is a standard issue space asteroid miner supplemented with several automated mining drones to cut small pieces of asteroids and drag them into cargo bay. Miner can carry remote controlled charge deployers for cracking medium sized asteroids.

Cutter beam and drill are used to deal with large asteroids with drill being used to dig inside the asteroid and hold it in place while cutter does the rest of the work.

This model was designed in late 64 FTL as a part of RSF 'Remote Mining Program'. During the following years it was modernized several times. The latest upgrade featured spaced blastshields on the cocpit to protect the bridge from debris being produced by drilling.

Scrapper is a reliable and sturdy vessel that is seen all around the known space.

Hm... Is this the description you`d like to see for the ships?
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on September 04, 2012, 10:56:07 AM
That's excellent!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Upgradecap on September 04, 2012, 11:01:51 AM
I am loving this. Definitely loving this. When i am not playing BF or modding Caelus, i am playing this, all the way. No vanilla at all. :D
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: robokill on September 04, 2012, 02:41:12 PM
when are gonna release update/uddare main page
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Wriath on September 04, 2012, 07:53:21 PM
Great description for the miner! A bit of perspective like that does wonders for immersion.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 04, 2012, 09:55:55 PM
The update is ready. All i need is to add descriptions. But this will take a long taking into account the amount of ship hulls and variants in the mod.

So its up to you, guys. If you wish an update - it will be ready today eve. If you wish descriptions - those are gonna delay the update ;)
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Wriath on September 04, 2012, 10:49:12 PM
I'd like to get the undescribed version, you could save the descriptions for a patch in a few days once we've put some testing into all the new content, and you've adjusted what you feel you need to from there.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Jonlissla on September 05, 2012, 12:23:28 AM
So its up to you, guys. If you wish an update - it will be ready today eve. If you wish descriptions - those are gonna delay the update ;)

Descriptions can be added later. It's not exactly a priority one issue to be honest, it's more of a nice touch.

Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: FalseDead on September 05, 2012, 04:16:17 AM
While description's are nice, I have been wanting to try this update since you first put the new RSF models up.....
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 05:07:36 AM
Ok then. It will be ready within the next 12 hours. I`ve added 2 variants of miners and i need to put them into fleets. Also i need to test UIN in campaign and see wheather their convoy is bringing in too much toys or not.
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 01:48:39 PM
New version (Ironclads 3.0) is out. Link to the archive and change log are available on the first page.

Main features of the update are:

1. complete rehaul of RSF sprites
2. new ships for RSF, ISA, XLE, UIN
3. over 20 new weapons
4. civilian private sector that controls heavy traffic of freights in campaign
5. over 15 civilian freighters and other vessels
6. pirate scavenger fleet has access to any weapon except for aliens`
7. XLE and UIN convoys passing through the system and bringing some toys and ships
8. new much less powerful player starting ships
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: CrashToDesktop on September 05, 2012, 02:57:33 PM
Best you change that title! ;D
And yay! MOAR SHIPS!!!
Title: Re: Project Ironclads, version 2.8 (0.53.1a with campaign)
Post by: Vensalir on September 05, 2012, 03:24:48 PM
Great job as always, the UIN ships integrate quite well I think, and the sprites are excellent ! As an added bonus, I can now own a Germany-class Cruiser called ISS-Rammstein  ;D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Barracuda on September 05, 2012, 03:49:16 PM
So are the Space Cowboys [Americans] getting a sprite upgrade too?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FlashFrozen on September 05, 2012, 03:52:03 PM
Just one small bug, the random mission "ironclads" will end up with an error,

Code
9259 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [moscow] variant [mission_ironclads_ship_1]: slot id [SB13] not found for weapon [14mm_dc]
java.lang.RuntimeException: Ship hull [moscow] variant [mission_ironclads_ship_1]: slot id [SB13] not found for weapon [14mm_dc]
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 03:55:20 PM
Remove saves/missions/ironclads folder (and any other related to this mod). It contains your modified variants that are no longer valid due to significant changes to ship configurations.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 03:57:46 PM
So are the Space Cowboys [Americans] getting a sprite upgrade too?

In some future probably yes, but not in any near future.

I`m planning to have some rest from modding StarFarer and finally sit and actually play my mod :)

EDITED: and i need to shot some fresh screens for the main page with new RSF and other factions.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on September 05, 2012, 04:12:18 PM
Oh, can you change the name of the folder to "ironclads" ?  It's crashes Starfarer Mod Manager when it's installed in my mods directory.

EDIT:
And the ISA seem to enjoy large, point objects protruding from thier ships, no? ;D Just like the Harrier and F-16 jets.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FlashFrozen on September 05, 2012, 04:33:42 PM
Ahhh, that fixed it, my bad  :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Trylobot on September 05, 2012, 09:01:04 PM
Okim,

Just wanted to let you know how impressed I am with how this mod has progressed. It has reached a level of completeness and balance that very few other mods can even get near. You've got your own art style, unique for multiple factions yet consistent within the factions. Boatloads of custom weapons. Balance. Gameplay with your own flavour, appropriate to a total conversion.

You are an epic modder. Carry on.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 09:35:49 PM
Oh, can you change the name of the folder to "ironclads" ?  It's crashes Starfarer Mod Manager when it's installed in my mods directory.

EDIT:
And the ISA seem to enjoy large, point objects protruding from thier ships, no? ;D Just like the Harrier and F-16 jets.

I will, but i don`t understand why.

To Trylobot. Thanks a lot :) Wish i could start using your editor before 3.0. It really could have changed and hastened a lot of things.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TaLaR on September 05, 2012, 10:28:13 PM
Overall very good mod, *mostly* balanced and plays quite notably differently from vanilla.

Though weapon balance seems weird sometimes:
1)14mm Quad AC - ultimate kinetic ballistic weapon. 8x flux efficiency + decent range + low OP cost, what else to say? Especially weird compared to 14mm dual, which has only 2x efficiency...
2)Dual blaster - 4x flux eff, decent range, only 3 OP cost, hard flux => occupies every single small energy/universal slot on my ships
3)Auto blaster - less range and flux eff than Dual blaster at double OP cost - why would anyone ever equip this?
4)Microlaser - zero flux cost o_0...

+In general, ballistics vs energy balance is very skewed to energy side compared to vanilla due to 2 factors:
1)ballistics have much lower ammo capacity.
2)absence of flux efficiency advantage over energy. (with 14mm Quad as notable exception)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 05, 2012, 11:16:25 PM
Oh, yeah. There are indeed some extreme balance oddities in the mod.

Dual blaster was planed as a low-cost version of autoblaster (which, btw, was quite efficient when it had no deviation at all). But at some point i made dual blaster to fire in linked mod rather than alternating (increasing its effectiveness by 2x).

14mm quad. I always forget to reduce its ammo count. Its supposed to be a weapon of fighter and missile doom, but without extra ammo mod it should dry out much faster than now.

Microlaser with 0 flux is a bug of sorts. I wasn`t testing it for long enough.

Please, keep such comments comming. The abundance of weapons in this mod is preventing me from testing everything. I`ve recently discovered that 6-pdr Autocannon that fires 6 ballistic weapons does not really match its cost in OPs (12!). Should have either its OP reduced or fire rate increased.

I`ve made ballistics generate flux at a rate of 25% of their damage per shot. Made RSF extremely overpowered. Currently RSF guns generate flux at 50% of their damage. XLE weapons also have reduced flux, but all other factions have flux generation = damage.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 12:38:30 AM
Few notes.

-  balanced (well, tried to, needs testing) reported weapons.

- introduced Lazywizard`s/xenoarch script that cuts out excess supplies, fuel and crew. Plus it randomly removes some weapons.

- UIN now bring fully random weapons from their list, no longer spamming ISA with their weapons.
The same will soon be used for RSF and ISA convoys after the 5th convoy. Pirates already have this convoy behaviour.

- fixed civ freighter fleets having very low chances to bring in civ ships.

- reduced amounts of pirates and enforcers.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 02:42:10 AM
Lol. Wyrm with a massdriver, two Wasps, augmented drives and targetting unit is an uber anti-pirate combo.

Wasps take out one raider or cripple reaper/catapult and driver with its basic range +extra 90 from TU, with its outstanding projectile speed allows to stay far far away from pirate`s weapons.

Wyrm basic drives + Augmented drives provide 270+ speed - more than any pirate ship can afford.

Active flares pick off Eels and other nasty missiles and driver is effective enough to deal with fighters.

Strategic speed is 420! That`s the fastest that anyone can achieve in campaign.

The only drawback of this config is 15 cargo space.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TaLaR on September 06, 2012, 04:45:28 AM
I`ve made ballistics generate flux at a rate of 25% of their damage per shot. Made RSF extremely overpowered. Currently RSF guns generate flux at 50% of their damage. XLE weapons also have reduced flux, but all other factions have flux generation = damage.

Taking faction ships + faction weapons as balance basis seems to be quite likely to create some overpowered ship + other faction weapons combinations. Or at least make some weapons useless for player, because other faction has similar, but better option for slot in question...

Ideally no weapon should have alternative that completely overshadows it. Though i understand that each vs each balancing takes lots of time, and even vanilla game isn't quite there yet...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 06:24:25 AM
I`m trying to make weapons as unique as possible. And thanks to the whole list of variables and features that Alex invented - it is quite possible.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: pipikins on September 06, 2012, 09:07:59 AM
Hello when ever i try play with you mod i crash do i need to do anything special? i have just unziped the file in to the mods folder
If you can tell me how to get to the log i will send a link to you thanks
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 06, 2012, 09:43:51 AM
Me want play... ME WANT PLAY NAOW
Spoiler
140906 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
   at java.lang.Enum.valueOf(Enum.java:196)
   at com.fs.starfarer.loading.J.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOoO.o00000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 10:12:46 AM
Hello when ever i try play with you mod i crash do i need to do anything special? i have just unziped the file in to the mods folder
If you can tell me how to get to the log i will send a link to you thanks

1. remove any Ironclads related data from saves/missions folder. Game saves there your custon variants that are no longer compatible with the latest update.
2. log file is in starfarer-core folder. The last entry in it contains an error.
3. this mod runs under 0.53.1 SF version. Any previous versions will resulti in a crash (just a mention)
4. if nothing  helps - redownload the mod and reinstall it. Make sure that you delete the previous mod data if you had any. Current version uses new file names and may result in crashes if old data is still present in the mods forum (hulls, variants etc).
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 10:14:15 AM
Me want play... ME WANT PLAY NAOW
Spoiler
140906 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
   at java.lang.Enum.valueOf(Enum.java:196)
   at com.fs.starfarer.loading.J.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOoO.o00000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I hope you are not using another mods with Ironclads? It uses different weapons file. I don`t know what`s causing this error, but it seems that its weapon file related :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 06, 2012, 10:20:35 AM
I have other mods in the mods folder yes, but i dont activate them
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 10:26:14 AM
When does it happen? If on a startup - then its probably an archive-related problem. If somewhere during the gameplay - i need more specific info on when, what weps and what ships are used.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 06, 2012, 10:28:13 AM
On startup yes, once the bar comes up it pops up.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: pipikins on September 06, 2012, 12:43:56 PM
Hello when ever i try play with you mod i crash do i need to do anything special? i have just unziped the file in to the mods folder
If you can tell me how to get to the log i will send a link to you thanks

1. remove any Ironclads related data from saves/missions folder. Game saves there your custon variants that are no longer compatible with the latest update.
2. log file is in starfarer-core folder. The last entry in it contains an error.
3. this mod runs under 0.53.1 SF version. Any previous versions will resulti in a crash (just a mention)
4. if nothing  helps - redownload the mod and reinstall it. Make sure that you delete the previous mod data if you had any. Current version uses new file names and may result in crashes if old data is still present in the mods forum (hulls, variants etc).

the game just crashs once i selcet it as a mod and click 'play starfare'

I have removed everything file to do with starfarer but its still not working
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 01:16:04 PM
Redownload the archive. I have no other idea why that could happen.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: hydremajor on September 06, 2012, 10:22:32 PM
How about a wing commander mod addition ?

Them fighters look sweet....
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 06, 2012, 11:05:36 PM
No, definitely not going to put in controllable fighters. That`s a bit too much.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 07, 2012, 03:06:58 AM
Finally got my first CR in campaign (yeah, i play my mod THAT often).

Here is its pic:

(http://www.okim.nickersonm.com/SF/pic137.jpg)

It has 2 shotgun drivers, 1 terminator autocannon, medium driver and some 125/50mm cannons for support in case of main weaponry failure or running out of ammo. Pd consists of 2 42mm flaks and 14mm defence/dual guns.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TaLaR on September 07, 2012, 05:13:36 AM
More on balance:

1)Shotgun Driver - isn't it too good? 6x flux efficiency, good range, and minor spread only improves it's ability to hit small targets. It doesn't have any serious drawbacks compared to alternatives. Considering how flux-starved all RSF ships are, this weapon becomes the only logical choice for large slot kinetics.

2)Terminator AC - unmatched efficiency *and* dps amongst HE guns. Another large HE weapon - Heavy Rotary Assault Gun is inferior to it in every single stat, and has additional fire-up delay to make it even more of a joke...

3)ISA energy weapons have 2x flux efficiency vs RSF's 1x. Of course RSF ones are generally easier to hit with and often have better dps, but that's nowhere near enough to compensate such huge efficiency gap.

4)Also on ship systems - considering how powerful correctly used Fortress Shield is, it seems a bit too common. Accelerated ammo feeders as system for top RSF ships on the other hand seems a bit too weak, *especially* against aforementioned fortress shields...

5)Turbo-Laser Cannon vs Gatling Laser Cannon => improvements in all stats and no charge-up period at cost of only single OP. Of considering its 1x efficiency even Turbo is of dubious usefulness for most builds, but using Gauss is simply out of question.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 07, 2012, 06:46:24 AM
Drivers have a very long charge-up. That forces you to calculate your aim with greater precision. Against civs, pirates and ISA this driver is a neat weapon. Against RSF its useless most of the time. Its kinetic and it costs you 26 OPs (408mm siege with slightly less range costs 20 OP for comparison).

Terminator is alright. There is a problem with heavy rotary cannon. I misplaced its cooldown and burst fire rate. Should be 0.2 for cooldown and 0.05 for burst rate. I`ve noticed it while playing and already fixed it.

Energy weapons are more advanced for ISA and more accurate for RSF. Plasma and blasters i`ve adjusted while playing to 1:1 in damage/flux while lasers are 1:1.5 damage/flux.

Look at ISA ships. They have almost no armor and can`t actually sustain shields for long enough when under heavy fire. Fortress shields are their saviours. Its not that difficult to defeat ISA Kansas cruiser and Michigan BB. Its might be a problem in 1 on 1 skirmishes, but with a wing or two of bombers or assault crafts and proper tactics its an easy task. For example - order your strikers to gather on the opposite side of the BB and then launch a simultaneous attack. It wont be able to cover two opposite sides even with its fortress shield.

About gatling vs turbo lasers. Its up to you what to pick. They are designed for different roles. Gatling is better used against shields as its a rapid fire weapon and generates hard flux very fast. Turbo is great when enemy shields are down or when their flux is high enough and enemy AI chooses to take a hit and overload rather then take a direct hit to its armour.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 07, 2012, 07:17:50 AM
One more thing about lasers vs plasma that i forgot to mention.

Autolaser and laser beam are pd weapons. They are efficient against torpedoes and fighters.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: IIE16 Yoshi on September 07, 2012, 07:48:49 AM
The 3-shot laser, I believe it's just called the Laser Cannon, that is good at PD, but if it's not already aiming at a missile, it seems to have real difficulty in tracking a missile. It's wonderful for most missiles, but for things like the Eel, which (jerkily) swerves around to hit you in the ass, it will almost never take them out. Alien weapons are wonderfully OP. A Michigan, with the basic alien laser in all small mounts, the alien laserbeam in the mids, and russian turbolasers in the 4 larges makes for a exceptionally dangerous ship. Bigger, slower ships have to withstand the onslaught of the turbolasers, the alien laserbeams can shutdown a ship that's caught off guard with it's shields down, and the small alien lasers rip apart missiles, and if there's no missiles, they rip apart ships equally well. That said, the ship is awfully flux-heavy, with something in the region of 4-5000 flux/s.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TaLaR on September 07, 2012, 08:08:53 AM
Drivers have a very long charge-up. That forces you to calculate your aim with greater precision. Against civs, pirates and ISA this driver is a neat weapon. Against RSF its useless most of the time. Its kinetic and it costs you 26 OPs (408mm siege with slightly less range costs 20 OP for comparison).

Ships in this mod are larger, slower and have much less acceleration than in vanilla. So even destroyers usually fail to dodge Shotgun driver. +Actual projectile speed is very fast, and it's not that much harder to use then slow projectile plasma cannons. I'd say it's quite useful against RSF as well - their shields might be bad, but still present. Combination of HE + Kinetics works better then pure HE, either it forces enemy to drop shields prematurely and eat HE or drains their flux reserves...

Terminator is alright. There is a problem with heavy rotary cannon. I misplaced its cooldown and burst fire rate. Should be 0.2 for cooldown and 0.05 for burst rate. I`ve noticed it while playing and already fixed it.

Well, yes Terminator lacks in total firing time and summary damage output. Still, using it only after you are mostly done with shields (via shotgun driver) can mostly compensate that problem. Though i guess if other HE weapons are getting an upgrade it might really be ok.

Energy weapons are more advanced for ISA and more accurate for RSF. Plasma and blasters i`ve adjusted while playing to 1:1 in damage/flux while lasers are 1:1.5 damage/flux.

Plasma weapons are usually harder to hit with and have lower dps than lasers so this might work. Need to playtest before i can comment further.

Look at ISA ships. They have almost no armor and can`t actually sustain shields for long enough when under heavy fire. Fortress shields are their saviours. Its not that difficult to defeat ISA Kansas cruiser and Michigan BB. Its might be a problem in 1 on 1 skirmishes, but with a wing or two of bombers or assault crafts and proper tactics its an easy task. For example - order your strikers to gather on the opposite side of the BB and then launch a simultaneous attack. It wont be able to cover two opposite sides even with its fortress shield.

Ok, i might be somewhat biased here - i strongly prefer sustainable builds. So speed + flux >> armor for me. +AI isn't actually good at pressing attack while at high flux (despite having enough armor to make it affordable), so RSF ships often give ISA easy opportunities to vent.

About gatling vs turbo lasers. Its up to you what to pick. They are designed for different roles. Gatling is better used against shields as its a rapid fire weapon and generates hard flux very fast. Turbo is great when enemy shields are down or when their flux is high enough and enemy AI chooses to take a hit and overload rather then take a direct hit to its armour.

You seem to imply that Gatling has better dps... Unless their stats have been already modified after 3.0 Turbo has better dps (625 vs 500), range (850 vs 750), turn rate (Slow vs Very Slow), per shot damage(750 vs 100, useful against armor damage reduction) and doesn't have charge-up, costing 25 OP vs 24 OP for Gatling => it's clear win no matter how you look at it.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: pipikins on September 07, 2012, 09:06:44 AM
Redownload the archive. I have no other idea why that could happen.


not working :( this mods looks epic anyway :P thanks
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 07, 2012, 10:43:03 AM
I feel stupid

very.... very... stupid..

did not have 53.1 xD
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 07, 2012, 11:00:46 AM
LOL at not having 0.53 :) Sorry.

Shotgun driver is planned to hit more often than its heavy brother with at least 1 projectile. Try firing at pirate Raider/ISA Arcansas with a basic or heavy driver and then with a sg driver. You`ll see the difference - sg will be more effective here. Then try firing sg shot at aproaching RSF destroyer with shields down. Shotgun will miss with 3-4 projectiles due to the low profile of DE where heavy or basic driver will hit directly where you pointed thus being more effective.

Gatling is firing in a constant burst while turbolaser fires 1 shot per 1.2 seconds. Where GL throws 4 shots and forces enemy to keep the shield up - TL fires 1 shot and provides a 1.2 seconds apportunity for the target to drop their shields and get rid of hard flux.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 08, 2012, 11:44:14 AM
Found a problem with gatling laser. There were two entries and the latest GL was not updated. Fixed it and removed charge-up for it (mainly because of the confusing 100x9999 damage/shots - seems incompatible with energy weapon type).

Added XLE linked beamer, charged boltgun, set of kinetic rockets (small, med, large launchers), set of smart rockets (sm/med/lrg, 'Smart' means that they adjust their heading when launched). Added UIN emp gun - a small weapon with almost no damage, but good range, lots of EMP and PD/ANTI_FIGHTER flags. Its nice to see large missiles loosing their drives and bobmers smashing into your hull :)

Edited all the variants. This was required after some balancing changes. All pirate ships now use at least one weapons from each faction.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 01:59:58 AM
Saw this thread about favourites per ship class http://fractalsoftworks.com/forum/index.php?topic=4296.0. It made me wonder what are your favourites in Ironclads?

Mine for instance are:

Fighter: Su57. It has a new striking look and its manoeuvring jets make it a hard to hit fighter. Multiroleness makes it an interesting fighter (in current dev version SU-57 has undergone some changes that moved it from strike fighter type to multirole).

Frigate: Colorado for its large energy mount. Especially when its equipped with a gatling laser.

Destroyer: Mauler for its scrappy looks and lots of mounts. Usually put a frontal shield on it an arm it with a heavy rotary autocannon + some ion cannons. MJs makes getting into the range of the guns much easier.

Cruiser: Kentucky with loads of torpedoes. Can blow battleships with ease if kept safe from their guns. Plasma torps + Hellfire torps make wonders.

Battleship: Moscow. Mainly because it is a proper BB with built_in weapons and loads of firepower.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: strych90 on September 10, 2012, 05:02:03 AM
Hey, don't know if someones already pointed this out, but the tornado interceptors have 1950 combat speed
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 05:07:14 AM
Yeah, and a burn drive in addition :)

Fixed that.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: strych90 on September 10, 2012, 05:56:20 AM
Heh, OK, that's good
I bought a couple in-game to see what 1950 speed would look like and they absolutely flew across the map in seconds, and had trouble turning around or maneuvering. 

I must say that I really like what you're doing with this mod, and really enjoy what you've done with the missiles, particularly the ISA's (The wasp mk2s, I think). Some of your new ones are what I wish the ones in vanilla were like to begin with.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 06:08:39 AM
Barrakuda mk.2 with proximity detonation. There isn`t really that much missile variation in the mod currently.  The only absolutely new missile types are the mentioned Barrakuda mk.2, Whaleshark with different warhead types and Hellmaker torpedo with energy damage.

In the future update there will be new missile weapons. Fast kinetic rockets, smart rockets that adjust their course, micromissiles that act both as anti-ship and anti-fighter homming missiles, hunter missiles with heatseeking ability, light torpedoes that do additional EMP damage (already in the mod as Pulsar torps), proximity detonating torpedoes and powerful frag missiles that act like Barrakuda mk.2, but with fragmentation damage.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on September 10, 2012, 06:12:45 AM
Barrakuda mk.2 with proximity detonation. There isn`t really that much missile variation in the mod currently.  The only absolutely new missile types are the mentioned Barrakuda mk.2, Whaleshark with different warhead types and Hellmaker torpedo with energy damage.

In the future update there will be new missile weapons. Fast kinetic rockets, smart rockets that adjust their course, micromissiles that act both as anti-ship and anti-fighter homming missiles, hunter missiles with heatseeking ability, light torpedoes that do additional EMP damage (already in the mod as Pulsar torps), proximity detonating torpedoes and powerful frag missiles that act like Barrakuda mk.2, but with fragmentation damage.

Oh boy!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: strych90 on September 10, 2012, 06:20:31 AM
Barrakuda mk.2 with proximity detonation. There isn`t really that much missile variation in the mod currently.  The only absolutely new missile types are the mentioned Barrakuda mk.2, Whaleshark with different warhead types and Hellmaker torpedo with energy damage.

In the future update there will be new missile weapons. Fast kinetic rockets, smart rockets that adjust their course, micromissiles that act both as anti-ship and anti-fighter homming missiles, hunter missiles with heatseeking ability, light torpedoes that do additional EMP damage (already in the mod as Pulsar torps), proximity detonating torpedoes and powerful frag missiles that act like Barrakuda mk.2, but with fragmentation damage.

Oh boy!

Haha I second that!

Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FalseDead on September 10, 2012, 09:32:04 AM
Since you asked!

Favorite Warships

Fighter: 171, all those missiles make it amazing at intercepting Fighters, Frigates, and Destroyers

Frigate: California, use the four outer smalls for SRM, the two center for Hvy Blasters, and the medium for Laser beam, Kills Frigates, Destroyers, and can endure long enough to cripple/Slow Cruisers

Destroyer: Indiana, use the four corner mediums for Killer wasps and the smalls for either 2pdr or 50mm, and medium 8pdr

Cruiser: used to be Kansas, but I am having trouble dealing with universals that were changed to the ballistic mounts, so I don't know anymore

Capital: Michigan, Basically use a entirely energy weapon complement with a couple missile to deal with small ships that are running
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: IIE16 Yoshi on September 10, 2012, 10:54:22 AM
Will all the XLE and UIN ships be following a naming scheme, too?
Like the Kursk, Moscow, Omsk and such for the Russians, or the Michigan, Kansas and Denver for the Americans?

Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 11:58:30 AM
XLE Drake destroyer. Fast, deadly, but has troubles with raising shields in time. Wings stretch too far to the sides for the shield to cover them fast enough.

(http://www.okim.nickersonm.com/SF/pic138.jpg)
(http://www.okim.nickersonm.com/SF/pic139.jpg)

Answering the question about naming the hulls. Yes, there are going to be patterns unique to both facions. UIN will be using the names of the countries that are present in EU. XLE - mystical and real reptiloids.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FalseDead on September 10, 2012, 12:28:10 PM
Beautiful ship!

Not my style, But it will look good covered in explosions! ;D

Also What do you think of the latest blog?

Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 10, 2012, 12:53:49 PM
Just read it. Well, nice to have an option to make choices and not max out everything. An interesting ability to increase damage, lower weapon OP cost and increase ship`s total OP. Might end up with rediculously overpowered RSF ships where every single slot will be armed with more advanced weapons than RSF currently have (drivers, boltguns etc.)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 13, 2012, 10:25:07 AM
XLE Raptor heavy fighter. Carries 2x 42mm he autocannons and 2x small Micromissile launchers. Effective against unshielded targets and enemy bombers.

(http://www.okim.nickersonm.com/SF/pic140.jpg)


RSF destroyer firing XLE Streamgun. Pilons are armed with Blastguns - not so powerful proximity cannons with HE damage. In the middle you can find a Micromissile Battery (med. size). Streamgun is a ballistic weapon with great accuracy, long range and kinetic damage (inspired by flechette guns from vanilla).

(http://www.okim.nickersonm.com/SF/pic141.jpg)


P.S.

There are a couple of new fighters and a reworked XLE de. Plus some XLE weapons like Reaper Burstcannon and UIN emp gun that i fail to take pictures of due to my lazyness :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Trylobot on September 13, 2012, 10:27:19 AM
Ironclads is quickly becoming my favourite mod ;D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 13, 2012, 10:32:22 AM
Thanks! Nice to know that someone is interested in my work :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 15, 2012, 02:50:29 AM
Hi, guys.

Finally put info on Ironclads mod to my personal site. You can find it here http://okim.nickersonm.com/okim-studios/modding-sf.html.
Feel free to browse the site for other my projects. Site isn`t complete and some page (such as Table top game) are not accessible yet, but all my modding projects that i`ve ever made or tried to make are there.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: SteelRonin on September 15, 2012, 01:12:22 PM
its not working, the ui of your site shows up, but the info about the mod doesnt.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 15, 2012, 02:41:02 PM
Using Opera, aren`t you? If so, i`m afraid that its the only browser that wont show the site properly.

Ie, Chrome and Firefox have no problems with it.

EDITED:

hm, Chrome shows this particular page incorrectly for some reason.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 15, 2012, 03:01:24 PM
Ok. Fixed Chrome issues. Should now show everything properly.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim 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).

(http://www.okim.nickersonm.com/SF/pic142.jpg)

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?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: WKOB 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?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire 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?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire 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
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Haresus 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
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim 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).

(http://www.okim.nickersonm.com/SF/pic143.jpg)

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.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on September 18, 2012, 08:20:11 AM
Progress! And more ships!  Keep it going, they look good. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe 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.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Shoat 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.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on September 20, 2012, 09:29:07 AM
That sounds interesting, you could make a Gyro Destabilser based on the MOO2
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: intothewildblueyonder on September 20, 2012, 10:21:18 AM
ah, so you finally discovered that gem. Use it for PD (use a wide beam for extra fun) against fighters and missiles, which will continue to attack after they are no longer targeted, and find an appropriate lyric-ated  song (i.e. with the word 'spin' or 'you spin me round' in it ;))
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 21, 2012, 12:35:56 AM
New XLE and UIN weapons.

(http://www.okim.nickersonm.com/SF/pic144.jpg)

25 in total including those that aren`t shown here.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 21, 2012, 12:48:36 AM
Weapons that are yet to be added:

XLE:

- two torpedo types. One with proximity detonation, the other is guided. 3 sizes + 2 sizes with guided having no small version.
- blastcannon as a proximity detonating large cannon.
- inferno cannon as a large energy weapon dealing explosive damage.
- incinerator beam as a large beam weapon dealing explosive damage
- heavy beamer as a large energy continuous beam weapon. Will get a fancy glow effect that immitates several tiny beams forming a large one.
- a powerful siege laser as a built-in weapon for the battleship.

UIN:

- light mass driver.
- 3 barreled 60-pdr cannon.
- particle lance as an energy beam weapon with the longest range in the game. Deals kinetic damage.
- emp cannon as a medium low-power energy weapon. Used to disable weapons and drives on unshielded targets.
- emp beam as a large energy weapon. The same as cannon version, but is more accurate and has longer range.
- a massive railcannon as a built-in weapon for the battleship.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on September 22, 2012, 03:04:13 PM
Excellent!  I look forward to more weapons. :)
Anyways, I've got some campaign input.  After maybe 1-2 hours of hacking and slashing my way through pirates and private fleets, I find that pirates are WAYY too hard to find and there are WAY to many Pirvate fleets roaming the system.  Tone down the pirate fleets and up the pirates a bit.

And the two main factions should have thier fleets toned down just a bit as well, maybe 5-10% on each side.

Also, I find that this mod might actually be more balanced than SF itself (combat-wise).  I find that a...scary proposition.

o.O
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 23, 2012, 01:47:12 AM
Quote
I find that pirates are WAYY too hard to find and there are WAY to many Pirvate fleets roaming the system.  Tone down the pirate fleets and up the pirates a bit.

Emm. What? Tone down privates (civs) and up pirates?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 23, 2012, 03:13:10 AM
ISA Crawler-class cargo shuttle.

(http://www.okim.nickersonm.com/SF/pic145.jpg)

Unlike RSF who provide civilian sector with outdated or downgraded military ships - ISA are going to have all civilian ships designed from scratch. That`s their policy :)

Crawler is a standard cargo/passenger shuttle that is designed for short range freights. Very popular amoung privateers for its hull, size, cargo/pass capacity and 3 energy weapon slots. It lacks shields, but this is compensated by a reinforced hull that is designed to withstand atmosphere entry.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: legion on September 23, 2012, 04:07:06 AM
I played this mod for a while now, and I find the starting ships a bit... lacking, especially the light carrier. Against a small pirate scout (1 or 2 gunboats), they fare well, IF the fleet can catch it. But some of those pirates (most of them) have either 1 or 2 wings of that heavy fighter with them. Those are too strong, even if you have a fighter wing of your own and am equipped with nothing BUT AA, which in turn makes you vunerable to the gunboats... The default kinetic based loadout and lack of hangar space doesn't help either.

I suggest (for the light carrier atleast) to bump the hangar space to 12 and its weapon loadout to something more balanced with kinetic, flak/PD and assault damage types. The latter should be done for the other starting frigate, as the enemy fleets you are most likely to fight in the beginning are the Pirates, which are unshielded anyway.

The TC itself is very nice, i love the look on most of the ships (the alien ships are a bit too BSF though, but those will probably be changed later), but the start is very, very nasty if you don't change the weapon loadouts on the starting frigates. I hope this feedback helps create a more entertaining experience!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 23, 2012, 04:56:46 AM
Both quantity and quality. Keep it coming.  :)

Loving the Crawler-class.  Very different shape from the other ships, but it still fits right in there.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on September 23, 2012, 08:01:02 AM
Quote
I find that pirates are WAYY too hard to find and there are WAY to many Pirvate fleets roaming the system.  Tone down the pirate fleets and up the pirates a bit.

Emm. What? Tone down privates (civs) and up pirates?

Yea, that's what I mean.  If it seems too unreasonable, I'm fine.  I'll just have to start hunting ISA. >:D
And very nice Crawler, I'd like to see more! :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 23, 2012, 10:26:20 AM
Hmm. Is it enforcers who bother you, Soldier? Or all civilians are too much for you? :)

Reworked the starting ships as well as the whole civ enforcers. They now have better anti-armour weps. Not going to up the hangar space of the frigate carrier. Gave it a missile mount instead of the med ballistic. Its a carrier and should be used as a back line support.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on September 23, 2012, 10:32:31 AM
Just too many civilians.  They take all my main course, pirates. ;D I cna handle them easy.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on September 23, 2012, 06:22:09 PM
One question about the EU ships, do you follow any special reason for their size, for example, Historically i take great pride of my country (Portugal) being the first to Explore and find new continents by sea, same with Spain, based on that i would assume they would be granted with ships with flexibility in mind, you understand my point, gives ships some kind of personality based on their countries past
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 23, 2012, 07:50:11 PM
I see what you're saying. Fast ships of exploration for Spain and Portugal, quick raiders for Norway and Sweden, merchant and trade ships for the Netherlands, etc.

On a side note; there's evidence that the Norse discovered and explored the seas and new lands before anyone else. And then there's a lot of other theories about who went where first. Really interesting stuff to read up on.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 24, 2012, 01:07:14 AM
No historical references are used. Just using alphabetical order.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 24, 2012, 05:26:01 AM
Then shouldn't it start with Albania or Austria?

Here's an alphabetical list of European territories:
http://en.wikipedia.org/wiki/List_of_sovereign_states_and_dependent_territories_in_Europe

Might be useful.

That's not a criticism. If you want to stick to bigger and better known countries than that's up to you, of course. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 24, 2012, 05:39:43 AM
There wont be as much UIN ships as countries currently present in EU, so yes - i`m sticking to the most known ones.

BTW, is Albania a member of EU? According to that chart - its not.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 24, 2012, 06:47:00 AM
There wont be as much UIN ships as countries currently present in EU, so yes - i`m sticking to the most known ones.

BTW, is Albania a member of EU? According to that chart - its not.

The list below includes all entities falling even partially under any of the various common definitions of Europe, geographical or political.

Member of the EU? No. Geographically part of Europe? Yes.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 24, 2012, 10:38:32 AM
Improved Orel-E sprite. Previous just didn`t fit right the role of heavy energy frigate (was too thin and fragile-looking).

(http://www.okim.nickersonm.com/SF/new-orel-e.png)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on September 24, 2012, 12:15:40 PM
I like it. :)
I agree with Erik Doe, I think some ships should have a historical referance.  Makes each ship that much more unique.

And I have a random name for a new ship, Norse-Class Frigate.  Fast raider, loved by pirates.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Upgradecap on September 24, 2012, 12:29:17 PM
I like it. :)
I agree with Erik Doe, I think some ships should have a historical referance.  Makes each ship that much more unique.

And I have a random name for a new ship, Norse-Class Frigate.  Fast raider, loved by pirates.

I disagree. I want the ships to have their own, unique concepts and names, not inspired by the countries of old.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 25, 2012, 05:47:09 AM
New sprites for ISA fighters (and a size comparison pic for fighters).

(http://www.okim.nickersonm.com/SF/pic146.jpg)

I think that i`ll redo the UIN fighters. And pirates should also have some updated fighter sprites (as well as new fighters).
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on September 25, 2012, 12:00:09 PM
ISA fighters look great!  And yea, the UIN fighters don't quiet fit with the ISA right, changing them would be nice. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on September 25, 2012, 12:53:37 PM
This is not mine but hopefully gives you some ideas on the fighter "lookalikes"

Spoiler
(http://fc05.deviantart.net/fs70/i/2011/217/6/1/fighter_jet_montage_by_prinzeugn-dtuz9n.png)
[close]
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Upgradecap on September 25, 2012, 01:05:10 PM
Where did you get that, silent? Looks awesome. :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on September 25, 2012, 01:13:13 PM
From "deviantart", its a huge database of images everyone places there from any kinda of image "art", useful when you need some "examples" like these..
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 25, 2012, 01:38:24 PM
There is already a version of SU-47 in the mod (reversed wings), btw :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: LordHerpDerpington on September 25, 2012, 02:16:04 PM
Ooh, the Berkut! Easily my most favourite experimental plane. Lockheed can bite me, Sukhoi make awesome planes.

Also, which fighter in the mod has forward-swept wings? I don't see one.

Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: LordHerpDerpington on September 25, 2012, 02:16:17 PM
Ooh, the Berkut! Easily my most favourite experimental plane. Lockheed can bite me, Sukhoi make awesome planes.

Also, which fighter in the mod has forward-swept wings? I don't see one.

Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on September 25, 2012, 02:45:58 PM
Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?

Okim wants to use EU country names for UIN ships.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on September 25, 2012, 03:07:31 PM
Kingdom-Class Battleship. 8)
(Unite Kingdom-Class Battleship just doesn't sound right)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: K-64 on September 25, 2012, 03:32:29 PM
Britannia would probably sound better
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: WKOB on September 26, 2012, 03:04:11 AM
Albion Class is also an option.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on September 26, 2012, 03:18:23 AM
(http://www.okim.nickersonm.com/SF/new-su74.png)

Here is a new RSF SU-74 heavy multirole fighter.

Weapons are:

2x 14mm dual guns
Mosquito missile
Wasp missile
Arrow missile launcher

Flies in a wing of 3 crafts
It also uses manoeuvring jets as the rest of RSF fighters.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sproginator on September 26, 2012, 03:20:29 AM
(http://www.okim.nickersonm.com/SF/new-su74.png)

Here is a new RSF SU-74 heavy multirole fighter.

Weapons are:

2x 14mm dual guns
Mosquito missile
Wasp missile
Arrow missile launcher

Flies in a wing of 3 crafts

Sweet
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TheHappyFace on September 26, 2012, 05:01:18 AM
Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?

Okim wants to use EU country names for UIN ships.
what about the "flying" dutchmen  ;)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on September 26, 2012, 06:11:02 AM
Love it! :D

We all must decide on a name for the new Capital Ship of the UIN.  Kingdom-Class, Britannia-Class, or Albion-Class.  I'd say Kingdom or Britannia would win, just because they're epic names. 8)

EDIT:
Anyways, found a few bugs, or not.

*The rear 14mm Defense cannon on the TU-620 (the one with the 125mm Battlecannon) has no traverse, unlike the TU-610, which does have traverse.
*The 14mm Dual Cannon has Kinetic damage while teh 14mm Defense Cannon has fragmentation
*Rarely does PD ever do it's job, only in large numbers can it actually take down a missile.  Suggest that you make PD a bit more accurate (all the flak guns are fine as of now), especially the PD Rotary gun (the one that the ISA uses)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 02, 2012, 03:50:44 PM
Update 3.1 is ready. The link and changelog are on the main page.

Soldier, the only bug listed is TU`s rear gun. Fixed it.

14mm dual is a support/anti-fighter defence weapon. 14mm defence cannon is an anti-defence cannon. Both suck at their roles are the majority of defence weapons. The good thing - they are quite cheap.

Accuracy is not the only thing that influences how good you ship is at shooting down rockets. Its also crew based, based on target and firing ship speed and some other factors. Look at how Vickers fires - it has almost none deviation, but it still fails to score a hit. In contrary a 2-5 degree deviation increases the likelyhood of your pd weapons to score a hit. That`s why 14mm quad gun is so good at shooting missiles.

P.S.: that`s the last update until i get myself to the point where playing XCOM or even thinking of it will produce a huge desire to bring back my meal :)

That`s probably means that by this time Starfarer will get more than skills...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on October 02, 2012, 03:54:49 PM
Cant blame you, its been quite these days, maybe even too quite
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 02, 2012, 03:59:04 PM
Well, guess I'll have to get more flak cannons and 14mm Quad Guns. :) Anyways, no updated sprites? :( I wanted to see that epic B-202 bomber in action.

And eh, forums tend to die and then revive when the next patch comes.  If this mod gets terribly destroyed in the next update and Okim isn't here, I'll step in for the time being.

EDIT:
Ne're mind, the new sprites are in.  Just part of Okim's "7. some othr stuff i can`t recall :)" list. ;D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 02, 2012, 09:24:14 PM
Ah, yeah. I`ve updated ISA and UIN fighter sprites. And added in a crawler, SU-74, 2 fighters for UIN, a frigate for UIN and lots of weapons.

BTW, new UIN missiles seem to be a bit displaced to the bottom of the launchers. Probably not so critical and can wait till the next update, yeah?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 06:42:43 AM
Re-imaging of the ISA Indiana destroyer. New sprite is larger, more colourful and made in the similar way to the other new sprites.

(http://www.okim.nickersonm.com/SF/pic147.jpg)

Old sprite / new sprite
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 06:58:19 AM
The same destroyer in game:

(http://www.okim.nickersonm.com/SF/pic148.jpg)

Weapons are left the same as before. 5 medium universal and 5 small universal turrets. Though this ship now has a small turret on its back to fend off pirate missiles.

Two yellow lights are docks that represent hangar space. No combat landings are allowed during the combat, so this is not a carrier.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 03, 2012, 11:53:45 AM
Much better!  Will all the ISA ships get the same treatment?

EDIT:
My only gripe about this mod so far is that the RSF seem to lack a carrier (the Scimitar is a PRIVATE ship) and the Ark (the 3-fight deck dedicated carrier) is a bit to unwieldy.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Cypher on October 03, 2012, 01:14:11 PM
just a question, is the federation gone forever?

(it was my favourite for clear reasons)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 01:28:10 PM
Um, what? RSF is still there, but with new updated sprites.

EDITED: just realized that you meant Federation dread...

It is in game in one of the missions. You can`t control it as you have to fight it.

You can drive it through dev mode if you wish, but the amount of the turrets and corresponding arcs of fire makes it very laggy.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 01:50:02 PM
Much better!  Will all the ISA ships get the same treatment?

EDIT:
My only gripe about this mod so far is that the RSF seem to lack a carrier (the Scimitar is a PRIVATE ship) and the Ark (the 3-fight deck dedicated carrier) is a bit to unwieldy.


Eventually all ISA will be replaced. I`ve just tried to figure how the new ISA might look like. I love what i got.
As i said - the new update might get some long time to spawn, so don`t be teased by that ship :)

About RSF and carrier - that`s their doctrine. They have plenty of semi-carriers (almost all DE and above ships can carry fighters), but they prefer to use just Astrakhan as a carrier to due the serious weakness open bays produce. Remember - RSF are ironclads. And empty holes in the hull are notironcladish at all :)

EDITED: federation-related answer is on the prev page...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 03, 2012, 02:43:57 PM
Well, OK, I see it for the Astrakhan.  MUST GET A HOARD OF TU-610s AND UTTERLY CRUSH THE MOTHERSHIP >:D

And speaking of the Federation (the Russia-Class Dreadnaught now), it doesn't exactly fit the style of the RSF anymore.  While the rest of the federation moved on, the dreadnaught failed to update. ;D

And another thought, the ISA ships are looking a whole lot like the UIN ships now (with your updated Indiana Destroyer)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 03, 2012, 09:26:31 PM
I love this mod, it adds a whole new feel very different from the vanilla combat, I can't really describe it...., ok maybe "old style navy" seems to fit ok ;D.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 03, 2012, 10:16:31 PM
Well, OK, I see it for the Astrakhan.  MUST GET A HOARD OF TU-610s AND UTTERLY CRUSH THE MOTHERSHIP >:D

And speaking of the Federation (the Russia-Class Dreadnaught now), it doesn't exactly fit the style of the RSF anymore.  While the rest of the federation moved on, the dreadnaught failed to update. ;D

And another thought, the ISA ships are looking a whole lot like the UIN ships now (with your updated Indiana Destroyer)

Yeah, that`s why its present in only one mission. And that`s why it dies there. Dreads are a failure in modern space navy. They are too costly in terms of maintainance and are quite vulnerable due to the lack of the shields.

Speaking of UIN and new ISA. I fail to see similarities here.

(http://www.okim.nickersonm.com/SF/pic149.jpg)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Mavolio on October 04, 2012, 09:50:31 AM
If you post them side by side they have the same'ish outline and profile but only in the most broadest sense. But you wont ever see them sitting next to each other like that in the game and they look different enough that you wouldn't ever notice.

(http://imageshack.us/a/img716/524/shipsimilar.jpg)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 04, 2012, 10:27:32 AM
Hm...

The outline may be somewhat similar when drawn like this. But the two ships are different in any detail including the frontal gap and aft structure. So i still fail to see that much of similarities.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 04, 2012, 11:45:32 AM
I really see no problem there, to me it just seems as if they're similar is all.  No hard feelings. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Amazigh on October 05, 2012, 09:25:15 AM
Also the fact that they have a nigh-on identical colour scheme isn't helping things out.
[Blue+Grey / Blue+Greyish Blue]
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Muffins on October 06, 2012, 03:02:58 PM
Well ideally ships from an alliance of nations or factions would use a similar coulor or marking scheme, if only to help with target identification. Personally i cant see a problem with them looking as they do.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on October 06, 2012, 04:09:33 PM
Well ideally ships from an alliance of nations or factions would use a similar coulor or marking scheme, if only to help with target identification. Personally i cant see a problem with them looking as they do.

Exactly the point, trading tech with allies is really normal, you can even call it a project undertaken by the 2 factions that result on those 2 ships
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on October 06, 2012, 07:15:11 PM
I think I'll give this mod a serious try. I like how it is starting to flesh out.

Okim, are you planning any big updates soon, that you recommend I wait for?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 06, 2012, 08:02:21 PM
He said nothing soon. ;D
P.S.: that`s the last update until i get myself to the point where playing XCOM or even thinking of it will produce a huge desire to bring back my meal :)

That`s probably means that by this time Starfarer will get more than skills...
I've volunteered to keep the mod generally working if any updates break it, but I ain't that good with java yet. :)'

And give it a try regardless.  It has some excellent ships, and I consider it to be the biggest mod for Starfarer out there right now, even bigger than Caelus.  Has 4 factions (6 if you count aliens and pirates), with 20 weapons each faction (far more than Caelus has now, a total of about 140 weapons) and at least 80 new vessels total, fighters and ship included.  Very interesting gameplay, and balanced in it's own world. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 07, 2012, 12:42:11 AM
No major updates. I`ll update the mod once Alex updates the game so that it works with new stuff. But there is XCOM comming soon, so i`ll just be wasting my time on it ;)

It was panned to have 35-40 per faction (4 factions), but currently its somewhere about 35-40 for each ISA and RSF and over 50 in total for UIN + XLE + Aliens. So in total its soewhere near 130 counting different sizes of missile launchers.

The major update this mod will get is when i finish respriting ISA. UIN and XLE will slowly grow too. This is probably a mid November update. May be earlier, may be later. I can`t forecast it from this point.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 07, 2012, 12:52:31 AM
BTW. Here is a recoloured new ISA. Made it less bluesh.

(http://www.okim.nickersonm.com/SF/isa-de1.png)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 07, 2012, 05:38:58 AM
Ah, much more grey. :) Looked fine before, and I don't mind the change.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on October 07, 2012, 10:17:06 AM
BTW. Here is a recoloured new ISA. Made it less bluesh.

(http://www.okim.nickersonm.com/SF/isa-de1.png)

maybe a bit more blue, cause now it looks to much like the civi ships
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 07, 2012, 10:20:59 AM
Civy ships are more brown than grey. :/
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 07, 2012, 10:51:42 AM
 >:(
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 07, 2012, 10:54:47 AM
Oh for god's sake, just use the more blue one! ;D
Sake you some time, and we all agreed that it was a fine choice of color. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Mavolio on October 07, 2012, 11:46:59 AM
I quite liked the colour scheme of the original.

The only thing i didn't like was on the right it reads ISA [Flag] but on the left its [Flag] ISA but that prob isn't worth the effort of changing  :P

Love the entire mod tho. Nice to have a mod with all the sides actually changed so its not just 1 OP moded side vs vanilla ships!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on October 07, 2012, 03:14:31 PM
>:(

dont be mad, I think that just inbetween is the perfect color mix
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on October 07, 2012, 07:42:26 PM
I really like the new grey colourscheme. But I also liked the old blue/ grey one.

Both work for me.  ;)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Barracuda on October 07, 2012, 08:48:09 PM
@Erick Doe
Agreed
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Arkangelmark5 on October 07, 2012, 09:08:42 PM
^
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 08, 2012, 10:19:02 AM
can't wait till the new sprite designs are added, looking very good.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Gabriel_Braun on October 09, 2012, 04:26:28 AM
More than any colour changes (they all turn red/orange when I see them fighting!) I'd love to see what the design idea is for the european carrier ship/ships.  Will they be the 'holes in ships' design of the ISA or the flat top design of the russians?  While everyone is whining though I'll add my 2-pence worth and say I bloody hate that satellite dish on the astrakhan!  Does it pick up ESPN? :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 11, 2012, 06:12:23 PM
I still love how you named the weapon damage values after the caliber of the weapon (76mm Battle Cannon does 76 HE damage, 125mm Battle Cannon does 125 HE damage, etc.).  Very unbalanced, but nevertheless is unique to thid mod.:)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Shoat on October 11, 2012, 06:32:13 PM
I still love how you named the weapon damage values after the caliber of the weapon (76mm Battle Cannon does 76 HE damage, 125mm Battle Cannon does 125 HE damage, etc.).  Very unbalanced, but nevertheless is unique to thid mod.:)


Why?

If a weapon turns out having too high DPS, you can still easily adjust flux cost, rate of fire, OP cost or range. Damage is not the only factor in balancing a weapon.
Also you can just change both the damage and the name at the same time if all else fails. I don't think anybody cares whether it is a 76mm Battle Cannon or a 71mm Battle Cannon.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 11, 2012, 06:40:19 PM
It was almost a joke. -_-

I still enjoy the mod, I really don't pay much attention to if anything is unbalanced.

Why is everyone such a critic?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 11, 2012, 07:23:24 PM
It was almost a joke. -_-

I still enjoy the mod, I really don't pay much attention to if anything is unbalanced.

Why is everyone such a critic?
^ :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Barracuda on October 16, 2012, 07:57:13 PM
When the author stops posting updates for a while, You KNOW something big is coming. StarFarer in a NutShell.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 16, 2012, 10:04:28 PM
Hahah. You are such an optimist! :)

XCOM is the reason of missing updates.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Shoat on October 17, 2012, 09:21:18 AM
Hahah. You are such an optimist! :)

XCOM is the reason of missing updates.

Ahhh, XCOM.
Just like the Skyrim release: Suddenly a third of the gamer population vanishes and is not seen by their friends and relatives for weeks.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 17, 2012, 09:56:40 PM
 love My russian carrier, nothing can beat Me. :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: FalseDead on October 19, 2012, 10:59:17 AM
love My russian carrier, nothing can beat Me. :D


Yeah nothing can beat it ;D

So why don't you go after that Alien Mothership and its escorts......... :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on October 19, 2012, 11:59:56 AM
love My russian carrier, nothing can beat Me. :D


Yeah nothing can beat it ;D

So why don't you go after that Alien Mothership and its escorts......... :D
I can never catch up to any alien fleets :( I wanna fight them though.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 23, 2012, 12:21:14 PM
Hi guys.

Just coming to say hi and show some recent ISA sprites.

(http://www.okim.nickersonm.com/SF/isa-frg1.png)(http://www.okim.nickersonm.com/SF/isa-de1.png)(http://www.okim.nickersonm.com/SF/isa-de2.png)

I`m slowly getting back to modding, but i`m still visiting these forums a bit seldom. So if someone will notify me with 054 release - i`ll be happy as hell. Thatnks in advance :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 23, 2012, 12:28:25 PM
:D
New ships look nice!  What's the one all the way on the right?

And how the heck are we supposed to tell you that .54 is out if you don't come here? XD
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 23, 2012, 12:31:02 PM
By posting here or PMing me. I do check my e-mail once in a while (much often than getting here).

The right one is Iowa support destroyer. Its a bit too fat for my taste and probably will get some improvements in the future...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on October 23, 2012, 06:46:55 PM
Hi guys.

Just coming to say hi and show some recent ISA sprites.

(http://www.okim.nickersonm.com/SF/isa-frg1.png)(http://www.okim.nickersonm.com/SF/isa-de1.png)(http://www.okim.nickersonm.com/SF/isa-de2.png)

I`m slowly getting back to modding, but i`m still visiting these forums a bit seldom. So if someone will notify me with 054 release - i`ll be happy as hell. Thatnks in advance :)

Those are perfect! What's the one on the right's role?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 23, 2012, 06:50:32 PM
Iowa Support Destroyer.  Says it in the name, probably mainly long-range weapons and a bunch of missiles. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 23, 2012, 09:51:38 PM
Its a missile destroyer. Two large missile hardpoints, 2 medium missile turrets. Previous (original) version was a bit overpowered, so i reduced its firepower...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Sunfire on October 24, 2012, 06:50:26 AM
Its a missile destroyer. Two large missile hardpoints, 2 medium missile turrets. Previous (original) version was a bit overpowered, so i reduced its firepower...

sweet, well it looks great!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Tyrant on October 26, 2012, 07:47:00 AM
Excellent work on the mod! 11/10

PS.

my GOD the alien mothership is OP.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: superecnate on October 29, 2012, 06:58:59 AM
It says when I start Starfarer:
Fatal:Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

This is what I found in the log:
3964 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on October 29, 2012, 07:14:48 AM
Excellent work on the mod! 11/10

PS.

my GOD the alien mothership is OP.
That's the way it's supposed to be. :)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on October 29, 2012, 08:06:56 AM
It says when I start Starfarer:
Fatal:Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

This is what I found in the log:
3964 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

1. update to 0.53 (fixed a typo)
2. remove the mod`s folder
3. redownload the mod
4. install the mod
5. remove any other mods (though its impossible to use multiple mods with Ironclads)

Also make sure you have no modified files in your original folders.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: ArkAngel on November 13, 2012, 01:05:45 PM
Just started the mod and have to say its a lot of fun. I am not that far into it( just got a destroyer) and I gotta say its pretty cool. My favorite ship I think so far is the UIN France destroyer. It's a hell if a lot of fun to play with. I do have one question though. Do you intend to keep making/ updating the mod once the Alex finishes the game?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on November 13, 2012, 02:05:46 PM
Well, that's quiet a long time off.  Since Okim's already pumped so much content into this, I suppose he'd like to keep on updating it, but to add anything might be a problem.  What to add? ;D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 13, 2012, 09:03:24 PM
What to add?

More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.

I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Gabriel_Braun on November 14, 2012, 03:29:12 AM
It says when I start Starfarer:
Fatal:Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

This is what I found in the log:
3964 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found

1.  :o update to 0.54 :o
2. remove the mod`s folder
3. redownload the mod
4. install the mod
5. remove any other mods (though its impossible to use multiple mods with Ironclads)

Also make sure you have no modified files in your original folders.


I saw that and got totally excited before realising it was actually a typo  :-\
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: ArkAngel on November 14, 2012, 05:57:06 AM
By god the Moscow has an unholy amount of armor. I ran out ammo with the Germany class cruiser shooting at the Bloody things engines. Funny thing is that it kept over loading itself on my fortress shield so i could just hit it with out fear.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 14, 2012, 08:12:00 AM

I saw that and got totally excited before realising it was actually a typo  :-\

Sorry. Fixed that typo.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on November 14, 2012, 11:48:03 AM
What to add?

More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.

I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)
...woah.  So that's where you get your ships. ;D
And n=by adding, I mean new content.  There's still a whole bunch more to add, but after that, what's next?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Erick Doe on November 14, 2012, 04:54:18 PM
What to add?

More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.

I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)

I'm hoping to see a UIN gunship or frigate soon. No pressure.  ;)

It is my favourite faction. Can't help but be partial due to my geographical location.  :D
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: ArkAngel on November 14, 2012, 07:41:59 PM
What to add?

More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.

I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)

I'm hoping to see a UIN gunship or frigate soon. No pressure.  ;)

It is my favourite faction. Can't help but be partial due to my geographical location.  :D

I think a carrier would be nice. just because the UIN has fighters. but i have to agree it is my favorite faction.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: TheHappyFace on November 15, 2012, 01:20:54 AM

I'm hoping to see a UIN gunship or frigate soon. No pressure.  ;)

It is my favourite faction. Can't help but be partial due to my geographical location.  :D
europe forever!
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 20, 2012, 01:33:38 AM
Guys...

The fact that future game update is growing and growing and growing makes me panic! It has so many modder-oriented stuff and so many new features and possibilities... hell, this will really take for a while until i get everything working in this mod.

I just hope i`ll be able to upload a new version till NY...
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 20, 2012, 11:22:29 PM
Hi once again.

Just came here to post a link to my new project http://www.strategycore.co.uk/forums/topic/10162-cm-mod-for-silent-storm-1/.

Anyone familiar with Silent Storm might find it interesting.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: silentstormpt on November 21, 2012, 08:48:36 AM
Guys...

The fact that future game update is growing and growing and growing makes me panic! It has so many modder-oriented stuff and so many new features and possibilities... hell, this will really take for a while until i get everything working in this mod.

I just hope i`ll be able to upload a new version till NY...

I wouldnt get bothered that much, from what i see, theres little to nothing that changes the current files used by mods besides the shipsystems, they do add alot of customization but like always until ppl figure out ways to make use of those changes, most will still be adding new ships, factions and redo the shipsystems. Only after a while we'll go in a mindless zerg to apply the biggest changes Alex is adding like npc AI
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: robokill on November 25, 2012, 05:41:29 PM
Awsome Mod I Love The Art And Lore. ps update front page pictures.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 25, 2012, 09:12:25 PM
Thanks.

I`m working on updating it to 0.54. So far there are some 'null' errors when pirate supply ship goes in. Can`t find the problem yet.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 26, 2012, 02:56:57 AM
Guys. Need your help with a script. I`m trying to make diplomacy dependent on choices you make while creating a new char.

I have troubles with java and can`t properly set up all the things. A simple example of how to put a diplomacy switch into character generation script would be helpful.

I want allow players to pick any of the factions in the game with their second list of choices (the 'Most recently you...' one). These factions include pirates, RSF, ISA, UIN, XLE and civies.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Barracuda on November 26, 2012, 01:50:52 PM
Hey Okim, I know your busy but could you upload some pictures of the new ISA ships too keep my addiction to your mod from making me go CrAZy?
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: CrashToDesktop on November 26, 2012, 02:54:27 PM
Hmm...it seems simple enough.  Choose this quote, get this ship, choose this quote, get this ship.  I can try making a character selection screen for you, getting the ships out of the way.  You can edit the skills/aptitudes after it's done, if you'd like.

Although I don't know how to add that diplomacy switch with the first character screen.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Alex on November 26, 2012, 05:01:28 PM
Guys. Need your help with a script. I`m trying to make diplomacy dependent on choices you make while creating a new char.

I have troubles with java and can`t properly set up all the things. A simple example of how to put a diplomacy switch into character generation script would be helpful.

I want allow players to pick any of the factions in the game with their second list of choices (the 'Most recently you...' one). These factions include pirates, RSF, ISA, UIN, XLE and civies.

Look where the new variable is defined (public static int factionPick = 0;) and then the places where it's used. It's not a working piece of code, just one example of how you might go about storing information from those answers for later use. Keep in mind that this way of doing it will not make the info part of the saved game - so while you can use it in sector generation immediately after, that's the only place you should use  it. Any changes you make in sector generation based on this info (such as adjusting faction standing) will be part of the save, of course.

Code
package data.scripts.plugins;

import java.util.ArrayList;
import java.util.List;

import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.characters.CharacterCreationPlugin;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;

public class CharacterCreationPluginImpl implements CharacterCreationPlugin {

public static int factionPick = 0;

public static class ResponseImpl implements Response {
private String text;
public ResponseImpl(String text) {
this.text = text;
}
public String getText() {
return text;
}
}

// Not using an enum for this because Janino doesn't support it.
// It does, apparently, support using enums defined elsewhere - just can't compile new ones.
private ResponseImpl SUPPLY_OFFICER = new ResponseImpl("Served as a junior supply officer in an independent system's navy");
private ResponseImpl GUNNER = new ResponseImpl("Hired out as a gunner on a mercenary ship");
private ResponseImpl ENGINEER = new ResponseImpl("Found employment as an assistant engineer on an exploration vessel");
private ResponseImpl COPILOT = new ResponseImpl("Spent time as a co-pilot on a patrol ship in an independent system");
private ResponseImpl SOMETHING_ELSE_1 = new ResponseImpl("Did something else");
private ResponseImpl ADJUTANT = new ResponseImpl("Served as an adjutant in the Hegemony Navy");
private ResponseImpl QUARTERMASTER = new ResponseImpl("Performed the duties of a quartermaster on an independent warship");
private ResponseImpl HELM = new ResponseImpl("Helmed a patrol ship operating in a backwater system");
private ResponseImpl COMBAT_ENGINEER = new ResponseImpl("Took over the duties of chief combat engineer during a lengthy campaign");
private ResponseImpl SOMETHING_ELSE_2 = new ResponseImpl("Did something else");

private int stage = 0;
private String [] prompts = new String [] {
"Early in your career, you...",
"More recently, you...",
};

public String getPrompt() {
if (stage < prompts.length) return prompts[stage];
return null;
}

@SuppressWarnings("unchecked")
public List getResponses() {
List result = new ArrayList();
if (stage == 0) {
result.add(SUPPLY_OFFICER);
result.add(GUNNER);
result.add(ENGINEER);
result.add(COPILOT);
result.add(SOMETHING_ELSE_1);
} else if (stage == 1) {
result.add(ADJUTANT);
result.add(QUARTERMASTER);
result.add(HELM);
result.add(COMBAT_ENGINEER);
result.add(SOMETHING_ELSE_2);
}
return result;
}


public void submit(Response response, CharacterCreationData data) {
if (stage == 0) { // just in case
data.addStartingShipChoice("shuttle_Attack");
}

stage++;

MutableCharacterStatsAPI stats = data.getPerson().getStats();
if (response == SUPPLY_OFFICER) {
stats.increaseAptitude("leadership");
stats.increaseSkill("fleet_logistics");
stats.increaseSkill("command_experience");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == GUNNER) {
stats.increaseAptitude("combat");
stats.increaseSkill("ordnance_expert");
stats.increaseSkill("target_analysis");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == ENGINEER) {
stats.increaseAptitude("technology");
stats.increaseSkill("field_repairs");
stats.increaseSkill("mechanical_engineering");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == COPILOT) {
stats.increaseAptitude("combat");
stats.increaseSkill("helmsmanship");
stats.increaseSkill("evasive_action");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == SOMETHING_ELSE_1) {
stats.addAptitudePoints(1);
stats.addSkillPoints(2);
data.getStartingCargo().getCredits().add(1000f);
}

else if (response == ADJUTANT) {
factionPick = 1;
stats.increaseAptitude("leadership");
stats.increaseSkill("fleet_logistics");
stats.increaseSkill("advanced_tactics");
data.addStartingShipChoice("lasher_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == QUARTERMASTER) {
factionPick = 2;
stats.increaseAptitude("technology");
stats.increaseSkill("navigation");
stats.addSkillPoints(1);
data.addStartingShipChoice("wolf_CS");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == HELM) {
factionPick = etc etc etc;
stats.increaseAptitude("combat");
stats.increaseSkill("helmsmanship");
stats.increaseSkill("evasive_action");
data.addStartingShipChoice("vigilance_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == COMBAT_ENGINEER) {
stats.increaseAptitude("combat");
stats.increaseSkill("damage_control");
stats.increaseSkill("flux_modulation");
data.addStartingShipChoice("lasher_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == SOMETHING_ELSE_2) {
stats.addAptitudePoints(1);
stats.addSkillPoints(2);
data.addStartingShipChoice("hound_Assault");
data.getStartingCargo().getCredits().add(1000f);
}
}

public void startingShipPicked(String variantId, CharacterCreationData data) {
MutableCharacterStatsAPI stats = data.getPerson().getStats();
stats.addAptitudePoints(1);
stats.addSkillPoints(2);

if (variantId.equals("vigilance_Standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(30);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 20);
data.getStartingCargo().addMarines(5);
} else
if (variantId.equals("lasher_Standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 40);
data.getStartingCargo().addMarines(10);
} else
if (variantId.equals("wolf_CS")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 22);
data.getStartingCargo().addMarines(7);
} else
if (variantId.equals("shuttle_Attack")) {
data.getStartingCargo().addFuel(10);
data.getStartingCargo().addSupplies(10);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 10);
data.getStartingCargo().addMarines(3);
} else
if (variantId.equals("hound_Assault")) {
data.getStartingCargo().addFuel(30);
data.getStartingCargo().addSupplies(40);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 25);
data.getStartingCargo().addMarines(15);
} else {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 20);
data.getStartingCargo().addMarines(10);
}
}
}

And in your sector generation, you can say:

Code
if (CharacterCreationPluginImpl.factionPick == 1) {
// do something
} else if (CharacterCreationPluginImpl.factionPick == 2) {
// do something else
}
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: dogboy123 on November 29, 2012, 05:29:30 PM
Just want to say, this is my favorite Starfarer mod ;D.
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 29, 2012, 11:17:04 PM
Thanks!

I plan to release the new version this eve. With the help of Alex i managed to get diplomacy dependent on your character creation picks. This means that you can now become a pirate and fight the whole other factions or ISA/RSF pilot and wage war against your sworn enemy. Or become neutral XLE/UIN/civilian and fight just pirates and aliens.

No playing as aliens :) Though, this option might be funny.

After this release i`ll continue to redesign ISA and mod in more XLE/UIN stuff. Though this will be done at a slower pace as i currently work on two other non-Starfarer projects.

P.S.: about pics. I`ll try to sit down and get some pics. But i really don`t play SF that much these days :(
Title: Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
Post by: Okim on November 30, 2012, 10:53:43 AM
Ok. Here we go!

A version of the mod (Ironclads 4.0) is now available (http://okim.nickersonm.com/SF/ACM40.zip). It mainly make the mod compatible with 0.54 and also introduces starting diplomacy dependent on char pics you`ve made during start of the game.

You can play as RSF, ISA, IUN, XLE, pirates and neutrals (both civilian trader and enforcer).

RSF and ISA are enemies. Pirates and Aliens are enemies to all.
RSF and XLE are allies as well as ISA and UIN, but both XLE and UIN are neutral to any except pirates and aliens.

Note that you start on a gunship class ship, so the start is harsh. UIN and pirates start with frigates (pirates - for balance and UIN because they have no gunship yet).

Enjoy and report any bugs. I haven`t played it much, so there might be bugs.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on November 30, 2012, 11:21:39 AM
Thank you, Okim. For bringing the mod up to snuff.  :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: dogboy123 on November 30, 2012, 02:17:31 PM
Whoo! thanks for updating it ;D. Great job.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: erynr73 on November 30, 2012, 04:03:51 PM
Crashes on launch.

"Fatal: Weapon Spec [Harpoon_Single] not found"

Would check the error log, can't seem to find it...
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ArkAngel on November 30, 2012, 05:21:22 PM
I finally get to try the Austria and first thing I do is try to drive it. Feels like it can spin out if your not careful.
Other then that feels good :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Barracuda on November 30, 2012, 07:40:19 PM
Nice work so far. I like the ISA's new gunship and fighters alot.  ;D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on November 30, 2012, 09:37:41 PM
I thought that people now a days automatically remove the older mod folder before installation :)

Remove the folder, install the mod, play the game. Harpoon was used for an older alien fighter that itself was never used in the mod. Now Ironclads use no vanilla data (no weapons, ships etc). That`s why you got that crash - your old mod version that contained that particular fighter variant caused it.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Gabriel_Braun on December 01, 2012, 03:40:29 AM
Hey Okim, good to be back on ic again :D

I had a thought about an alien start (jff)-   Would it be possible to start with a single small ship and keep going with that until death and have the respawn craft pick dependent on player level?  I'm not sure as it is atm predefined starts in player file but you're a better programmer than I so do you think it would be possible to call a value that changes the variables before respawn but after death?  It might be a good way also to achieve 'rank' with the designated factions instead of purchasing military hardware but that's taking things on a whole new vector that may not be in line with your current vision.

Just the ramblings of an insane mind :D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: n4rf on December 06, 2012, 12:23:41 AM
Holy crap is it wonderfully difficult to take down an alien mothership now :D

Been a while since I tried, but I keep getting my butt handed to me, even using their own heavy weapons against them hehe.

Thanks for this wonderful mod
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: silentstormpt on December 06, 2012, 01:52:58 AM
I thought that people now a days automatically remove the older mod folder before installation :)

Remove the folder, install the mod, play the game. Harpoon was used for an older alien fighter that itself was never used in the mod. Now Ironclads use no vanilla data (no weapons, ships etc). That`s why you got that crash - your old mod version that contained that particular fighter variant caused it.

True, might need a forum thread explain how to "update a mod" and "install a mod" for dummies on the Modding Doc.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ValkyriaL on December 06, 2012, 03:20:51 AM
What happened to the federation dreadnought?
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 06, 2012, 03:56:07 AM
What happened to the federation dreadnought?

What do you mean? It is still there in Fall of The Federation mission. I don`t recall touching it in any way.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ValkyriaL on December 06, 2012, 04:02:30 AM
Oh. i though it was in the campaign =D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: n4rf on December 06, 2012, 08:25:42 AM
I think if it was in the campaign, it'd waste everything haha.

I understand why its not for those reasons. The alien mothership is pretty excessive as it is, should you down and capture one.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Shoat on December 06, 2012, 12:54:24 PM
Oh. i though it was in the campaign =D

It takes less than five minutes of work (and zero programming/coding skills) to put it into a roaming RSF fleet (or your starting fleet) if you want to.
Stafarer is incredibly modding friendly so small changes like that are easy to do.


And yes, it will wreck pretty much anything (until shops run out of supplies - starvation is the only thing you'll die of when you fly that monster).
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ArkAngel on December 07, 2012, 06:39:27 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.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 07, 2012, 09:11:34 PM
Go to starfarer-core, find there starfarer.log. Open it with any text editor. Post the last block of text. You`ll easily recognise it by 'errors' in it.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 08, 2012, 11:38:46 AM
You may want to consider upping the amount of crew in your fleets; at the moment it's all too easy to capture ships by luring the AI fleets into fighting each other, then picking off the now-uncrewed scraps.

Also, something is causing me to lose weapons I've stored at the abandoned base; so far I've only noticed alien weapons disappearing - but that may just be that those are the only ones I actually keep track of how many I have...

Ah, found it - your SupplyControl.java randomly removes weapons, supplies, fuel, and crew from every station.  Could you please exclude the Abandoned Base?

And, for that matter, would it be worth considering adding ships to things SupplyControl can remove?  If I remember right, (which I may not...), once you get up to 50 ships (fighter wings and hulls), no new ones can be added to that station.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 08, 2012, 08:49:25 PM
Stealing random weapons for abandoned base is a part of the supplycontrol script :) So take care what you leave there...

About ship max. Never heard of that. Will look into making supplycontrol 'steal' some ships too. Though this might be a problem - the mod already have sparse numbers of capitals.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 08, 2012, 09:14:34 PM
Hm.  Well, if it's deliberate that it steals stuff from the abandoned base... I disagree, but I can just mod in an exception.  (Or, I suppose, invest in leadership and cart around a fleet of cargo vessels.  But that's a bit silly.)

On stealing ships: Maybe put this in supply fleet generation?  Should be possible to see if you're likely to hit the cap, and then if necessary remove random ship(s) of the same size as what you're bringing.  (Not perfect, since player or even another supply fleet could add or remove ships before the supply fleet arrives, but eh.  Should be close enough.)
Or, simpler: only steal a ship if there are at least two of that hull present.

Also, the game does wonky things if you reduce a crew stack to zero.  Should maybe try to avoid that?  (Sadly, I haven't poked at the details enough to know exactly how this can happen, just that it did.)
Might also be worth making SupplyControl reduce crew (and marines!) by a percentage of how far they are over some limit; marines in particular can, at the moment, only be removed in chunks of (at most) 36, which has resulted in the RSF station in my current game having a stock of 10,000 marines...

Um.  I guess I should probably also make it clear that I think this is an awesome mod; I wouldn't be playing it enough to give this kind of feedback otherwise.  I especially like the XLE faction's ships.  ...Which, given my chosen forum name, should probably come as no surprise.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 10, 2012, 05:05:38 AM
Well, write such scripts and i`ll gladly include them with the next update. Seriously, i`m better at drawing than at scripting ;)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 10, 2012, 09:21:53 AM
Fair enough; I'll do some tinkering, see if I can come up with anything useful.

Random incidental side-note: alien mothership + shield generator = ridiculous.  (And speaking of the alien mothership, it's got an extra medium energy slot that I suspect is actually supposed to be a second launch point for its beam platforms.)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on December 10, 2012, 09:39:21 AM
You can make it so the mothership, when captured, can't have shields. Even with the hullmod. Just don't assign a shield radius to the ship.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 10, 2012, 09:49:13 AM
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed.  Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway.  (If there even are other capitals around that don't have shields; I haven't checked.)

There are, after all, a number of things that are already ridiculous if you've got skills at level 10.  For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: FalseDead on December 10, 2012, 02:49:44 PM
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed.  Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway.  (If there even are other capitals around that don't have shields; I haven't checked.)

There are, after all, a number of things that are already ridiculous if you've got skills at level 10.  For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.


Am I the only one thinking ramming speed upon reading this?
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: erynr73 on December 11, 2012, 01:36:04 PM
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed.  Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway.  (If there even are other capitals around that don't have shields; I haven't checked.)

There are, after all, a number of things that are already ridiculous if you've got skills at level 10.  For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.



Am I the only one thinking ramming speed upon reading this?

If only Burn drive was a hullmod.  It would be cool to see the mothership ram through a fleet of ships.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 11, 2012, 01:43:10 PM
Taking into account that i`ve increased mass of all ships... this might be a great sight! :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 11, 2012, 05:33:25 PM
Am I the only one thinking ramming speed upon reading this?

Oh.  Just tried this with the Germany... it actually works.  You can ram the alien mother ship to death.  Weapons?  Who needs 'em?  (Answer: anyone who wants to be able to kill fighters.  Or for stuff that can outrun you.)  (Edit: Just to make it clear, this only works if you're at least level 20-something; you need level 10 combat and level 5 tech.)

In the meantime: Okim, as long as I'm looking at scripting... instead of just randomly removing items from stations, shall I put that into supply fleet arrival?  Maybe add a "Pirate Looters" (or, if friendly with pirates, "RSF Inspectors" or the like) fleet that heads to the abandoned station - and spawns with a stronger fleet if you have more stuff stored?
Edit-edit: And, for ship removal, I'm thinking of actually tracking which ships belong to which factions, and doing things like making pirate ships sold to the RSF vanish in very short order, while RSF ships stick around unless the station's getting overstocked.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 13, 2012, 03:06:50 AM
UIN Belgium class missile frigate. A craft that is designed to fulfil tasks of either a mobile strike craft or a powerful anti-fighter craft. In both cases in can fight on its own with frigate-size ships thanks to its 4 frontal small ballistic turrets.

(http://www.okim.nickersonm.com/SF/pic150.jpg)

To Wyvern regarding scripts. A simple exception for an abandoned base would be enough (supply reduction script).

Talking about hull remover... well, it would be difficult to assign all the ship classes to each faction and keep tracking it. So i prefer a script that removes the hull if there are more than 1 of such hulls on the base.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 13, 2012, 06:01:05 AM
UIN Bulgaria class frigate. Ideal for harass tactics where it can circle around the target and bring 5/6 of its weapons at it.

(http://www.okim.nickersonm.com/SF/pic151.jpg)

Full UIN ships list (modified Germany a bit):

(http://www.okim.nickersonm.com/SF/UIN-ships.jpg)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: conorano on December 13, 2012, 06:12:18 AM
no holland class?  :(
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: TheHappyFace on December 13, 2012, 06:45:05 AM
The netherlands! we need holland!
the flying dutchmen please  ::)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 13, 2012, 08:10:02 AM
Finland/Denmark for destroyers.
Hungary/Italy/Greece for cruisers.
Netherlands/UK/Spain/Sweden for battleships.

I can`t guarantee that all listed will be there, but minimum 1 of each will get there.

BTW, Austria will be used for a gunship. The current Austria will be renamed to Cyprus.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 13, 2012, 08:41:06 AM
Off-Top.

My Post-Apocalypse Mod  (http://www.strategycore.co.uk/forums/forum/34-silent-storm/) for Operation: Silent Storm.

Weapon models (http://www.okim.nickersonm.com/SS/shot23.jpg)
Simple map (http://www.okim.nickersonm.com/SS/shot30.jpg)



Just being a bad ass and posting a link here to get MOAR funboys!  ;D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: conorano on December 13, 2012, 10:30:52 AM
YEAH!! me steering a holland class battleship will ensure my sector dominance  8)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: n4rf on December 13, 2012, 11:02:03 AM
I finally took down an alien mothership (with legit setups, no ramming etc), quite an ordeal haha.

Fair bit of note, once you get one of them and a few stalkers... they are ridiculously powerful. Merely throwing shields on the mothership makes it far superior to anything else, and shields on a stalker plus plasma or ppc's makes it a killing machine.

I can see what you folks were talking about now heh. Granted it took me a LOT of effort to get these ships... maxed out my character, used elite crews, spent a lot of time salvaging alien weapons. I was trying to do it without any particularly special tactics, just through specializing setups. Quite an interesting challenge.

Well done on the mod. Haven't had this much fun in starfarer in quite a while :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 13, 2012, 11:56:06 AM
To Wyvern regarding scripts. A simple exception for an abandoned base would be enough (supply reduction script).

Talking about hull remover... well, it would be difficult to assign all the ship classes to each faction and keep tracking it. So i prefer a script that removes the hull if there are more than 1 of such hulls on the base.

Hm.  Okay.  Will keep things simple at least to start with.  I'd actually have something to hand you on this, if I hadn't spent all my time trying to track down exactly how I ended up seeing zero-size crew stacks.  (So far, I still have no idea.  May just give up on that for now and prioritize getting you something useful instead of tracking down an error I can't reliably replicate.)

As for assigning ship classes to each faction: this is kindof already done; you've got lists in each of the convoy files.  All I'd need to do is refactor those to be specified in a single file, and presto.  Still, I'll give you the simpler "if too many total hulls, remove some duplicates" code first.

Side comment: is it just me, or does the France class destroyer say "UIN" on one side and "?IU" on the other?  (Just in case the font doesn't come out right, that's supposed to be an upside-down N, followed by IU, in the second quoted item there.)

@n4arf: Yeah, taking out the mothership is tricky; my first time around, I used a Germany class cruiser with heavy lasers and magna cannons - basically specialized it with long-range anti-armor burst weaponry, to maximize damage dealt during the short intervals when I could afford to turn fortress shields off.  Really, any ship with fortress shields has at least a chance... so I should try for a kill sometime using, say, RSF or XLE ships.  Should make for more of a challenge.  ...Or just mod the mothership's base variant to have all the hull mods I install on mine.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 03:56:45 AM
XLE Dragon-class Heavy Cruiser.

(http://www.okim.nickersonm.com/SF/pic152.jpg)

A massive ship. Has 11 active flare launchers, 2 large turrets and 2 hardpoints, 9 medium turrets and few small mounts.

I lack XLE large weapons, so boltguns and kinetic launchers are temporally here.

(http://www.okim.nickersonm.com/SF/XLE-ships.jpg)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on December 14, 2012, 04:30:49 AM
The Anaconda's colourscheme is slightly different. Is that because she's a transport? I feel that the Anaconda's green would look better on the other ships as well. Fitting name for that heavy cruiser, by the way.  :)

Love that you're so dedicated on making new ships again. Now, with that said, where's my Netherlands-class Battleship?  8)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: conorano on December 14, 2012, 06:13:41 AM
thats one big and good looking cruiser ;D it looks fast with all those engines will it be one of the fastest cruisers in the game?

edit: ooh and what erick said about the colors i agree with aswell. the  dark green color looks really good
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ValkyriaL on December 14, 2012, 06:14:55 AM
I'ts very big, so i doubt that.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 06:28:53 AM
Its speed is indeed quite good - 60. For comparison - the fastest cruiser (ISA Kentucky  Light Cruiser) has 65.

I`m considering a possibility of replacing two current large hardpoints in the middle with a single heavy built-in weapon. Probably some variation of incenirator beam or magna cannon (that`s a Dragon after all!).
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 14, 2012, 09:06:39 AM
Oooh, shiny cruiser.  I'd definitely vote* for some kind of single built-in heavy weapon in place of those two hard points.

I'd also vote for leaving color scheme alone; the Anaconda's drab olive-green works well for a transport, but I wouldn't want to see that copied to other ships.

_____
* Footnote: Yes, I realize that my vote is worth roughly zero here; mod creation is a (presumably benevolent) dictatorship, not a democracy.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 09:42:57 AM
Improved the sprite a bit by giving it some 'muscle'. Removed the second hardpoint.
Showing for comparison the original colour scheme that i used for XLE. People complained alot about it being too contrast.

(http://www.okim.nickersonm.com/SF/pic153.jpg)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: CrashToDesktop on December 14, 2012, 12:12:41 PM
I just want to drop in and say, excellent work so far. :)

That Dragon Heavy Cruiser simply dwarfs the other cruiser, I's classify it as a Battlecruiser in my book.

And I still await that UIN battleship. ;)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 12:48:21 PM
I have no concept so far + ISA are in need of new skins + XLE need more large weapons which i also have no concepts for + i have other active project + preparations for NY... So, not in this year, sorry.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 14, 2012, 02:03:25 PM
I don't know if this is intentional or not, but the shuttle pod you use when you transfer command is SO SLOW. Its max speed is 50 with the engine boost. This means it can't catch up to any ship, unless it's a battleship stuck in a nebula, and stops completely dead if in a nebula itself.

Edit: Just looked at the shipdata file, it apparently has a speed of 50. Changing it to 250 to see if that does anything. It should.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 02:16:07 PM
Yeah. I know that.

I copied the shuttle pod entry and forgot that my ship hulls file does not have a 2% 4% etc column :) That`s why game errourneously uses OP values of 50 points as speed.

Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 14, 2012, 02:41:03 PM
Its max speed was also set to 50. I changed it to 250 and it works now.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 14, 2012, 11:39:03 PM
Guys, who knows other fantasy reptilian creatures? I`m a bit of stuck here with just a Serpent and a Bassilisk.

Currently i`m using: Wurm, Wyvern, Hydra, Drake and Dragon. Plus Cobra, Vyper and Raptor for fighters and Anaconda for Armed freighter.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: FlashFrozen on December 14, 2012, 11:45:11 PM
http://en.wikipedia.org/wiki/J%C3%B6rmungandr

No guarantees though, that ö won't work in the name for sure :P

http://en.wikipedia.org/wiki/Ouroboros

http://en.wikipedia.org/wiki/N%C3%AD%C3%B0h%C3%B6ggr

The loch ness monster? :P

Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 15, 2012, 12:11:43 AM
Hmm. Those are too geo-/national-specific names. It would look a bit odd to have an Asian faction with Northen ship names ;)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 15, 2012, 12:24:24 AM
Hmmm... Could extend it to legendary sea creatures, and non-legendary lizards. Also, there's some non-dragon legendary lizards you could use.

DD: Komodo
CA: Serpent(alt: Sea Serpent), Basilisk
BB: Leviathan, Kraken

I'll see if I can come up with a few more later.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 15, 2012, 01:07:08 AM
Komodo will do. What legendary lizards? Please - no T-Rexes and Diplodocuses :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 15, 2012, 01:53:00 AM
Basilisk would be one of them. Big lizard or serpent, depending on what mythos, that can kill you/turn you to stone with but a gaze. Sea Serpent and Leviathan are sea creatures.

And no, I wasn't suggesting dinosaurs. :P
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on December 15, 2012, 02:03:17 AM
Níðhöggr (Nidhogg) is the name of a Dragon from Norse mythology. Then again that falls into the same category as Jormungand, the Midgard serpent.

Draco/ Draca, Dreki and Dragoon are also derived from serpents and dragons. Dragoon could be fitting, since it is also a military designation for a certain revolver, a cavalryman and the carrier of a dragon musket.

Adder, Snaca, Naga are all serpent related.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: arcibalde on December 15, 2012, 02:17:52 AM
Naga! Okim use Naga please. My first association with Naga is from Heroes of Might and Magic III. Damn those Nagas -> Queen Nagas was beasts  ;D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 15, 2012, 02:42:03 AM
Yeah, i loved them too. But they are not fitting well the current XLE theme. As well as adder and other real snakes/reptiles. Those are normal for civilians and fighters.

Seems that i`ll have to stick to Serpent, Komodo, Basilisk. And probably use 'Great + name' for larger vessels. For example Great Dragon for BB etc.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: conorano on December 15, 2012, 03:55:24 AM
maybe you can find some here? http://www.20000-names.com/dragon_names.htm i just searched serpent names on google and some look interesting maybe.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Blade Skydancer on December 15, 2012, 07:19:41 AM
Moscows are pretty fun to fly, by the way. Horribly slow, can't catch anything, but anything that gets under my guns pretty much dies instantly. Doesn't do that well against shields, but 8 laser beams and 3 heavy laser beams hurts.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 15, 2012, 09:09:54 AM
I'd second Leviathan as a good name.  Other relatively generic options include Cockatrice, Salamander, or Linnorm (a D&D popularized derivative of Lindworm or Tatzelwurm)
Slightly less generic names might include Proteus or Olm (a particular type of salamander that used to be thought of as baby dragons), or Tiamat (also D&D popularized, but originally an ancient goddess of chaos & water who has been associated with dragons or sea serpents)

If you're looking for eastern style dragon-y names, though, there are a lot to choose from.  For example:
Orochi, Ryujin, Kuma-Wani, Tianlong, Yazi, etc; in particular, wikipedia pages here (http://en.wikipedia.org/wiki/Japanese_dragon) and here (http://en.wikipedia.org/wiki/Oriental_dragon) have some good variety of options.

Lastly, I'd refer you to the following two wikipedia pages, here (http://en.wikipedia.org/wiki/List_of_dragons_in_mythology) and here (http://en.wikipedia.org/wiki/List_of_dragons), both of which are just lists of names with minimal descriptions; find something that sounds good, and you're good to go.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Wyvern on December 15, 2012, 12:34:41 PM
Okay!  Got a revised SupplyControl.java file for you; feel free to use / edit it as you like.

Features:

Lots of cleverer things that can be done - like making pruning happen when supply fleets arrive, or adding a pirate looters fleet to try to loot the abandoned base, or the like.  But this is what I can offer you right now.

[edit]Removed attached file.  At least for now, there's a more recent version posted later.  This was never intended to be used as permanent storage of the file anyway.[/edit]
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: silentstormpt on December 15, 2012, 12:46:17 PM
Might as well start creating methods that work for all mods and vanilla on the plugins folder, for example, fetch all variant ships per faction returning an array etc
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Erick Doe on December 15, 2012, 02:18:25 PM
Yeah, i loved them too. But they are not fitting well the current XLE theme. As well as adder and other real snakes/reptiles. Those are normal for civilians and fighters.

Seems that i`ll have to stick to Serpent, Komodo, Basilisk. And probably use 'Great + name' for larger vessels. For example Great Dragon for BB etc.

Basilisks are no more fitting than Naga's. Both are legendary beasts. The Naga is a great serpent or dragon from Hinduism and Buddhism.

Spoiler
(http://upload.wikimedia.org/wikipedia/commons/e/e4/Laonaga.jpg)
[close]

Spoiler
(http://upload.wikimedia.org/wikipedia/commons/2/27/Naga_Head.jpg)
[close]

Of course, it is all up to you Okim.  :D
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: arcibalde on December 15, 2012, 02:35:58 PM


Basilisks are no more fitting than Naga's. Both are legendary beasts. The Naga is a great serpent or dragon from Hinduism and Buddhism.
....
Of course, it is all up to you Okim.  :D
See? See! (its Erick he always make sense) Look how GOOD it looks. It's just... DUDE! Please make some nasty Naga super ninja Mega Giga Ultra Superb capital Ship... oooo c'mon  :D
Please? Pretty please? Elite pretty please?

Ok ill stop now...

 :'(
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 16, 2012, 08:46:35 PM
Okay!  Got a revised SupplyControl.java file for you; feel free to use / edit it as you like.

Features:
  • It skips the abandoned base; stuff the player stores is safe (for now).
  • Supplies, fuel, crew of all types & marines are pruned proportionate to how many there are over some minimum value - you can still have lots of some of them, but they won't build up to tens or hundreds of thousands.
  • Ships get pruned if there are more than 45 at a station.
  • Ship pruning prefers larger ships first, only prunes down to 45, and never removes the last hull of a given class of ship.

Lots of cleverer things that can be done - like making pruning happen when supply fleets arrive, or adding a pirate looters fleet to try to loot the abandoned base, or the like.  But this is what I can offer you right now.

Thanks. Testing it now. :)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 17, 2012, 04:08:48 AM
ISA Idaho light carrier and Indiana mk.2 destroyer (with a large universal turret instead of 3 medium turrets):

(http://www.okim.nickersonm.com/SF/pic154.jpg)
(http://www.okim.nickersonm.com/SF/pic155.jpg)

New ISA sprites:

(http://www.okim.nickersonm.com/SF/ISA-ships-new.jpg)
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: CrashToDesktop 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.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Barracuda 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):

(http://www.okim.nickersonm.com/SF/pic154.jpg)
(http://www.okim.nickersonm.com/SF/pic155.jpg)

New ISA sprites:

(http://www.okim.nickersonm.com/SF/ISA-ships-new.jpg)

http://www.hark.com/clips/qxfxrpkpcs-i-jizz-in-my-pants . < Best way to sum up my reaction
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ArkAngel 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...
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 18, 2012, 02:32:22 AM
ISA Arkansas gunship and California and Connecticut frigates.

(http://www.okim.nickersonm.com/SF/pic156.jpg)

(http://www.okim.nickersonm.com/SF/ISA-ships-new.jpg)

Just replaced sprites. Nothing else.

Arkansas was re-replaced as the first new sprite looked really ugly.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: ValkyriaL on December 18, 2012, 02:48:28 AM
I'l be waiting... When are you adding battlecruisers? ^_^
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim 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.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 18, 2012, 04:45:51 AM
ISA Colorado-class heavy frigate (now based on California hull).

(http://www.okim.nickersonm.com/SF/pic157.jpg)

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.
Title: Re: Project Ironclads, version 4.0 (0.54 with campaign)
Post by: Okim on December 18, 2012, 08:48:01 PM
Uploading a new version (http://www.okim.nickersonm.com/SF/ACM41.zip) 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 (http://www.okim.nickersonm.com/SF/readme.txt).



ISA Denver-class heavy frigate (or jumper):

(http://www.okim.nickersonm.com/SF/pic158.jpg)

Again, just a sprite replacement.

Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Erick Doe on December 19, 2012, 06:32:27 AM
You are making some great progress on the new ISA sprites.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern 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.)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: dogboy123 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.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim 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 :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim 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.

(http://www.okim.nickersonm.com/SF/isa-cr1.png)(http://www.okim.nickersonm.com/SF/new-novgorod.png)


Standard.
(http://www.okim.nickersonm.com/SF/pic159.jpg)

Assault.
(http://www.okim.nickersonm.com/SF/pic160.jpg)

Plasma - a rare variant mainly used to deal with the aliens.
(http://www.okim.nickersonm.com/SF/pic161.jpg)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 20, 2012, 09:26:08 AM
ISA Kansas-class heavy cruiser. Has 4 large energy turrets and other stuff. Slightly less effective as its former version. Compared to Germany heavy cruiser an Dragon as those are the largest cruisers in the mod.

(http://www.okim.nickersonm.com/SF/isa-cr2.png)(http://www.okim.nickersonm.com/SF/germany.png)(http://www.okim.nickersonm.com/SF/liao-cr.png)


(http://www.okim.nickersonm.com/SF/pic162.jpg)

Now the last one left - the mighty Michigun BB. That`s gonna be tough.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: dogboy123 on December 20, 2012, 09:27:26 AM
The new ISA sprites are awesome :o.
Title: New ISA ships
Post by: Okim on December 20, 2012, 09:14:11 PM
(http://www.okim.nickersonm.com/SF/ISA-ships-new.jpg)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 21, 2012, 12:08:55 PM
Nifty stuff.  I suspect the Kansas may replace the Germany as my go-to end-game flagship; that looks like it'll make for a really nice energy weapons platform.  Well, as long as it's got fortress shields for its ship system, but that seems to be standard equipment for high-end ISA warships.

(I tend to ignore the ballistic slots on the Germany; ammunition limits are so last-century.  Heavy lasers and particle cannons and beamers... makes for a pretty solid setup, though I do have to spend some of the Germany's forward medium slots on point defense - typically dual blaster turrets.  I've been avoiding using alien weapons this playthrough; makes things more interesting.)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 21, 2012, 11:30:28 PM
Quote
Well, as long as it's got fortress shields for its ship system, but that seems to be standard equipment for high-end ISA warships.

Well, no more :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 22, 2012, 03:41:37 AM
ISA Michigan battleship. The new version has a built-in Plasma Burstcannon that fires plasma bolts (large variant) in a very rapid succession. After it fires 12 shots it reverts to the basic plasma cannon`s rate of fire (regenerating each ammo at 1 per 2 seconds rate).

Comparison to RSF Moscow battleship and in-game shot.

(http://www.okim.nickersonm.com/SF/isa-bb1.png)(http://www.okim.nickersonm.com/SF/new-moscow.png)

(http://www.okim.nickersonm.com/SF/pic163.jpg)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Cypher on December 22, 2012, 05:08:12 AM
I hate to be a grammar-nazi, but shouldn't the battleship be a Michigan, not a Michigun?
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 22, 2012, 05:37:49 AM
Thanks. The long sleepless night of making this BB is to blame for that ;)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 22, 2012, 09:54:34 PM
The new Michigan looks awesome - though I'll miss having three large guns right up front where I can get full benefit of their range.  Lots of medium slots for particle cannons, though, yay!

* * *

Finally got to play around with the new Dragon class cruiser - wasn't until level 43 that I got one delivered to the station (at which point I immediately realized "Oh, hey, they have some of these in the random missions, don't they?").  The turret arcs are... odd, and, at least with the guns I've installed, cause the AI to try and broadside things instead of actually pointing its front at the target.  Also had some issues with the central medium turrets (equipped by default with smart rockets) not firing at targets in front of the dragon at all, despite being just barely capable of doing so.  Adjusting the turrets to have a bit more overlap to the front fixed both issues.

The large hardpoint looks like it's out of position - I'm guessing it just never got re-adjusted after you swapped from two hardpoints to one?  Of course, if you're planning on installing a built-in weapon of some sort here, then it hardly matters if it's off a bit now.

The choice of small ballistic slots with flak cannons also seems odd, given that the XLE has both of the best small energy point defense guns in the game.  It works; just... seems odd.

As for armament... I know you've said the charged boltguns / boltcannons are a temporary placeholder, but I feel they're a particularly poor choice for this hull - they're very flux-hungry, and the poor dragon barely has the dissipation to support a single such weapon, nevermind six of them.  Replacing those with 408mm shrapnel cannons backed by a mix of 50mm dual cannon and 125mm battlecannon results in a vastly more effective design.  (I actually prefer shotgun drivers, but thought it made more sense to use guns made by the XLE's allies.)  If you then also replace the microlaser arrays with beamers, you have enough ordnance points left over to add an integrated targeting unit, the XLE's signature insulated engine assembly, and one flux capacitor.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 23, 2012, 01:52:39 AM
Thanks for the feedback. I`ve reworked the cruiser a bit. And btw, XLE got some new weapons - a heavy magna that fires up to 4 shots (medium-sized variant fires just a single shot now) and a charged rocket launcher set that delivers energy damage.

I`ve also reduced effectiveness of linked beamers and microlaser weapons to match their cost. And there are also two new autocannons for RSF...
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 23, 2012, 06:04:10 AM
Just came to tell that Wyvern made a fix for an unusual supply control bug. I`ll upload the new version with it in few days.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 01:02:04 AM
Does anyone need my old RSF/ISA sprites? I don`t want to erase them because they took some time and effort to create, but i also don`t need them any more. So if anyone interested - i can share them.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Thule on December 24, 2012, 01:13:52 AM
You could post them here (http://fractalsoftworks.com/forum/index.php?topic=1131.0)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 04:59:05 AM
(http://www.okim.nickersonm.com/SF/pic164.jpg)

New pirate sprites. This one is a Raider-class gunship. All 3 sprites are used in game (as 3 versions of the same hull). They differ only by weapon positions (not types and sizes).

You can easily see what hull those ships are based on :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Shoat on December 24, 2012, 05:18:11 AM
Wow, these look fantastic.

I hope that there'll be more (and more endgame-y) ships available for the pirates after the rework, but seeing how much effort you're putting into every single one of these it'd probably be asking too much to create new ones on top of reworking the old ones.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 24, 2012, 05:18:56 AM
looks awesome as always  8)

and are all the new isa sprites in 4.1?
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 05:50:10 AM
Pirates will be maxed at cruiser-size baseship. Having something larger is not... well... piratish :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 05:58:28 AM
looks awesome as always  8)

and are all the new isa sprites in 4.1?

Thanks and no. New ISA sprites are going into 4.2.
4.1 has only new frigates.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: silentstormpt on December 24, 2012, 07:38:32 AM
Pirates will be maxed at cruiser-size baseship. Having something larger is not... well... piratish :)
how about a meteor as a base for pirates, that sounds piratish and yet its huge and easier to hide  ;)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 08:04:09 AM
I`ll leave asteroids for hidden bases once we get customisable (moddable) bases in game.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 24, 2012, 09:52:06 AM
will 4.2 be in before or after youve done the new pirate sprites?
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 10:03:18 AM
Emm.

Can`t say exactly when 4.2 will be released. It is done and i even mamaged to level up to 20 playing as UIN (and getting Kansas cruiser), so i assume that it is quite playable.

Those pirates i`ve done today are not replacing anything. This means that i can upload it even now.

Hmm.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 24, 2012, 11:58:00 AM
i would like to play it.

ooh and one thing. i think this mod is missing some music only i dont know what kind... combat music would be great some new campaign music would be cool too maybe something red alertish to get into the russia vs america vibe?

edit:you just reached 50000 views!! you deserve a gongratulation ;D
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Shoat on December 24, 2012, 12:02:20 PM

Those pirates i`ve done today are not replacing anything. This means that i can upload it even now.


So the new ones are in addition to the old pirate ships, and not replacing them?

That's exactly what I asked for - more ships for pirates. (Also, endgame doesn't mean capital size, it's just that their only cruiser size ship is a carrier/support ship, they need some combat-centered ship like the marauder with cruiser size)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 24, 2012, 12:30:49 PM
For now they do not replace anything. But as soon as i do more sprites - i`ll start to overwrite the original ones.

I really don`t think that combat cruiser is needed. They are not a military faction - they are raiders. Simple criminals.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: dogboy123 on December 24, 2012, 07:33:46 PM
The pirate's ship designs are amazing already. I love how the hull is cobbled together, out of tubes, cargo containers and pieces of the faction's ships. ;D
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 24, 2012, 09:58:02 PM
Some additional balance comments:

The Hydra multi-gun frigate has the same sort of weapon arc issues the dragon did - the two outer turrets don't overlap enough at the front for the AI to realize it can fire them both at the same target.  That said, this may not be a problem here; turning sideways trades one side turret not being able to shoot for allowing the rear turret to be in-arc, and even with extra overlap, it'll still occasionally turn to bring that rear gun to bear.

The Shotgun Driver is, much as I hate to admit it, a bit overpowered right now; it should probably cost at least double, and maybe as much as 6x as much flux to fire.

The Heavy Massdriver, however, could use some sort of buff; it does less dps than both the burst-damage-specialized shotgun driver, and than its own medium slot counterpart.  I might increase any of range, rate of fire (and ammo count), or damage-per-shot (and flux-per-shot) - but probably not all three of those things.

Oh, and since I haven't mentioned it already: those new pirate sprites look awesome.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 25, 2012, 12:13:37 AM
Thanks for comments.

Shotgun driver takes 2.5 seconds to charge, so it is somewhat inaccurate against anything that is smaller than a destroyer. At least at AIs hands.

Heavy driver is indeed oddly underpowered. It should have 750 damage instead of its 600 (medium one has 450 which is overpowered on its own!). Will try increasing its damage and test it a bit.

Edited:

medium driver has its damage reduced to 350. It fires every 2 seconds (1 sec for charge up, 1 sec for reload), so its 350 per 2 seconds or 175 dps.
heavy driver now fires each 3 seconds (1.5 for charge up and 1.5 for reloading). Each shot deals 750 damage, so its 750 per 3 seconds or 250 dps.
shotgun fires 10 shots each 5 seconds (2.5 for charge up and 2.5 for reloading). Each shot deals 150 damage, so this is 1500 damage per 5 seconds or 300 dps.

Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 25, 2012, 04:29:18 AM
Version 4.2 is almost ready to be uploaded.

I made near 80% of all ship descriptions. The only ships left are XLE and UIN, all factions` fighters and aliens. That was a real brainstorm even taking into account the simplistic descriptions i made :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: CrashToDesktop on December 25, 2012, 10:50:47 AM
Ah, finally! ;D  It's here! Descriptions make the mod more immersive.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Skyjump on December 25, 2012, 01:00:38 PM
I really love this mod, it is easily one of my favorites. Will there be any more UIN and XLE ships, and presence in the system? It feels like they are  a bit lacking.
also, if you attack a friendly fleet, their relationship towards you remains friendly, so you can farm their fleets. is that a bug?
thank you!
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 25, 2012, 01:27:28 PM
Probably a bug. I don`t know. I actually don`t think that original game has any friendlies in system.

Pirate ships so far:

---img moved to a later post---

Regarding UIN/XLE. As i said before - they will have at least one ship of each class (though i think that XLE will be capped at cruisers due to their love for speed and zippery). Presence will remain as it is now - just a bunch of supply ships.

A bit of lore:

Barnard`s Star system is RSF controlled space with a large colony. It was recently invaded by ISA. There were two grand battles each won by ISA (the capture of Grey Mist outpost which is ISA base in campaign and the destruction of the last Federation DN).

Both sides got their strength in the vicinity reduced to the point where they can just bite each other (this means that they wont have anything except for small patrols once the campaign stuff will be released by Alex).

Pirates took the opportunity and invaded this system salvaging lots of RSF and ISA dead ships flying all around the system and building a hideout in the outter rim.

XLE and UIN are neutral to everyone, they are here to support their allies. They are not participating in any battles.

Aliens are planed to be a later campaign feature that will unite all the sides.  But since we have only one system - they are flying there as if they already appeared.

Civilians are neutral to all due to the pact that all the factions signed. Civilian ships are not allowed to be targets of any violence unless they are carrying illegal goods, munitions and military crafts. Patrols of all factions are allowed to stop a civie fleet and scan it.


P.S. once we will get additional systems - i`ll slowly start to add other factions` worlds. Though i think that the various worlds will be less that i previously announced (less that 11 RSF colonies and etc.). I haven`t yet decided the fate of Earth. I though to make it a neutral territory controlled by private sector.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: CrashToDesktop on December 25, 2012, 07:07:46 PM
Oh...those pirate ships look epic! :D Although they seem more RSF than any other faction.

And the lore is juicy, I'm reading it now. ;)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 25, 2012, 09:11:47 PM
That`s because they are heavily modified Rostov and Omsk.

Today i`ll try converting a new Connecticut into Catapult. And in the near future there will be XLE and UIN based pirate ships.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 26, 2012, 05:36:03 AM
Finished 2 pirate Catapult variants and a Marauder destroyer.

---pic moved to a later post---

I think that i`ll upload the new version once i finish Scrapper, Baseship and Sparker craft. The new version will have all the pirates replaced with new versions. Old pirates will be removed.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 26, 2012, 09:26:32 AM
You made those sprites really fast. And really awesome!
Looking forward to release  :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 26, 2012, 09:58:23 AM
And in the near future there will be XLE and UIN based pirate ships.
...Because the XLE ships clearly weren't fast enough already.  (Edit: Zombie pirate space dragon, anyone?)

Kinda hoping the pirate converted UIN ships will keep their shields (though presumably lose the fortress shields); having all of them unshielded makes them significantly less threatening in late-game.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 26, 2012, 10:13:08 AM
There will be Elite variants of most of the hulls that will use some extra OPs (over cap) on various hull mods. These will include shields, augmented drives, heavy armour and other stuff. Oh, and deadlier weapons ofcause :)

For example a Raider with light plasma, 50mm autocannon (small mount, 9 OPs) two smart rocket pods (6 OPs each), integrated targetting unit and frontal shield. Plus extra capacitors and vents. All of these upgrades will overcap the ship`s OP by up to 50%. This Raider has 50 OPs worth of toys having its cap at 35.

Such ships will be rare and will be called 'Wealthy' representing some lucky bastards who managed to plunder enough bucks to buy some advanced stuff.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 26, 2012, 10:31:35 AM
Neat!

It might also be worth considering putting some (or all?  All might be too much...) of the military ships up to 50% over base ordnance points; I'd imagine the major factions would have expert engineers around somewhere, putting together mil-spec variants of their base hulls.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: CrashToDesktop on December 26, 2012, 11:15:58 AM
Excellent. :D At least the pirates might be a threat after this. ;D
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 26, 2012, 02:44:42 PM
what ship is the pirate round one based on? the one under the fighters
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Wyvern on December 26, 2012, 03:08:12 PM
what ship is the pirate round one based on? the one under the fighters
If you go look at the new ISA ships here (http://fractalsoftworks.com/forum/index.php?topic=431.msg80272#msg80272), it's pretty clearly based on the California / Connecticut hull.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: conorano on December 26, 2012, 03:12:52 PM
what ship is the pirate round one based on? the one under the fighters
If you go look at the new ISA ships here (http://fractalsoftworks.com/forum/index.php?topic=431.msg80272#msg80272), it's pretty clearly based on the California / Connecticut hull.
cant believe i didnt see that... should look at the weapon hardpoints and ship details more often, not just the shape..
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 26, 2012, 10:20:29 PM
what ship is the pirate round one based on? the one under the fighters
If you go look at the new ISA ships here (http://fractalsoftworks.com/forum/index.php?topic=431.msg80272#msg80272), it's pretty clearly based on the California / Connecticut hull.
cant believe i didnt see that... should look at the weapon hardpoints and ship details more often, not just the shape..

Don`t worry. Lore for each pirate ship explains its origins :)
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 28, 2012, 12:08:39 AM
Pirate Hulk baseship and ISA Fatboy heavy freighter it is based on.

(http://www.okim.nickersonm.com/SF/pir-hulk1.png)(http://www.okim.nickersonm.com/SF/isa-civ3.png)

Pirate Scavenger salvage ship. Based on RSF miner.

(http://www.okim.nickersonm.com/SF/pir-scavenger1.png)(http://www.okim.nickersonm.com/SF/mining1.png)

EDITED: updated the whole ships picture. It now includes all new pirate sprites.

(http://www.okim.nickersonm.com/SF/PIRATE-ships-new.png)

I`ll upload a new version today once i finish some testing.
Title: Re: Project Ironclads, version 4.1 (0.54 with campaign)
Post by: Okim on December 28, 2012, 11:48:11 AM
A new version is available. As usual - delete the old folder before installing. And this one is incompatible with older saves. Here is the link: http://www.okim.nickersonm.com/SF/ACM42.zip

What`s new? All ISA ships including the freighter are replaced. All pirate ships also replaced, some of them getting extra sprites. Some new weapons. Lots of texts.

And... an Omnistation by LazyWizard that can produce anything including alien-ware! It orbits Bernard`s IV and awaits for the tech to be scrapped and reverse-engineered. It can manufacture ships and weapons. More info on this station here: http://fractalsoftworks.com/forum/index.php?topic=5199.0
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: CrashToDesktop on December 28, 2012, 12:10:04 PM
Yay!  New sprites, weapons, AND the omnistation! :D
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 28, 2012, 01:51:10 PM
Man, i love playing pirates!

Especially helming reapers with chainblasters and eels!
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: CrashToDesktop on December 28, 2012, 03:04:02 PM
Man, i love playing pirates!

Especially helming reapers with chainblasters and eels!
Wait, what?  Commenting on your own mod? ;D
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Ronald Klein on December 28, 2012, 04:11:28 PM
  Love the mod but the download link isn't working for some reason.Chrome keeps saying it can't find the page...
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Shoat on December 28, 2012, 05:28:37 PM
I think your website may have died (or it's a faulty link?).


Edit:
Seeing as all pictures are also gone, it's probably your website that died.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on December 28, 2012, 07:03:09 PM
Download & images working fine for me - perhaps it was a temporary failure?

That said, there are a couple of immediately obvious issues.  First, SupplyControl should be set to skip the omnifactory as well as the abandoned base.  Second, LazyWizard's omnifactory has a much better implementation of getting a ship's hull ID.  I've made both improvements to SupplyControl.java and attached the resulting file to this post.

[attachment deleted by admin]
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 28, 2012, 08:53:33 PM
Man, i love playing pirates!

Especially helming reapers with chainblasters and eels!
Wait, what?  Commenting on your own mod? ;D

Yeah, why not? :)

Quote
I think your website may have died (or it's a faulty link?).

I have no problems with viewing images and downloading archives. If there was a problem - it seems to have gone.

Quote
I've made both improvements to SupplyControl.java and attached the resulting file to this post.
Added your new script, Wyvern. Thank.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 28, 2012, 09:08:01 PM
Guys, tell us what your favourite ship sprites, ship hulls and weapons are?

My sprites being Novgorod cruiser and Dragon heavy cruiser. Third is SU-57 for its anime looks.

Favourite ship is again Nobgorod for its heavy armour and extreme frontal firepower. The second is Connecticut for its large missile mount. And the third place goes for UIN Austria for its weapons and small hangar.

Favourite weapons are light plasma cannon, heatseekers that are great against front shields and great at forcing ISA ships to turn their shields backwards. The last one is streamgun for its looks and good anti-shield strength. Though this one is being slowly replaced by the new chainblaster.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Shoat on December 28, 2012, 10:51:23 PM
Oh, yeah, it seems to work now.
When I posted last, your website was down (for at least 15 minutes before I posted about it, I made sure it was not just a short-termed fluke).

Anyway, since it fixed itself within a few hours, not worth discussing further.



For my favorite things about this mod:
Definitely sprite design overall - by far the best looking ones I have seen out of all Starfarer Sprites (the amount of detail is incredible).
I really like the visual theme of the XLE (triangular shapes instead of rectangles, lots of green - including the engine trails, which looks fantastic) and also the new pirate sprites a lot.
Favorite weapons are all the plasma weapons (plus the shotgun driver).

The fact that the only complaint that comes to my mind is that I want more of it is the best compliment I can make, because that does not happen very often.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 28, 2012, 11:23:45 PM
You want more of it? You bring one of each to the Lazywizard`s Omnistation and wait for a while. They will cost you money, but they will be in abundance within several month, so you`ll really wont have troubles with shortages :)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Erick Doe on December 29, 2012, 01:19:00 AM
I like it. I prefer this new fluent / organic flowing style of plating on the pirate ships. It also really looks welded on. More-so than it did with the old pirate ships. Good job!
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: CrashToDesktop on December 29, 2012, 04:58:19 AM
My favorite ship is the SU-57 wing just bcause of that wing design. :) Second is the Tornado wing, it looks epic and lives up to it.  Third is the Kursk series of ships.  ALL of them are useful from early-game all the way to the bitter end, excellently made. ;)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Ronald Klein on December 29, 2012, 06:54:19 AM

  I personally love the energy weapons in this game! I would kill to be able to have these in a standard campaign,alas,I have no idea how to add them...I also like the ISA ships,particularly the Michigan.It's bloody brilliant! You can take out any fleet with a fully upgraded character in Combat and Technology.Just add 4 turbolasers and voila:instant death to almost anything,including the Mothership.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on December 29, 2012, 10:36:28 AM
Favorite sprite... that'd have to go to the Wyvern class frigate, and not just because it's got my name on it.
Honorable mentions go to Dragon, Wyrm, Raptor, Germany, and the Alien Mothership - the last not so much for the base hull, as for the way it looks with all drones deployed.
(Not to say the rest aren't awesome too; these are just my favorites.)

Favorite hull to use in play... Dragon.  Yeah, okay, the Germany is indestructible once you have a high enough character level, and there are other ships with more firepower, and blah blah blah; the Dragon is just fun.

Favorite weapon is the particle cannon.  Sure, there are other guns with better damage, or better flux efficiency, or point-defense capabilities; there are even a few with better range.  But particle cannons are cheap and accurate (once you've got a good level of gunnery implants) and effective, especially if you can mount a number of them.
Honorable mention goes to the lowly microlaser; it may not even be the best PD weapon out there - but it's the only gun that will reliably deal damage to those annoying teleporting alien frigates.  (Assuming cruiser+ hull with a range boosting hull mod, anyway; otherwise the pests like to hang around just outside of microlaser range.)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Lorn on December 29, 2012, 10:43:23 PM
Hello,

i have a problem when starting the game ... it crashes and a messagebox occurs:

Quote
"Fatal: Ship hull spec [onslaught] not found! Check starfarer.log for more info."

And in my logfile, there is this:

Quote
7481 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
7485 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
7506 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull spec [onslaught] not found!
java.lang.RuntimeException: Ship hull spec [onslaught] not found!
   at com.fs.starfarer.loading.class.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.U.return.new(Unknown Source)
   at com.fs.starfarer.loading.specs.U.ÔÓ0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Does anyone know what that means?

Thx in advance! :)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 29, 2012, 11:04:46 PM
Turn off all other mods. This is a total convertion mod that does not work with anything else.

You should also make sure that you have removed the old folder and any saves and custom ship variants for missions.

If nothing helps - redownload the archive and reinstall the mod.

If that also does not help - reinstall the game :)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on December 30, 2012, 06:23:32 PM
Some more balance comments:

Due to a bug (fixed in dev version), beam weapons with multiple beams display incorrect DPS and FPS (flux per second) values.  The displayed values have been multiplied by the number of beams the weapon fires (for DPS), or the number of beams squared (for FPS).  For an example, the Linked Beamer fires two beams - meaning that, while its displayed stats claim it does 180 DPS for 300 FPS, it actually does 90 DPS for 75 FPS - making it only barely better than the Beamer's 75 DPS for 75 FPS.
For another example, the microlaser array's displayed stats are: burst DPS: 300, sustained DPS: 60, sustained FPS: 270, while its actual stats are: burst DPS: 100, sustained DPS: 20, sustained FPS: 30 - no better than a single small microlaser.

And finally, there's the Laser Tri-Beam, a confusing weapon if ever there was one.
Listed stats: burst DPS 514, sustained DPS 900, sustained FPS 2700.  Okay.  So, first correct for multi-beam bug, gives us:
burst DPS 171.3, sustained DPS 300, sustained FPS 300.  So what's up with burst being lower than sustained?  Well, turns out the weapon uses charges - so burst is calculated off maximum potential rate of fire (24 shots / minute), while sustained is calculated based on how quickly the gun can recover charges - which is 30 charges per minute.
But even that can't be the full story, since it's showing a real dps that's almost half the sustained dps - not in a 24 to 30 ratio like the recharge rates.  What's the extra gotcha here?  I don't actually know, but there's something else wonky going on with this gun.

* * * * *

Also, the new magna cannon & heavy magna cannon are rather unimpressive.  The heavy magna cannon is about the same as the old magna cannon... except that it gets one more charge, and generates 50% more flux, making it all but unusable by, well, anything.  Plus, it's actually lower sustained DPS than the medium slot magna cannon!  Maybe you meant to also increase its per-shot damage by 50%?

Previously, the magna cannon was a good niche weapon - high anti-armor burst damage for those ships (not the XLE, that's for sure) that could support its flux costs.  Now?  Well, it doesn't have burst damage... it's still vaguely decent, but, given that overall damage output of a ship is limited more by flux than by available weapon slots, I'd rather trade slightly worse anti-armor damage for improved damage-per-flux, i.e., would prefer any of light plasma cannon, particle cannon, particle pulse cannon, or linked heavy blaster.  Or, if I really want armor-crunching burst damage, there's always the alien blaster...
Dunno.  Maybe I'm just spoiled by knowing what it used to be; as energy weapons go, it's not that bad of a niche weapon.

Similarly, the choice of making the Dragon's hardpoint an energy slot is less than ideal; a full burst from the heavy magna cannon costs half its flux capacity, and the rest of the heavy energy weapons are either nearly as inefficient, or suffer from other flaws (plasma beam's comparatively short range, plasma cannon's inaccuracy, plasma-blast cannon's exceptionally low rate of fire).  Of these, the plasma blast cannon is probably the best choice; it's got good range, low flux cost, and does a nice chunk of burst damage.  Still, the last Dragon I outfitted, I ended up just using the hardpoint for an alien blaster.

My suggestion for this slot on the Dragon would be a built-in weapon, using firing graphics similar to the current Laser Tri-Beam (omg so much glowy!), and statted as an extended range, high-efficiency scorcher.  Doesn't need more DPS - just the range to actually reach out and touch someone, and the flux-efficiency to not overload the Dragon from firing it.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 30, 2012, 10:56:59 PM
So if the weapon has multiple beams - it actually doesn`t matter how many. All what counts for it is the exact values in weapons.csv file. Odd, but ok.

New magnas are already improved in current dev version. Mainly by OP reduction and flux generation. Plus additional shot fo hvy magna.

Dragon is cr and crs are not planned for built-in weapons. Don`t forget that there are other large energy weapons planned for XLE - larger beamer and scorcher.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on December 31, 2012, 07:48:47 AM
So if the weapon has multiple beams - it actually doesn`t matter how many. All what counts for it is the exact values in weapons.csv file. Odd, but ok.
Right.  Haven't been able to track down the original post on that bug, but it's listed as fixed in 0.54.1a (not yet released) (http://fractalsoftworks.com/forum/index.php?topic=5105.msg79410#msg79410).

New magnas are already improved in current dev version. Mainly by OP reduction and flux generation. Plus additional shot fo hvy magna.
Neat.  Thanks.

Dragon is cr and crs are not planned for built-in weapons. Don`t forget that there are other large energy weapons planned for XLE - larger beamer and scorcher.
Okay.  Wasn't sure about that, since you'd talked about maybe making it a built-in weapon before, and have mentioned not planning any larger XLE ships.

Speaking of planned XLE ships... are they likely to get a carrier?  (Could just be a converted Anaconda, though I'd think a new light cruiser would be a good choice - something inbetween the Drake & Dragon in terms of speed & firepower - maybe just a single large hardpoint (or narrow arc turret), backed by a decent collection of small & medium turrets?)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 31, 2012, 08:38:14 AM
The funny thing about carrier is that i just made the scetch 30 min ago :)

XLE ship have no hangar capacity at all, so they have to rely either on Boas or Anacondas. This is not good and it will be changed by introducing a carrier. I think it will be a CR-size, but not as over-dedicated as Astrakhan. Just two hangars will be enough.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Skyjump on December 31, 2012, 09:35:36 AM
Will the UIN also be receiving a carrier?
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on December 31, 2012, 10:31:46 AM
Yes. Probably a de size.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 12:39:04 AM
Happy New Year to all of you, guys!

Here are some new XLE weapons. Linked Streamcannon, Dual Blastcannon, Heavy Beamer and Incinerator Beam.

(http://electrotender.ru/SF/pic166.jpg)
(http://electrotender.ru/SF/pic167.jpg)
(http://electrotender.ru/SF/pic168.gif)
(http://electrotender.ru/SF/pic169.jpg)

Beamer is a long range 300 dps 150 fps energy weapon.
Incenerator is a scorcher, but with doubled range and 'speed' of beam.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 12:52:52 AM
New XLE destroyer - The Serpent-class.

(http://electrotender.ru/SF/pic170.jpg)
(http://electrotender.ru/SF/pic171.jpg)

5 medium turrets, 5 small turrets, 5 active flares.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: n4rf on January 01, 2013, 01:20:35 AM
I love you okim.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Thule on January 01, 2013, 03:35:09 AM
I love you okim.

I second this, fantastic looking artwork.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: CrashToDesktop on January 01, 2013, 05:36:32 AM
Well.  That linked beamer is excellent! :D I can't wait to melt some pirates with it.

^^
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Ragni on January 01, 2013, 07:11:04 AM
Reporting an Exception:
I believe it is caused by OmniFactory.
It seems that Factory is unable to manufacture the "green-dragon-thingy-freighters" - Ship hull variant [liao-freighter-standard_Hull] not found!

I reproduced this defect twice. I usually try to get everything to Omnifactory. So at some point I manage to haul something to it, that it cannot reproduce.

Code
...
11489 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/isa-de4.png] as texture with id [graphics/ships/isa-de4.png]
11491 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 121.22 MB of texture data so far
11492 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/isa-de3.png] as texture with id [graphics/ships/isa-de3.png]
11495 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 121.88 MB of texture data so far
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_mining_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_pd_SHIP_SYSTEM not found
11549 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
11553 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 121.89 MB of texture data so far
11650 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
15609 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Games\Starfarer\starfarer-core\..\saves\save_DrIronclad_3462340599694952261...
17274 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
17308 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
44805 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [liao-freighter-standard_Hull] not found!
java.lang.RuntimeException: Ship hull variant [liao-freighter-standard_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.?öÕ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at data.scripts.world.OmniFac$ShipData.create(OmniFac.java:271)
at data.scripts.world.OmniFac.heartbeat$(OmniFac.java:43)
at data.scripts.world.OmniFac.advance(OmniFac.java:152)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.super.Õ??000(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 01, 2013, 08:11:59 AM
Found the problem - Omnifactory assumes (as, alas, it has to) that every variant is of the form shipID_variantName.  However, some of the specific variants in Ironclads are written as shipID-variantName.

For the short term, you can work around this by stripping ships before you sell them to the omnifactory; make sure they're using a custom variant instead of one of the built-in ones, and you'll be safe.

For an actual fix, those variants will need to be renamed.  Also, this explains that bizarre supply control bug I fixed, but couldn't figure out why it had happened.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 08:35:22 AM
Hm. So i just need to replace "-" woth "_". Ok.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 01, 2013, 08:42:46 AM
Right.  Looks like it's just "liao1-standard" and "liao-freighter-standard" that need to be modified (to "liao1_standard" and "liao-freighter_standard", respectively) - though I'll admit, I could have overlooked something.

And, of course, they need to be changed everywhere that variant shows up - file name, variant ID in the .variant files, as well as every place they could spawn in fleets.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 01, 2013, 08:45:13 AM
On a slightly different topic, the new XLE weapons look awesome, as does the Serpent class.  (Though I'm kinda surprised it didn't get dubbed Basilisk... maybe you're saving that name for something else?)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: LazyWizard on January 01, 2013, 09:13:16 AM
Reporting an Exception:
I believe it is caused by OmniFactory.
It seems that Factory is unable to manufacture the "green-dragon-thingy-freighters" - Ship hull variant [liao-freighter-standard_Hull] not found!

I reproduced this defect twice. I usually try to get everything to Omnifactory. So at some point I manage to haul something to it, that it cannot reproduce.

[...]

I'll write a quick fix for the Omnifactory. Due to the issue Wyvern mentioned, I can't get the factory to work with variants named like that - but I can at least prevent it from crashing the game! :)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: FalseDead on January 01, 2013, 10:36:34 AM
Wait.......

The Factory can Reproduce entire variants?

Not just hulls?

Also is there a way to turn off the factory? I have too many California class frigates and F171 Fighters
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 01, 2013, 10:44:08 AM
It's supposed to reproduce hulls - if you feed it a variant, it'll spit back the basic hull.  The trouble is that there's no 100% reliable way to get the basic hull, given a variant; it does the best it can, but the API it'd need simply isn't there.

And, no, there's no way to turn off the factory; it'll cap out at however many it makes, though, so once you've got, for example, six wings of F171 fighters in stock, it'll stop making more.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: n4rf on January 01, 2013, 03:10:32 PM
It's cool though, you end up spending a bit of your initial game in combating, capturing, and then selling those ships/weapons to the station to be made. Its a nice kick in the butt to keep fighting increasingly more difficult targets to gather material availabilities that don't exist in the other stations. It might actually affect an economy when one exists, but for now its nice to have one station to go to thats neutral... gives you the option to aggro everyone and still arm up too.

Overall I'd say its a nice influence in forward gameplay, and it makes losing a little softer when you know you can get those ships back without waiting ages for stock.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 08:19:37 PM
Let`s see what cool scripts LazyWizard and Wyvern will come up in future.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 01, 2013, 11:36:35 PM
My first two vids. Tell me if those are just too huge (~50mbs each).

Serpent-class escort DE killing some fighters.
http://electrotender.ru/SF/serpent.avi (http://electrotender.ru/SF/serpent.avi)

Dragon-class assault CR killing several cruisers.
http://electrotender.ru/SF/dragon.avi (http://electrotender.ru/SF/dragon.avi)
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Doom101 on January 03, 2013, 04:54:48 AM
.... Come at me Cosmonauts!

does anyone else say that when smashing RSF ships into tiny pieces? no? just me... okay..

oh also this
http://www.youtube.com/watch?v=hSSrOcYSNZo&feature=youtu.be


if you want to know what made me make this video well...
Guiles theme goes with everything right? well Guiles is also in the USA military ( im not sure which branch) so i thought how appropriate pounding RSF ships into dust with the ISA ships to a theme for a USA trooper from a fighting game.

also the mod is simply awesome! great jorb.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 04, 2013, 10:53:41 AM
So, I've been thinking about weapon balance.

Right now, factions are balanced using their own weaponry - so, for example, RSF ships have lower flux dissipation than ISA ships, but the RSF's (ballistic) weapons are vastly more flux-efficient than the ISA's (ballistic) weapons, so it mostly works out.
(Energy weapon efficiency is the other way around, though.  Seems odd, especially when the description for the RSF's Barnaul Cruiser claims the RSF's guns are more efficient...)

Now, this is fine... until the player comes into the picture.  The player can (and generally will) grab the best weapons they can find from any faction.  So, pick up a high-dissipation ISA ship, load it up with flux-efficient RSF cannons... Yeah.  Not exactly balanced anymore.

Now, one way to deal with this is to balance weapons purely by size and type - as the base game does - but that's kinda boring; you lose all the flavor.

So the thing I've started working on is faction-specific hull mods.  At the moment, I've only got one notion for these, but I think it's a good one:
RSF Munition Stores: an upgraded version of expanded magazines that can only be installed on RSF (or RSF-based, including some pirate or merchant) ships - for any other hull it'll just be grayed out and unavailable, like the dedicated targeting core on a frigate.  Not sure exactly how strong this should be - my first inclination is to have it triple the ammunition capacity of guns, but it could get adjusted up or down from there.

And once you have such a hull mod, you can balance ballistic weapons by ammo capacity - this will probably entail reducing the base capacity of the RSF's guns, and increasing the capacity of the ISA's guns.  At which point, yes, you could use flux-efficient RSF weapons on an ISA hull... at the cost of engagement duration; if you're just fighting a quick one-off battle, it'll be stronger - but it won't have the staying power to participate in a full fleet engagement.

Okim, does this sound like a good idea to you?  Any ideas for other faction-specific hull mods that could be worth implementing?
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 04, 2013, 12:23:27 PM
I prefer to wait until Alex implements multiple systems and some diplomacy stuff. This way it will be easier to balance the abundance and access to faction weapons. So, for example, there would be no easy ways to get RSF weapons while being in bad terms with them. Some high level and expensive (and rare) things should not be available until you get yourself allied to RSF (and thus become a bad bad person to ISA).
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Wyvern on January 04, 2013, 12:27:56 PM
Hm.  Maybe.  Keep in mind, though, if you're fighting RSF ships, you'll get a steady supply of RSF weapons, looted from the wreckage of ships you've destroyed in combat.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Thaago on January 04, 2013, 12:55:51 PM
I had noticed a similar bit of balance issue with the UIN energy weapons mounted on ISA ships - they are still hard to get though, so its not a big problem.

Btw, is anyone else noticing a performance hit with this mod? My system is low end but runs vanilla flawlessly - with this mod I'm getting some framerate drops.
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 04, 2013, 01:06:56 PM
That`s very odd. Especially taking into account that i use 'low-poly' borders for hulls (those that are used to calculate hits). Probably the amount of particles and projectiles cause these. I also heard that arc of fire may make a hit on performance.

Also the amount of stuff both graphical and text may be a bit too much to store in memory (there are just over than 100 weapons alone not counting tons of ships).
Title: Re: Project Ironclads, version 4.2 (0.54 with campaign)
Post by: Okim on January 07, 2013, 03:47:28 PM
New version is available (http://www.okim.nickersonm.com/SF/ACM43.zip). It is mainly a graphical update as it adds a new XLE ship and replaces all RSF energy weapon sprites.

For full list of changes please refer to readme in the archive or on the first page.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: CrashToDesktop on January 07, 2013, 03:56:58 PM
Nice. :) Will you be adding any of those "Decorative" item to your ships?  Blinking lights, rotors, etc.?

P.S. - As a side note, I find taht the dual 50mm mount is horrible compared to it's smaller brother for more OP and same damage, range, and virtually the same rate of fire.  Make it better? :(
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 07, 2013, 04:32:51 PM
50mm basic cannon costs 6 OP, has 700 range, 92 dps, 62 fps, 100 ammo. Its small.
50mm autocannon costs 9 OP, has 700 range, 158 dps, 79 fps, 150 ammo. Its small, fires 5 shots.
50mm dual cannon costs 8 OP, has 800 range, 133 dps, 60 fps, 300 ammo. Its medium.

For 2 OP difference you have +30 more shots per second, +100 range, +200 ammo and all of it for the same flux per second. So no, 50mm dual does not need a fix. It actually may require a dump of some sorts as it is one of the most cost/damage efficient weapons.

About decorations. Yes, at some point i`ll make unique lights for each faction, some dishes and probably some other animated stuff. But those are decors, so they are not a high priority. My main goal for the month or two is to create UIN and XLE carriers + some more weapons and ships. And finish the lore for the ships...
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: CrashToDesktop on January 07, 2013, 04:40:40 PM
Wait...what?  Hmm.  I could have sworn the last time I played, the 50mm dual was absolutely worthless.  Hmm, guess I was wrong.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: CrashToDesktop on January 08, 2013, 07:31:52 PM
Isn't the Scavenger-Class pirate destroyer a bit...overpowered?  With it's god-knows-how-many EMP drones trolling the space around it, it's impossible to get withint a torpedo's-shot range of it. -_- Either give it a different ship system, or make the EMP Gun wildly inaccurate.  Or reduce the EMP effect of it.  Not even the Ion Cannon from vanilla does THAT much EMP damage.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 08, 2013, 09:38:07 PM
Huh.  I've had no issues with those; a single Wyvern class frigate can troll one to death with just its point defense guns.  Takes a while and a careful pilot, and they do sometimes manage to retreat first...

What sorts of ships are you using that have issues?
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 08, 2013, 11:05:41 PM
Yeah. I kinda forgot about scavenger`s 'improvement' before uploading. Was a neat surprise for me either when i recently met it.

I haven`t any particular problems with it (was using Connecticut with mass Piranhas spam), but i ended up with removing EMP gun special effect and reducing its damage. I also reduced the amount of drones that Scavenger uses.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Titann on January 09, 2013, 06:09:21 AM
I think Aliens need more ship. Like Cruisers,Battleships.
And! Dreadnaught Ships RSF and ISA in normal game and buyable from stations
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 09, 2013, 11:34:59 AM
Some simple decorations on RSF carrier (2x small dishes rotating 360 deg, one large dish and runway lights):

http://www.okim.nickersonm.com/SF/RSF-CV.avi (http://www.okim.nickersonm.com/SF/RSF-CV.avi) (~20mb)

Vid also shows new gatling laser sprite and its firing.

---

Aliens have a CR already. A de with a fixed built-in heavy blaster is all what aliens will get so far. Not sure when i`ll add this one.

Obtainable dreads are a no-no is this mod. And RSF one is the only DN the mod will have.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: CrashToDesktop on January 09, 2013, 12:25:47 PM
I was using either two Bulgaria Frigates and a Reaper or Germany class, and facing a lone Scavenger, my fleet got destroyed.  No chance.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 09, 2013, 01:41:23 PM
Even against such an overpowered Scavenger your Germany should not lose a combat. Its a heavy cruiser with tons of guns and a fortress shield.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: ValkyriaL on January 10, 2013, 03:21:51 AM
What did you base your runway lights on? because my runway lights are shooting shredder shells...
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 03:45:12 AM
What do you mean by 'basing on'?

I drew them by hand, and prepared png sequence for animation. The decoration weapon file uses an 'alwaysanimate' flag, so it just runs the 6 frames i`ve made in a constant cycle.

Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: ValkyriaL on January 10, 2013, 03:48:54 AM
Then how do i make sure they don't turn up in weapon groups, and don't do this? ???

Spoiler
(http://i.imgur.com/0t4Fd.jpg)
[close]
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 04:03:52 AM
That`s my runway code:

Code
{
"id":"RSF-CV-Lights",
"specClass":"projectile",
"type":"DECORATIVE",
"size":"MEDIUM",

"turretSprite":"graphics/weapons/decor/astrakhan-lights00.png",
"hardpointSprite":"graphics/weapons/decor/astrakhan-lights00.png",

"numFrames":6,
"frameRate":15,
"alwaysAnimate":"true",

"turretOffsets":[0, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[0, 0],
"hardpointAngleOffsets":[0],

"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH",  # NONE, GLOW, MUZZLE_FLASH, SMOKE
"muzzleFlashSpec":{"length":0.0,   # only used if animationType = MUZZLE_FLASH
   "spread":10,
   "particleSizeMin":4.0,
   "particleSizeRange":18.0,
   "particleDuration":0.2,
   "particleCount":25,
   "particleColor":[255,150,30,200]},

"projectileSpecId":"42mm-he_shot",  # projectile that will be fired
"fireSoundOne":"gun_mechanicals_medium_up_whirr",
"fireSoundTwo":"gun_medium_2",
}

Carrier has several weapon slots with TURRET class (to make decors centred properly) and DECORATIVE type (to make sure they are not going to do stupid stuff like what you`ve shown) and a list that contains all 'built-in' decorative weapons.

BTW. You can manually deselect any weapon in any refit/design screen to make it group-less. It wont show in combat and wont be accessable.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 10, 2013, 07:51:26 AM
Okim heres a version of the dish that will follow your current target instead of doing the 360º rotation, just add a new float to get the angle based on the ships and the target ships coords:

float angleToTarget = 0f

if(weapon.getShip().getShipTarget() != null)
angleToTarget = (float) Math.toDegrees(Vector2f.angle(weapon.getShip().getLocation(), weapon.getShip().getShipTarget().getLocation()));

and change the facing of the weapon:

float facing =  ((weapon.getShip() != null && weapon.getShip().getShipTarget() != null) ? angleToTarget : 0);
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 08:55:27 AM
Thanks, i was thinking of using targetting units that follow the weapon on large RSF ships. This code might be handy for those :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 10, 2013, 09:33:31 AM
Really liking some of the new weapons, weapon graphics, and balancing - especially for the RSF's energy weapons.

The new dual blastcannon may be a bit off, though - haven't tested it, so it's possible that there's just another display bug, but the displayed DPS numbers seem a bit low for a large weapon.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 10:41:37 PM
Its with a proximity trigger that also counts in. But i agree - it should have some better rate of fire.

Normally i was planning to create a Blast Chaingun instead of that weapon. A mix of Reaper chaingun and Blastgun that XLE have. Something close to original Thumper, but with HE damage instead of fragmentation.

I must confess that i really appreciate your feedback. With each new weapon/ship its becomes more difficult to track balance of the mod :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 10, 2013, 11:13:23 PM
Hey, i just found this (http://www.youtube.com/results?search_query=starfarer+ironclad) on youtube. Wasn`t even aware of how many vids you guys made about my mod! Thanks to all involved.

Vids are a bit outdated though, but still - its nice to see people piloting those ugly old sprites :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 11, 2013, 12:03:50 AM
Added some history lore to the first page. Not much, but at least something :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Strifen on January 11, 2013, 12:54:52 AM
I liked those 'ugly old sprites', and hoped they might return later as older timeline variants as a part of salvaged, lost, or abducted fleets.

guess not...?
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 11, 2013, 09:25:02 AM
Ah, speaking of feedback - the microlaser may have been over-nerfed; it usually takes three to four shots to kill one missile now, and I've found myself abandoning its use in favor of beamers or various forms of medium energy point-defense weapons.  Or even (gasp) flak cannons.  (Yeah, I still try to avoid using weapons with non-regenerating ammunition; that's a personal quirk of mine.)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 11, 2013, 09:59:07 AM
It deals 20 damage per shot. Normal missile has 100 hps. Ugrs, Arrows and micromissiles are the intended targets for microlasers. They all have low hp (20-75).

I`ll try increasing its damage up to 50 per shot (250 with 0.2 sec fire).
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 11, 2013, 10:04:00 AM
That's likely overkill - it was at 200dps with .2 sec fire before, and that was, imo, fine; I could even see a slight nerf from there being acceptable - just, cutting it in half was (again, imo) too much.

Alternatively, leave it where it is and remove the ammo limitations - if it's supposed to be targetting micromissiles and the like, well, those tend to come in large groups...
Hm.  I may need to run some tests myself, see if I can find a good place for its stats.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Spardok on January 11, 2013, 10:44:12 AM
I'm guessing there's no way to lower the fire rate and have it fire two or three beams at once, lowering single beam dps.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 12, 2013, 02:09:00 PM
An animated venting process on ISA Colorado heavy frigate.

http://www.okim.nickersonm.com/SF/AnimatedVenting.avi

The idea was to make hidden vents on ISA ships that will open when a ship is venting. So far i just made a script for starting, pausing and releasing the animation. Later i think i`ll be adding a smoke or glow of sorts.

Script is simple, but it forced me to spent some hours figuring out the problems (my java sucks). Eventually Alex helped with pointers (was using incorrect plugin) and after few more hours the script began to do what i wanted it to do (YAY!).

Feel free to use this script where ever you wish: http://www.okim.nickersonm.com/SF/AnimatedVents.java
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 12, 2013, 02:23:21 PM
An animated venting process on ISA Colorado heavy frigate.

http://www.okim.nickersonm.com/SF/AnimatedVenting.avi

The idea was to make hidden vents on ISA ships that will open when a ship is venting. So far i just made a script for starting, pausing and releasing the animation. Later i think i`ll be adding a smoke or glow of sorts.

Script is simple, but it forced me to spent some hours figuring out the problems (my java sucks). Eventually Alex helped with pointers (was using incorrect plugin) and after few more hours the script began to do what i wanted it to do (YAY!).

Feel free to use this script where ever you wish: http://www.okim.nickersonm.com/SF/AnimatedVents.java


oh well you could have asked, made that one 3 days ago ;D - thanks for sharing tho

Code
package data.scripts.plugins;

import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin;

public class AnimationWhenVentingOn implements EveryFrameWeaponEffectPlugin
{
public void advance (float amount, CombatEngineAPI engine, WeaponAPI weapon)
        {
            if (engine.isPaused()) return;

            AnimationAPI animation = weapon.getAnimation();
                
                   if(weapon.getShip().getFluxTracker().isVenting())
                        animation.play();
                   else
                        animation.pause();
}
}

btw you seen the EMP script psiyon made? its possible to make small emp lightnings when a ship is overloaded, quite nice to watch, also it doesnt need to add any weapons since it changes the actual combat engine
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: CrashToDesktop on January 12, 2013, 02:36:32 PM
Well, that venting animation is epic! :D Mind if I use it for my mod?
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Thaago on January 12, 2013, 05:40:06 PM
Haha cool! I really like that animation.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 12, 2013, 08:56:14 PM
Emm. Guys.
You know what? Its damn possible to create faction flags, colour schemes and other distinctive visuals by using decorative animations!

We have some ship owner checks in API. We can create a single decorative animation for each ship with each frame containing a specific faction graphics!
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 12, 2013, 10:32:28 PM
Emm. Guys.
You know what? Its damn possible to create faction flags, colour schemes and other distinctive visuals by using decorative animations!

We have some ship owner checks in API. We can create a single decorative animation for each ship with each frame containing a specific faction graphics!

Awesome.

_____
And some more balance suggestions:
Heavy Magna Cannon should have double the charge recovery rate - so that its sustained DPS is equal to the medium Magna Cannon.  Otherwise, it's fine as is.
Incinerator Beam should cost more like 26 ordnance points, rather than 16; it's kindof a niche weapon - but in that niche it's completely unsurpassed.  (Yes, it also obliterates pirate ships... but there are plenty of other weapons that will do that too, just slightly less expeditiously; a Drake destroyer with a Heavy Laser Beam is slightly slower at slaying pirates, but no less capable.)
Microlaser: My suggestion is, after some testing: 50% increase in damage, 100% increase in charge recovery rate, reduce charges to 2.  That gives a microlaser a burst DPS of 75 - meaning it matches a beamer (until it runs out of charges), with a sustained DPS of 30 (meaning after about 1.5 seconds it's moderately pathetic - but not totally useless.)
Microlaser Array: I'd suggest 50% increase in damage, 150% increase in charge recovery rate.  This makes it actually competitive with other medium point defense weapons - it's better at shooting down single digit salvos of missiles than most of them, but significantly inferior for any secondary purpose - the linked beamer is better at support & anti-fighter (due to range & better sustained dps), and the various projectile (alien dual laser, chainblaster, laser cannon, etc) all feature superior range and the ability to deal hard flux.

What I'm currently using in my own somewhat-hacked copy of your mod:
Code
Microlaser,microlaser,1,1200,500,150,,,0,75,4,2,1,ENERGY,,150,,0,0.2,0.2,,,,,1000000,,,,,PD,268877
Scorcher Beam,scorcher,1,3500,450,500,,,0,16,8,,,HIGH_EXPLOSIVE,,500,1,1,,,,,,,500,,,,,"USE_VS_FRIGATES,STRIKE",773524
Incinerator Beam,incinerator,1,6000,800,500,,,0,8,26,,,HIGH_EXPLOSIVE,,500,1,1,,,,,,,750,,,,,"USE_VS_FRIGATES,STRIKE",7773524
Linked Beamer,hvybeamer,1,1800,800,180,,,,24,10,,,ENERGY,,150,0.5,1,,,,,,,10000,,,,,PD,10140998
Microlaser Array,focuslaser,1,3500,550,450,,,0,60,12,5,1.5,ENERGY,,450,,0,0.2,0.2,,,,,1000000,,,,,PD,2688877
Magna Cannon,magna,1,3500,800,,400,,0,10,12,,,HIGH_EXPLOSIVE,200,,0,2,1,,0,0,0,0,,450,,,,"USE_VS_FRIGATES,STRIKE",104770
Heavy Magna Cannon,hvymagna,2,9000,800,,400,,0,12,20,5,0.5,HIGH_EXPLOSIVE,200,,0,0.25,1,,0,0,0,0,,450,,,,"USE_VS_FRIGATES,STRIKE",10477055

I'd also suggest either greatly increasing the turn rate of the alien beam, or making it not a point defense weapon; right now, it's all but useless at actually hitting missiles, but still tries to target them over actual ships - resulting in it being largely ineffective against anything that uses missiles.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 12, 2013, 10:59:29 PM
Hm.

Might be simplier if i just copy/paste those. I tend to trust your feel of balance, you know ;)

Here is a new vid (http://www.okim.nickersonm.com/SF/AnimatedVentGlow.avi) (~7mb) showing a flux-level-dependant vent glow. The greater the flux level - the brighter the glow.

The script for this is kinda ugly and the frames are advancing with a step of 10% transparency per 10% flux, so the animation isn`t perfect at all. I can either reduce step to 5% increase (doubling the number of frames and size of the script) or wait till Alex adds a way to create some kind of blending between frames :)

Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: harrumph on January 13, 2013, 06:43:53 AM
The animations look great! I actually kind of like the jerky, low frame-rate style, there's something pleasingly old-school about it.

I've been playing Ironclads a bit the past few days—being able to choose a faction is tons of fun, by the way, and all the new art looks great; I especially like the ISA cruisers and the pirate frigates—and I thought I'd give you my two cents regarding balance. Short version: I think you need to seriously revisit missiles, and possibly PD and ship durability as well.

So, the longer story: I started out in a California and struggled mightily. Tried different configurations, but found I had to be very selective about which pirate fleets I attacked. It was frustrating, so I decided to start over, this time in a Connecticut; my own PD had been pretty ineffective when I was flying the California, so I figured missiles would be effective against pirates. Turns out, yeah, you could say they're effective: one salvo from a large Piranha launcher will knock out a pirate gunship, nineteen times out of twenty. I could easily wipe out three Raiders in about 20 seconds, without even having to raise shields. In fact, I found out I could destroy any pirate fleet with just the one California (I brought another along to switch into if I ran out of missiles, since the AI is oddly parsimonious with its Piranhas). And then I found out that three Piranhas is also enough to overload any RSF frigate/gunship (or kill them outright if they're oriented wrong), so I started tearing through RSF patrols too.

I upgraded to a Kentucky, which, with Piranhas in every mount and a few skill points in Combat, can one-shot a Moscow. Switched over to a Michigan, put Burst Plasma Cannons (I think that's the name—the longest-ranged plasma turrets) on the large mounts and Piranhas on all the mediums, and was able to solo two RSF system defense fleets back-to-back, without scratching the paint or even having to vent once. Started over as XLE, with all this in mind, and—although the Wyvern isn't as perfect a missile platform as the Connecticut—I managed to get up to level 10, with 100k credits and an alien carrier to my name, in about nine days of in-game time.

So, my analysis: first, the Piranha (and the Wasp, although the eyeball test tells me the Piranha is a little bit faster and/or more maneuverable, right?) is both too good and too cheap. Even without hullmods and player skills, it's extremely powerful and flexible. With points in Missile Specialization and the ECCM hullmod, it's a one-size-fits-all solution to anything (except some of the alien ships, and perhaps the Fortress-Shielded UIN ships). You can literally just spam them, without a target, as soon as you get contact pings, and they'll wipe out everything on the map. They can chase down any fighter, they can puncture any shield, and they have outstanding range. They make every other missile obsolete, with the possible exception of Smart Rockets (which are a better fit on small mounts, at the very least), and that's not even considering that they're the cheapest OP option in every size category.

Second, missiles are generally too effective, even setting the Piranha/Wasp aside. The fragile hulls, weak shields, and ineffective PD of most ships can't stand up to more than a few missiles at a time. I think that's by design, right? If I'm not mistaken, you're going for a dynamic like modern naval combat, where just two or three ASMs that find their mark can cripple or sink a huge warship. The trouble is that it's really, really easy (especially when so many ships use mostly or exclusively universal mounts), to stack a number of missiles that no ship can defend against. This is obviously the most extreme example, but with Expanded Missile Racks and 5+ points in Missile Specialization, a Michigan can deliver 60 Piranhas (roughly 600 damage each, depending on spec, or somewhere around 1300 if you're fully invested in Combat) in like 1.5 seconds. That's probably enough to punch through a Fortress Shield; it's definitely enough to kill any RSF, XLE, or ISA ship ten times over. And that's just the medium mounts! As an added bonus, mounting all those missiles frees up flux (and, in the case of the super-cheap Piranhas, OP) for other purposes.

Finally, a sort of corollary to the above—the weakness of shields and armor, especially on small ships, means that a few extra OP from Tech skills are way more valuable than they should be. Being able to stick just 5 points in capacitors means effectively doubling the defenses of many frigates—i.e. the difference between being overloaded by a single Piranha salvo and being able to tank it.

Beefing up ship defenses (whether armor, shields, PD, or some combination of them) would help at the smaller end of things, but it certainly wouldn't do anything about extreme cases like that Michigan build, and I think it'd spoil some of the mod's uniqueness. I like that missiles are so dangerous—it gives Ironclads a very different feel from other mods or the vanilla game—but I don't think it works to have them be both so dangerous and so spammable. Apart from some balancing among missiles (for one, making the Piranha more expensive, shorter-ranged, slower, weaker, or all of the above; for another, buffing the smaller missiles—Micromissiles, for instance, are much weaker than they look on paper because they don't instantly shred armor the way the bigger missiles do), I really think you should severely limit the number of missiles any one ship can carry. Getting rid of most universal mounts is probably the simplest way to do it; you might also consider leaving universal mounts in only one size category (say, medium) on a lot of ships, and then removing most missile mounts of that size from the game.

Sorry for the great big wall of text, and I hope that doesn't sound too negative. I think the mod is awesome on the whole!
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 13, 2013, 07:02:27 AM
Maybe changing the damage of the missiles to ENERGY would balanced them a bit, HE on heavy armored targets is well fatal

Also dont make those engine lights "light up" with the shipsystem script instead with a script for when you use your engine:
EDIT: trying to find it but i got something nice you can use instead;

weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().isPositive(); when you get the flux boost of 50% the animation happens

heres something you can add on your "lights" - a blueish glow when your animation on the flux rise are up:

            Vector2f WeaponCoords = new Vector2f(weapon.getLocation());            
            float WeaponLoc = WeaponCoords.length() / 2; //center?
            
            engine.addSmoothParticle(WeaponCoords, weapon.getShip().getVelocity(), 3f, WeaponLoc, 1, Color.blue);
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 13, 2013, 08:12:16 AM
Human piloted ships will always tend to be overpowered compared to static AI ship variants due to our ability to see weekness and to exploit it.

Wasps and Piranhas were based on Harpoon missile and slightly modified to match RSF and ISA doctrines (RSF slow, low-tech, but sturdy and deadlier. ISA fast, with good guidance, but a bit fragile and pack less punch):

Harpoon: damage 750, OP 5, ammo 3,  range 2500, speed 300, hp 100

Wasp SRM Launcher: damage 650, OP 6, ammo 3, range 2500, speed 300, hp 90

Piranha SRM Launcher: damage 550, OP 6, ammo 3, range 3000, speed 350, hp 75

The main difference between vanilla launchers and similar ones in ironclads is in their sizes. When Harponn x3 is using small mount - my x3 launchers are only for medium launchers, when you have a 30 rounds Pilum for med mount - in ironclads there are 24/30 Wasp/Piranha batteries only for large mounts.

EDITED:

well. Looking at my missiles i noted three main things aboutthem that i will change:

- lower HP per missile to make PD more effective (this will overpower beam defences).
- reduce lifetime to vanilla standards making 'spam-before-beep' impossible.
- make larger missiless really hard to track frigates (Barracudas/Killer Wasps) to make them less effective against fast ships and easier to dodge.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 13, 2013, 09:10:44 AM

Quote
weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().isPositive(); when you get the flux boost of 50% the animation happens

Wont be helpful to me - i assign each frame of the animation to a specific flux level and pause it right away fixing this frame till the level rises or lovers.

Quote
heres something you can add on your "lights" - a blueish glow when your animation on the flux rise are up:

            Vector2f WeaponCoords = new Vector2f(weapon.getLocation());           
            float WeaponLoc = WeaponCoords.length() / 2; //center?
           
            engine.addSmoothParticle(WeaponCoords, weapon.getShip().getVelocity(), 3f, WeaponLoc, 1, Color.blue);

Again not in my case. I`m using a single weapon slot positioned directly in the center coords of the sprite. So this code will probably produce a glow in the middle of the ship which is not what i need.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 13, 2013, 09:54:40 AM

Quote
weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().isPositive(); when you get the flux boost of 50% the animation happens

Wont be helpful to me - i assign each frame of the animation to a specific flux level and pause it right away fixing this frame till the level rises or lovers.


you can also change the frames using the base amount, just like how you check the amount of flux being used by the ship for your current animations ;)

weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().getBaseValue();
weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().getModifiedValue();
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 13, 2013, 09:59:34 AM
Hm.  I wonder... how well would those pure missile ships fare against something with decent flak-based defenses?

Also, such a setup fares poorly against the alien mothership - if you let the missiles auto-target they waste time chasing drones; if you don't, the drones shoot them down.
I couldn't get it to work in the Fall of the Federation mission, either - too many targets, too many asteroids, and by the time the dreadnaught was out, I was out of missiles.

That said, I think he's right on the ultimate cause of the issue being the heavy use of universal slots - missiles are balanced to be an occasional-use weapon; if they're strong enough to work as occasional-use, then they're also strong enough to be ridiculous in huge swarms - though, of course, if your swarm of missiles doesn't clear the screen of enemy ships, then you're doomed.

I'm not sure what the right answer here is.  Lowering missile range (for the common, cheap sorts of missiles, anyway) is certainly a good start.  Possibly change the three-shot racks so they can't fire as fast?

I'd be wary of changing missile hit points, though; against "normal" numbers of missiles, current point defenses (beam or otherwise) are quite sufficient; making missiles weaker would shift the game closer to having them be useless unless you do mount them in ridiculous swarms.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: harrumph on January 13, 2013, 10:20:05 AM
Human piloted ships will always tend to be overpowered compared to static AI ship variants due to our ability to see weekness and to exploit it.
Yeah, you're totally right about this only being a weakness the player can exploit, not a true game balance problem. The AI uses missiles in a more sensible way, and they function just fine (that said, I do think the Piranha is too cheap no matter which way you slice it).

Wasps and Piranhas were based on Harpoon missile and slightly modified to match RSF and ISA doctrines (RSF slow, low-tech, but sturdy and deadlier. ISA fast, with good guidance, but a bit fragile and pack less punch)
Correct me if I'm wrong, but they must both be quite a bit more maneuverable than the Harpoon too, right? They definitely have better acceleration, which is one of their biggest strengths (and is a big part of what makes them so blindly spammable—they'll kill one thing and just whip around to go after the next).

I think reducing their lifetime will be a big help for sure.

Hm.  I wonder... how well would those pure missile ships fare against something with decent flak-based defenses? Also, such a setup fares poorly against the alien mothership - if you let the missiles auto-target they waste time chasing drones; if you don't, the drones shoot them down.
Not sure about flak; there's not a lot of it on the default loadouts. As for the aliens, yeah, missiles aren't great against the carrier, either, and the frigate can avoid most missiles, although Piranhas will eventually run them down.

That said, I think he's right on the ultimate cause of the issue being the heavy use of universal slots - missiles are balanced to be an occasional-use weapon; if they're strong enough to work as occasional-use, then they're also strong enough to be ridiculous in huge swarms - though, of course, if your swarm of missiles doesn't clear the screen of enemy ships, then you're doomed.
Try, instead of a pure missile build, a build with a few big energy weapons—try to match your main battery's flux output to the ship's dissipation—and missiles in all the remaining large and medium slots. You might want to give The Fall of the Federation another try like that: use plasma whenever possible, sending out a huge burst of missiles to deal with a threat when you're under pressure, and saving as many as you can for the dreadnaught.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 13, 2013, 11:21:08 AM
Huh.  Tried that, won... without landing a single missile hit; didn't need them against the swarm of lesser ships, saved them all for the dreadnaught... who promptly shot them all down with flak cannons.

Only casualty on my side was one wing of fighters that decided to retreat straight past the dreadnaught; I deployed a few wings to capture the second nav point once there wasn't anything in their way.

Attached image is the setup I used.  Maybe it needed more missiles?

[attachment deleted by admin]
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 13, 2013, 10:34:46 PM
I dumped down Michigan`s plasma cannon after i killed DN with just it and targeting unit. The number of shots was reduced to 6 from 12 that was before. I think that 4.3 has this change included, but i`m not sure :)

In any case i usually test ships by bringing in 1 or 2 ships of the same size from the opposite faction (RSF, XLE / UIN, ISA). If i win against one - the ship is good. If i win against both - the ship is overpowered. If i struggle to win - the ship is balanced well. Then i pick up the opposite faction and select my new ship as a foe and see how easily it can be defeated. Easy to kill - the ship is weak, difficult to kill - the ship is ok. Impossible to kill (Germany cruiser as example) - ship is a bit too overpowered for its class.

EDITED:

Just to note - missiles were given manoeuvrability and speed parameters close to original. Wasps, Mosquitos, Piranhas - as Harpoon. Barrakudas, Devilfishes, Killer Wasps - as Pilum. Eel, Hunter - as heatseeker (forgot its name), Arrow, Stinger and Micromissiles - as Swarmers. They differ from one another slightly with RSF being slow, but durable and ISA being fast and agile.

I also updated lifetime of all missiles to match vanilla ones. SRMs - 9-11 seconds, LRMs - 25-30 seconds, Anti-Fighter - 6-9 seconds. Some heavy ones like Sharks and UIN Mirw can travel up to 90 seconds.

Testing it now, but i already noticed a serious reduction in missiles power. For example - pirates are now dodging Killer Sharks with ease and even manage to burn drive out of Piranhas swarm (rarely though as they mostly point towards you and your missile swarm and usually just blast into salvoes when engaging drives).
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 14, 2013, 10:54:02 AM
Oh.  Huh.  Dunno if that change is in or not - mostly stayed out of plasma cannon range of the dreadnaught; the build I used didn't have the shield capacity to tank its firepower for any really useful amount of time.

...Should try an EMP build sometime, see how well that fares against the DN.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 14, 2013, 10:57:55 AM
Here is a new vid (http://www.okim.nickersonm.com/SF/AnimatedVentGlow.avi) (~7mb) showing a flux-level-dependant vent glow. The greater the flux level - the brighter the glow.

The script for this is kinda ugly and the frames are advancing with a step of 10% transparency per 10% flux, so the animation isn`t perfect at all. I can either reduce step to 5% increase (doubling the number of frames and size of the script) or wait till Alex adds a way to create some kind of blending between frames :)

Oh, and happened to re-read this... instead of 10% transparency per 10% flux, how about making it so that each displayed vent works at full capacity, and stepping up increases the number of active vents?  I'm not actually sure if that'd look better, but it could be worth a try.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: CrashToDesktop on January 14, 2013, 07:13:39 PM
Emm. Guys.
You know what? Its damn possible to create faction flags, colour schemes and other distinctive visuals by using decorative animations!

We have some ship owner checks in API. We can create a single decorative animation for each ship with each frame containing a specific faction graphics!

So, if an RSF fleet takes an ISA ship, it can get, say, an red border around it and a little "RSF" flag over it? :D
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 14, 2013, 10:35:50 PM
Just a flag and a sign - need to be minimal in order to prevent ship from looking ugly when it gets damaged (damage decals are not applied on decorative weapons).

So far i just found owner check is shipAPI, but there are numbers in there like 0-1 with 100 being neutral. So that probably for combat only.
Need to find some faction ownership in other files that work in campaign as well as in combat.

And there is a small doubt that a weapon can influence anything beyond combat. Even in design screen we have only the first frame of the animation regardless of the script.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 16, 2013, 02:53:52 AM
Just a flag and a sign - need to be minimal in order to prevent ship from looking ugly when it gets damaged (damage decals are not applied on decorative weapons).

So far i just found owner check is shipAPI, but there are numbers in there like 0-1 with 100 being neutral. So that probably for combat only.
Need to find some faction ownership in other files that work in campaign as well as in combat.

And there is a small doubt that a weapon can influence anything beyond combat. Even in design screen we have only the first frame of the animation regardless of the script.

Probably only the setSupplies/setFuel and a few others that add cargo/xp (not in front of the code to see whats the actual method names) would set any changes after a battle, the supplies and cargo would make nice ideas in how damage would "destroy" the amount of cargo if you deal too much damage on a cargo ship.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 16, 2013, 01:05:48 PM
XLE Basilisk-class Battle Carrier. It combines good carrier capacity with formidable firepower.

(http://www.okim.nickersonm.com/SF/pic172.jpg)


This is the last XLE ship that i planned to add so far. I don`t know if i`ll make capitals for them and/or UIN. Not now at least.

I`ll do some tests before uploading the new archive. After that i`ll leave this mod for a while. Working on this ship made me realise that i need some rest from spriting.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: CrashToDesktop on January 16, 2013, 01:13:47 PM
Nice! :D Finally, a capital with a flight deck!

Although, if any faction should have a capital with a flight deck, it's the UIN.  They still lack a carrier.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 16, 2013, 01:33:33 PM
Its not a capital. Its a cruiser. A brother to Dragon.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: CrashToDesktop on January 16, 2013, 01:40:25 PM
Good god! o.0 That's huge.

Guess I read "Battle Carrier" as "Battle Cruiser" hmm.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 16, 2013, 01:44:40 PM
if you need some help with some decorative ships feel free to ask, also, check out the system for pod ejection it should fit with this (and any mod imo) mod perfectly
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 17, 2013, 02:29:59 PM
A silicon-based space monster code-named Rock Fly.

(http://www.okim.nickersonm.com/SF/rockfly.png)

Video: http://www.okim.nickersonm.com/SF/rockfly.avi (http://www.okim.nickersonm.com/SF/rockfly.avi) (~60mb)


Rock Fly was first encountered by XLE mining fleet in a distand asteroid field. Fly was at first peaceful and seemed to be quite curious of the shiny XLE ships. Several hours later after examining the fleet the Fly left them much to the relief of the crew.

Only when mining fleet proceeded with its main goal the Fly returned and attacked them. Fortunatelly a near by strike fleet answered the emergency call and managed to arrive before miners were obliterated. As scientists uncovered later - the asteroids that miners began to harvest contained 'hives' of small buggers - probably that`s why the Fly attacked.

Rock Flies are silicon based. They manage somehow to convert large amount of minerals into energy. Its 6 legs each contain a weapon that can act on its own. The Fly can spit out unstable bolt of superheated plasma that seems to detonate as soon as it gets into proximity range of the target. Rearlimbs include a powerful melter beam that is probably used to melt the ore that the Fly later consumes. Forelimbs launch a spray of small spikes. Scientists have no idea how the Fly is using those.

The main 'weapon' of each Rock Fly is its spawn - a swarm of tiny flies that are believed to be Fly`s children rather than workers. Each small bugger has a tiny shard thrower that is quite useless against armour and shields, but is dangerous to fighters.

The Rock Flies live a very long life that is believed to last millenias. They seem to be peaceful if not directly threatened.


Now the technical stuff. Wings are decorative and transparent. They are moving like sensor dishes, but each combat they randomly pick the direction. Weapons have offsets to the sides to make them look more organical. They are, however, quite good at hitting things. Plasma breath is a modified plasma blast cannon - better ROF, lower damage. The whole head is a plasma turret with animated mandibles.

Engines are placed in the wings` roots. There are two drives that will generate some greenish particles when The Fly moves.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 17, 2013, 02:37:13 PM
You managed to make me jaw dropped, cant say anything besides, that looks mindblowing
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: FlashFrozen on January 17, 2013, 02:52:10 PM
Wings! In space! while I can't expect the physics behind that, If they are buzzing/flapping decoratives that bug will be very neat to watch :D
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: CrashToDesktop on January 17, 2013, 05:30:29 PM
Umm...wow. o.0 Pleace tell me I won't have to face that! ;D
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 17, 2013, 10:11:56 PM
Heh. Thanks. I knew you`ll like it. I mean - look at it. Is it a cute little buggy over there :)

Wings! In space! while I can't expect the physics behind that, If they are buzzing/flapping decoratives that bug will be very neat to watch :D

Solar winds, gravitational waves, some dark matter mumble-jumble. No? :)

Watch the video - its clearly shows how the wings swing. BTW, each combat will make those wings swing a bit different. I ended up with a perfect swing of all 4 wings in pairs in one of my test plays.

And looking how it 'bites the void' everyone can see how angry this bug is.

Umm...wow. o.0 Pleace tell me I won't have to face that! ;D

I`m making a mission where you`ll command XLE carrier and several fighter wings + other ships trying to kill the only one Fly. It will be extreme, trust me :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Romeo_One on January 17, 2013, 11:22:29 PM
Its wings consist out of conductive material, through its swings it moves a small fraction of residual Dark Energy from its front to the back, which causes the creature to create a forward motion, because the Dark Energy is stronger at its rear than in front of it.

Something like that? xD
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Shoat on January 18, 2013, 01:21:15 AM
Holy *** Okim. A fully functional space monster.
That is just plain awesomesauce.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: harrumph on January 18, 2013, 01:38:31 AM
Totally sweet.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 18, 2013, 01:44:40 AM
Thanks! I have a feeling that i actually managed to impress you, guys :)

To become a fully functioning space monster this Fly needs custom effects (explosion, damage decals, probably bloody spots) and to be un-salvagable in campaign.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Shoat on January 18, 2013, 02:59:59 AM
To become a fully functioning space monster this Fly needs custom effects (explosion, damage decals, probably bloody spots) and to be un-salvagable in campaign.

Is it even possible to modify that (and also sound effects like hit sounds or engine sounds) at the moment?


Un-salvageable-ness is probably going to be a normal flag you can set for a ship at some point (and may even be achievable through some trick right now), seeing how you can already make any weapons un-salvageable by making them built-in.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: TheHappyFace on January 18, 2013, 05:03:33 AM
i thought it was allready possible to make them unsalvageble... just dont know the ai hint...
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 18, 2013, 06:30:48 AM
How about set the engine to check this ship by id and if(ship.isHusk()) and set the hp to 0 - im not home right now but ill check on this once i do
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 18, 2013, 08:48:01 AM
I prefer to wait when Alex will make these flags ;) I hope that some day this will happen.

Do you guys want to watch a 9 minute combat where brave XLE captains die with honour trying to take down the Fly? I ask because its 300+ mbs and in a half-sized quality (looking quite bad on 1280x1024).
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: LazyWizard on January 18, 2013, 05:45:36 PM
I prefer to wait when Alex will make these flags ;) I hope that some day this will happen.

Do you guys want to watch a 9 minute combat where brave XLE captains die with honour trying to take down the Fly? I ask because its 300+ mbs and in a half-sized quality (looking quite bad on 1280x1024).

If you want, I can compress these videos for you. There shouldn't be much of a quality drop with the program I use.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Wyvern on January 18, 2013, 10:47:30 PM
Well... if it's just a single ship... you might be able to get by with setting its fleet point cost to, I don't know, 50,000 or something; I think I recall something about the flagship in a fleet always being able to be deployed, regardless of starting fleet points.  Might be worth testing.
Won't prevent capture, but means anyone who does will suffer instant accident-fueled devastation.  Other notions along those lines include setting crew, cargo, or fuel capacity to -10,000, or in some other way rendering the ship cripplingly unusable by the player.  Fleet points are probably the best, though, since others might make it implode on its own...

That said, I'd love it if the weapons on that thing were salvageable.  I mean, can you imagine how awesome it'd be to mount a bug head trophy on your cruiser as a functioning weapon?
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 18, 2013, 11:30:23 PM
Let`s wait until the next release. I hope it will have what this beast needs ;)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: silentstormpt on January 19, 2013, 06:07:33 AM
Now all we need is a snake like monster like on Star Wars or the worm on Dune
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 21, 2013, 11:57:43 AM
New sprite for Germany cruiser. It also was switched from 'Heavy' to basic cruiser. I wasn`t sattisfied with the old sprite - it was too huge and somewhat ugly.

(http://www.okim.nickersonm.com/SF/germany.png)(http://www.okim.nickersonm.com/SF/isa-cr1.png)
(ISA cruiser is shown for size comparison)


Video showing various decorations for this ship (experimental!) and mass drivers: http://www.okim.nickersonm.com/SF/new-germany.avi (http://www.okim.nickersonm.com/SF/new-germany.avi) ~60mb

Germany carries 3 large ballistic guns and tons of small universals as well as 4 medium universals. It also has a large hangar, but with only one wing docking clearance. Large guns on the front can`t fire forward - the ship is intended to be used as a line cruiser. Lore-wise the hangar docking route is from above the ship not from the front, so firing into that arc by large guns is a bad idea.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:24:23 AM
UIN Austria drone carrier and Devastator drone. Former Austria is renamed to Cyprus.

(http://www.okim.nickersonm.com/SF/UIN-devastator.png)
(http://www.okim.nickersonm.com/SF/austria2.png)

(http://www.okim.nickersonm.com/SF/pic173.jpg)


Each drone has a 6-pdr assault gun, dual 2-pdr gun, a simple shield and can engage host ship`s target at up to 3000 SUs. Frigate on its own is very weak and is better left at range of 2000-2500 SUs from its target.

P.S.: antennas are decorative and animated.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 03:26:07 AM
are those sticks new guns?

edit: cant believe i didnt see that ps... nice ships btw. looking forward to killing those bugs.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:27:03 AM
No. These are decorated antennas :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 03:29:09 AM
and the bugs are obviously not capturable or are they? (i mean boarding, capturing could be really interesting)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:30:41 AM
They are not in campaign. If Alex will add some flags to the game to make ships un-salvageable - then Rock Flies will get their place in it.

Quote
edit: cant believe i didnt see that ps... nice ships btw. looking forward to killing those bugs.

That`s because i added it after you posted :)
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 03:32:28 AM
then i hope he will do that becouse they look really cool to fight and maybe even fly :)
could you do a mission when you are one of these bugs then? like fighting off a mining company or something
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:36:36 AM
Hmm. Nice idea actually.

P.S.: probably hunting down miner fleet wont be that interesting. But i may create a scenario where nearby RSF Patrol Fleet picks up the call for aid and rushes for help.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 03:48:32 AM
that sounds interesting it should ofcourse be a challenge for the player.
question: wont the rockfly get hull damage when it gets hurt? becouse that coud look really odd. maybe if you can change it give it like a bleed animation that triggers when getting hit.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 03:53:44 AM
Cause it`s exoskeleton is has thick layer of armour. In order to damage the beast you have to crack the carapace. BTW, Rock Fly has lover hull than armour.

Again - once (IF) Alex implements custom damage decals and other tech-era related stuff - Rock Fly will be much better.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Sproginator on January 22, 2013, 04:20:53 AM
Snazzeh
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 10:03:37 AM
your rock fly gave me a lot of ideas for the species. if you dont mind i have some questions.

the weapons of the flies could/should be fragmentation. the reason being is that corrosive spit doesnt explode but more like spread on impact this would work really well with fragmentation since fragmentation damage can target multiple places with one shot. the weapons could also have an emp effect to resemble the sticky corrosive stuff that the fly spits the sticky stuff would then disable the weapons rendering them impossible to turn or shoot (for a certain amount of time). im not sure about the emp thing, could be really interesting, i am however kind of sure about the fragmentation becouse it fits so well with the spit and slimey stuff.

another idea is a new fly, the queen
the queen would be the leader of a hive, she doesnt have much firepower on her own. but she breeds all the flys and therefore is the most important. she can call her children in battle. these are weaker then the rock fly children but are in bigger numbers. these are her main defense. also she could have a hangar bay to house some smaller rockfly types (fighters) these would be as strong as a frigate or so.

well that are some of my ideas so far, i hope you will consider them. im really eager to see these guys in action and i think this is your most interesting work yet   :) ironclads is my favourite total conversion and im happy to see it still growing.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 11:22:36 AM
Quote
the weapons of the flies could/should be fragmentation. the reason being is that corrosive spit doesnt explode but more like spread on impact this would work really well with fragmentation since fragmentation damage can target multiple places with one shot. the weapons could also have an emp effect to resemble the sticky corrosive stuff that the fly spits the sticky stuff would then disable the weapons rendering them impossible to turn or shoot (for a certain amount of time). im not sure about the emp thing, could be really interesting, i am however kind of sure about the fragmentation becouse it fits so well with the spit and slimey stuff.

Hey, Flies are mobile fusion foundries. They don`t spit acid - that`s plasma over there. Their limbs are housing a powerful plasma spray that melts rock, metal and other stuff with a superfast stream of plasma.

The only fragmentation weapon is a spike thrower. Lore-wise there is no explanation yet to what it is used for, but some scientist suspect that Flies fight each other for territory and resources and those spikes are good at inpaling spawns.

Quote
another idea is a new fly, the queen
the queen would be the leader of a hive, she doesnt have much firepower on her own. but she breeds all the flys and therefore is the most important. she can call her children in battle. these are weaker then the rock fly children but are in bigger numbers. these are her main defense. also she could have a hangar bay to house some smaller rockfly types (fighters) these would be as strong as a frigate or so.

No way there will be any 'queens'. These are Flies, not some kind of hive bees. Each creature is individual and lives for itself and her progeny. These spawns are already in the game acting as always present drones.

To be honest - this Fly is just an example of what can be done with current system and a small hint to devs that modders may create smth that may require additional support ;)

If Starsector will get those improvements for modders - Rock Flies will benefit from them. Probably even get some other cousins. But mod is not about giant space bugs - its about cold war that all of a sudden errupted in a full scale conflict.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: conorano on January 22, 2013, 11:30:19 AM
i guess youre right then, when you explain it i can see why everything shouldnt be fragmentation. and i got to deep with the flies idea. 1 fly is enough then and i understand that this isnt going to be another major faction :) still, i cant wait to control one of them in a mission. and could you place some in the stimulation menu? i would like to test various ships out on them. anyways i look forward to next update.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Okim on January 22, 2013, 10:40:06 PM
No matter what forces i give the opposing fleet - Rock Fly makes an easy kill of it. That thing IS overpowered if under player control.

So. There will be a mission where you control it, but its difficulty will be 'Trivial' :) Otherwise i have to bring into combat tons of Moscows and Michigans to somehow make it difficult. And that`s not exactly lore-wise.
Title: Re: Project Ironclads, version 4.3 (0.54.1 with campaign)
Post by: Sunfire on January 23, 2013, 10:37:16 AM
No matter what forces i give the opposing fleet - Rock Fly makes an easy kill of it. That thing IS overpowered if under player control.

So. There will be a mission where you control it, but its difficulty will be 'Trivial' :) Otherwise i have to bring into combat tons of Moscows and Michigans to somehow make it difficult. And that`s not exactly lore-wise.

But it's fun! Or you could have the RSF Dreadnought fight the Rock Fly
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 23, 2013, 11:27:39 PM
Releasing a new update. Here is an archive:  http://okim.nickersonm.com/SF/ACM44.zip (http://okim.nickersonm.com/SF/ACM44.zip)

AS USUAL! Remove the mod`s folder from your PC before installing a new version. You also should clean up any custom variants in save/missions sub-folders.

Full change log (http://www.okim.nickersonm.com/SF/readme.txt).

This update shows four possible decoration for ships - RSF, ISA, UIN and a monster. I may eventually make all the ship to use animated stuff, but there are over 100 ships in the mod, so that`s probably a long time to wait.

Other features of this update are few new UIN ships and weapons and a total missile rebalance work. Ship variants were also changed a bit due to the major removal of universal mounts from most of the ships.

Enjoy, report bugs. Tell me what you think about the Rock Fly (its appearance, animation, combat stats etc).
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: CrashToDesktop on January 24, 2013, 12:58:49 PM
*fistpump*
Lotsa new stuff! :D
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Wyvern on January 24, 2013, 07:19:43 PM
Hunterkiller MIRW: the secondary missiles from this are very nearly stationary.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 24, 2013, 08:03:40 PM
Thanks. I managed to remove all maxspeed values from all mirvs. So Whaleshark is also not working.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Wyvern on January 24, 2013, 10:06:06 PM
Germany cruiser's flux lighting is off by several pixels to the rear.  It also has an incredibly low base flux capacity for a cruiser - its normal variants should probably invest heavily in capacitors, stripping weapons to make room if necessary.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: PCCL on January 25, 2013, 04:07:02 PM
if you choose served in the ISA then the california escort frigate you'll start out with no supply, no fuel, and no crew.

pretty sure that's a bug....
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Wyvern on January 25, 2013, 07:56:49 PM
Also, the rock fly has *way* too large a collision radius - I went in with a heavy-PD ship to have something that could clear out its drones, and found that my beamers were trying to target the main rock fly from about twice their range away... which meant they weren't killing its spawn.  Annoying.  (This isn't the only ship with an oversized collision radius - just the most egregious example.)
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 25, 2013, 08:04:38 PM
Fixed ISA issue. Script was missing an Escort variant of Caliphornia.

Fixed the Fly. That`s odd actually. The radius was three times greater than Fly`s length and it really should`nt be so huge. Also adjusted its border so that shots now hit weapons and head more often
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Wyvern on January 25, 2013, 08:16:37 PM
Collision radius is, if I recall correctly, what the engine uses for its "is that thing close enough for me to shoot at?" calculation - having a collision radius that's too high results in weapons firing when they're not in range, while a too small collision radius results in weapons shooting "through" shields and other oddities.  Generally you want it to be... I think about 10 pixels out from the farthest-out edge of shields or hull?  (Doesn't need any great precision, though.  And I find myself wondering, sometimes, why the game engine doesn't just calculate this itself.)

Also, there are some oddities with shield radii that don't cover the whole hull; I forget the exact details, though.  Not relevant to the fly anyway, since it doesn't have shields.

Anyway - extreme difficulty may be accurate for that mission with base hulls, but the XLE carrier can solo the thing if you give it an explicitly rockfly-killing variant; I suggest incinerator beams, beamers (but not in the rear-facing slots), and every range and speed increase you can get.

Of course, since the rock fly is zero fleet points, the mission gave me 0% completion for a flawless kill.  :-P
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 25, 2013, 11:04:55 PM
Hmm. There is a problem with giving it OPs - another mission would allow players to refit the Fly giving it access to all the hull mods.

Probably i just should remove that mission - it kinda stupid already giving that Fly rolls every one in it with ease.


P.S.: i usually kill the Fly in the Dragons & Flies mission by ramming it with on of the damaged escort destroyers and trying to keep as close as possible when the ship dies. Low hull of the Fly means that ship`s sacrifice guarantees extreme damage or even death to the it.

I always lose carrier in the battle :)
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Dri on January 25, 2013, 11:51:51 PM
Damn, dude, that Rock Fly is amazing and really makes use of all the new modding options Alex has given everyone access to. Bar a few minor issues its quality is in par with what I'd expect Alex and David to come up with professionally! :O

I can only hope that we'll be seeing some organic nasties in vanilla Starsector cause your Rock Fly proves it can not only be done but also look awesome. :o
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: spam1712 on January 26, 2013, 03:08:48 AM
Quote
22231 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
37380 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [uin4_hull] not found!
java.lang.RuntimeException: Ship hull variant [uin4_hull] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at data.scripts.world.corvus.UINConvoySpawnPoint.addRandomShips$(UINConvoySpawnPoint.java:91)
   at data.scripts.world.corvus.UINConvoySpawnPoint.spawnFleet(UINConvoySpawnPoint.java:50)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.???000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
please help :c
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Romeo_One on January 26, 2013, 03:20:22 AM
You are missing a variant, either create one that goes by the name "uin4_hull" as a quick fix or wait for an update.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: spam1712 on January 26, 2013, 03:33:37 AM
You are missing a variant, either create one that goes by the name "uin4_hull" as a quick fix or wait for an update.
but how exactly do i do that?
just create an empty ship layout?
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Romeo_One on January 26, 2013, 03:36:02 AM
You could do that, Trylobots ship editor should help you out with that :)

That way you could add your own configuration for that particular variant.
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: spam1712 on January 26, 2013, 03:38:36 AM
You could do that, Trylobots ship editor should help you out with that :)

That way you could add your own configuration for that particular variant.
thank you kind Sir!!
it helped :D
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Romeo_One on January 26, 2013, 03:40:40 AM
Happy to help out ;)
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 26, 2013, 06:04:11 AM
Now i wonder what is behind this odd error... ship_hull variants are created by default, so there should not be a problem here.

Unless i somehow added uin4_hull to faction fleets. Hm...


EDITED: ah. Found the problem.

It should be ship_Hull, not ship_hull. Its too sensitive to case ;)
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Okim on January 26, 2013, 06:38:17 AM
Hotfix is available. Though its not exactly a hotfix - you`ll have to download the whole mod :)

Its save compatible, so no loss of progress for you guys.

P.S.: sorry for the buggy 4.4  :-\
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: Sproginator on January 26, 2013, 06:42:00 AM
I'm finally going to say. This is by far the best mod in my collection that I have kept over the years, it's got great ships, the weapons are suburb and it's frequently upgraded. Congrats on such a fine job
Title: Re: Project Ironclads, version 4.4 (0.54.1 with the Rock Fly)
Post by: spam1712 on January 26, 2013, 08:11:06 AM
I'm finally going to say. This is by far the best mod in my collection that I have kept over the years, it's got great ships, the weapons are suburb and it's frequently upgraded. Congrats on such a fine job
i agree 100%
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on January 26, 2013, 08:32:00 AM
Thanks, guys! I really appreciate this ;)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Sproginator on January 26, 2013, 08:36:58 AM
No problem, Just keep up the great work my good man :)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on January 26, 2013, 09:03:50 AM
Ahh. Had to re-upload the archive. Rock Fly got double built-in lists after its col radius change  :-\
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Typo91 on January 26, 2013, 09:06:16 AM
I deleted the old version, and put in the ACM44.1.zip's ironclad in my mods folder just like it was from the last version.

WHen i try to launch i get an error

Fatal: Duplicate key "builtInWeapons"
Check starfarer.log for more info
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Typo91 on January 26, 2013, 09:09:36 AM
just redownloaded it after your last post, now it works.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on January 26, 2013, 10:21:32 AM
Sorry for that. :(

Seems that i really should take a break. Getting things messed more and more often. And not only in mods :)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Wyvern on January 27, 2013, 08:33:36 AM
Actually, you can allow the rock fly to be "outfitted" - just give it zero ordnance points, set the ordnance point cost of its special armor to zero, and add the following method to RockFlyCarapace.java:
Code
	public boolean isApplicableToShip(ShipAPI ship) {
return( "rockfly".equals( ship.getHullSpec().getHullId() ) );
}

The above is a lightweight one-ship version of what I'd mentioned before about making faction specific hull mods; what it means is that you can install that mod on a ship only if the ship's hull ID is "rockfly".

(Oh, and yes, you'll also need to import com.fs.starfarer.api.combat.ShipAPI)

Edit: as an added bonus, getting to the outfit screen means you can get to the simulator, which allows you to try rockfly vs. alien mothership.  An amusingly curbstomp battle.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 05, 2013, 11:09:20 AM
Hi there.

Here is a linky to my other post on these forums regarding my new (actually vey old) project http://fractalsoftworks.com/forum/index.php?topic=5560.0

P.S.: sorry for such a shameless bumb and advertisement of my projects :)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Arghy on February 06, 2013, 03:35:22 PM
Okim you gotta mod the crap out of stardrive when it comes out http://www.stardrivegame.com/ .

Can you add a monster faction like the scourge with a ton of ships to test your ships against in the end? As it is now the game pretty much ends when i get a capital class vessel unless i attack the RSF defense fleets/alien mothership. I'd love to attack a huge fleet of nigh endless enemies that would result in me losing my massive fleet.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 12, 2013, 11:25:48 PM
(http://www.okim.nickersonm.com/SF/disassembler-old.png)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: conorano on February 13, 2013, 01:59:30 AM
more aliens?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 13, 2013, 03:20:05 AM
(http://www.okim.nickersonm.com/SF/disassembler.png)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: ValkyriaL on February 13, 2013, 06:14:50 AM
It's getting there! looking better every time.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Sunfire on February 13, 2013, 09:10:01 AM
Did I miss something? Im looking at an awesome ship, but I don't know what it is for or for whom it is for?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Tarkets on February 13, 2013, 10:53:42 AM
He's teasing us, we'll find out later
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Cypher on February 13, 2013, 10:54:01 AM
I thought the first one looked better; it was sleeker
The new one looks a bit crowded
(both very good though!)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 13, 2013, 11:47:06 AM
(http://www.okim.nickersonm.com/SF/pic174.jpg)


Stuff:

- Fixed Assault Lasers (med, energy, explosive damage)*
- Sponson Support Lasers (med, energy, kinetic damage)
- Rear Mounted Defence Laser (med, energy, 4 shots, fragmentation damage)*

- Decorative Antennas

- Gunbots with Defence Lasers

* - not available yet (replaced by Support Lasers)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 28, 2013, 03:38:40 AM
Hi guys!

I`ve updated this thread of mine about my board game project http://fractalsoftworks.com/forum/index.php?topic=5560.0.

You will find there a link leading to IndieGoGo campaign that i`ve started today. If you can spread the word about it - i would be very grateful.

Thanks in advance ;)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on February 28, 2013, 07:58:00 AM
So is there an ETA yet on the net version/content pack? Or have you become conscripted by the lords of the stars?  :P
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 28, 2013, 08:04:50 AM
The later. And its Lords of The Stars ;)

I`ll return to Ironclads soon with this new set of magenta ships and their masters. I made most of the work around the LS project and will wait till some money is raised. All i need right now with this project - is an artist and some local testers, so i pretty much free for some other things.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Sandremo on February 28, 2013, 08:44:31 AM
I'm having nightmares where the rockfly comes and eat's me... i'm scared to play this mod anymore Q_Q

(It's awesome!)

-Sandremo
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on February 28, 2013, 08:53:52 AM
After that beast was born i`m taking second thoughts before smashing flies, you know... Not that i`m afraid of the virtual 200m bug.. no. Not at all...
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 11, 2013, 10:49:41 AM
Finally finished weapon art for this ship. Due to my Lords of The Stars campaign - i`m a bit short on time, so that`s why there are so few updates and they are so small ;)

(http://www.okim.nickersonm.com/SF/pic175.jpg)

There are three weapons shown here.

An assault laser in the frontal fixed mounts. These are high-focus energy weapons that deal explosive damage.

Dual support lasers on each side of the ship are used to deal with target`s shields. They are rapid fire x-ray lasers that bombard target`s shields with intense radiation causing them to overload.

Rear mount is used for defence laser. That`s a unique and quite unusual 6-barrelled laser emitter that fires low-power laser pulses from all barrells simultaneously. Great against packs of missiles when those are traveling in line. Not that effective against larger missiles as it may look even taking into account that projectiles never deviate from one another.

So, you still have no idea of what these purple guys are?

Spoiler
Hey, i`ve made a small hint in the last sentence!
[close]
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Foxd1e on March 13, 2013, 02:56:30 PM
Ahh I can't come back to Starfarer...erm sector without Project Ironclads! This and Junk Pirates were two of my fav mods back in the day. Okim you have really fleshed this mod out, wonderful ship sprites, that's what has always drawn me to this mod.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 13, 2013, 09:13:10 PM
:)

Thanks!
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Foxd1e on March 14, 2013, 03:42:01 AM
you're welcome, thank you for a great mod!

On a side note is it possible to encounter the Rock Fly in the campaign? I've been waiting to test my battle-hardened fleet against it, checking the message log for a strange announcement, no luck thus far. I'd also like to try my guns against the RSF Dreadnaught that thing seems like another veritable beast! I know I can fight them both in the missions (well fight one/use one) but I'd like to pit my own fleet against them. The aliens are awesome tho, I immensely enjoy trying to best them.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 14, 2013, 03:57:45 AM
Currently - no. The reason - both will be salvageable in campaign and this sort of thing is what i wish to avoid.

I hope that at some point there will be some way to force certain ships to be non-salvageable (and have no crew/eat no supplies etc.). If that will not happen in the future - i`ll put them into campaign anyway (Rock Flies for sure, but DN - have to think about it).
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Foxd1e on March 14, 2013, 09:10:31 PM
Ahh that makes me a sad panda but I totally understand, Prophesy of Pendor(mispelled on purpose) a mod for M&B introduces a mechanic where if a prisoner is over a certain level they couldn't be recruited to the party. I think Starsector could make use of that same concept except using Ordinance points instead of Level to determine who's boardable and who's not. Although with my limited scripting knowledge I have no idea how to write such a script.

One other thing Okim if you have the time, what do the numbers in [,] next to ships in the .faction files? I went ahead and added in the rockfly and Dreadnaught just for fun, but as they weren't in there before I have no idea what to put in those brackets. I just put [0, 1] for now. I put the Dreadnaught with the RSF System Defense fleet, making that fleet even meaner. I added the rockflies as a special Alien fleet, instead of scouts, abductors, and motherships there is now also rockflies ;) I have no plans to add them to my fleet, just wanted to face off against them with my super ISA fleet.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 15, 2013, 12:45:56 AM
OFFTOPIC:

Made a major update to my Lords of The Stars campaign. Additional info in this thread: http://fractalsoftworks.com/forum/index.php?topic=5560.0
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on March 19, 2013, 08:39:18 AM
Any updates down the pipeline? ;_;

I'd love to see an UIN Cruiser/Capital
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 19, 2013, 08:48:18 AM
Nope and wont be in near future. I`m consumed by my commercian project, so no modding until i get it done. Sorry.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on March 19, 2013, 09:20:35 AM
Nope and wont be in near future. I`m consumed by my commercian project, so no modding until i get it done. Sorry.

Well ***.

Alright well, What the hell does the PDR abbreviation mean on the guns in the game?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Wyvern on March 19, 2013, 09:57:45 AM
Pounder.  As in, this weapon is a three-pounder, meaning, that's how much one of its shells weighs.  At least, that was the original meaning, way back when naval warfare still used cannons; I imagine that, in context of Ironclads spaceships, it's a rather more abstracted term that holds little physical relevance.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Barracuda on March 19, 2013, 10:38:38 AM
Hey Okim i know this isnt sword of the stars but i cant seem to get mine to start. Each time i try to play the game starts and crashes a millisecond later. But it was working fine before -_-
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 19, 2013, 10:50:18 AM
Look at this thread: http://www.kerberos-productions.com/forums/viewtopic.php?f=13&t=39037

There are guys with similar problems. And it seems that a working solution was discovered recently.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Barracuda on March 19, 2013, 01:24:09 PM
THANK YOU!  ;D

And your mod for that game is Awesome!  8)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 25, 2013, 03:43:55 AM
Just a quick info on the most recent addition to the mod:

(http://www.okim.nickersonm.com/SF/pic176.jpg)

Three simple modifications that allow players to increase their ship`s cargo, crew and hangar capacity.

You have problems with cargo capacity? Empty some of the weapon rooms to free extra space for your loot!

Wish to get some extra troopers, but don`t know where to accommodate them? Not a problem at all! Just free some space in weapon and engineering rooms - your crew will only thank you for reducing their travel time from their beds to their work places!

Your fighter pilots are being too noisy complaining about having to drift in space without all the simple commodities of a space ship? Not a problem - move your unnecessary cargo from the bay somewhere and craft some supports for fighters in your cargo hold. Surely not the best way to store a fighter, but at least pilots will no longer annoy you.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: CrashToDesktop on March 26, 2013, 06:12:09 AM
Nice job. :) I await the update!
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 26, 2013, 06:48:07 AM
Emm... You`ll have to wait until 0.6 comes out. I also need some time to make Ironclads compatible with all the new changes that 0.6 brings (which are quite numerous).
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: CrashToDesktop on March 27, 2013, 12:25:31 PM
Yea, I see. :P

"Current version is meant for Starfarer 0.54.1"

Might want to change that on the front page. ;)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 27, 2013, 02:41:21 PM
You asked for UIN capital ships? Here you go.

UIN United Kingdom class battlecruiser.

(http://www.okim.nickersonm.com/SF/uk.png)

Two fixed assault drives, 4 large turrets make this compact mini-battleship a deadly foe.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: CrashToDesktop on March 27, 2013, 04:08:45 PM
HELL YES!!!  This just made my day!

I suppose it will play much like the Onslaught?  Tons of turrets on the sides, two epic cannons mounted facing-forward. :)

United Kingdom-Class as well. :D
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 28, 2013, 12:35:34 AM
Yeah. It even resembles Onslaught a bit by its triangular shape ;) Assault drivers are long-range proximity fuse high explosive ballistic guns with low rate of fire. UK will probably get manoeuvring jets as a special system.

I`m not sure about what to put on this ship`s aft. Currently there is a large mount. But ship is supposed to be specialised in frontal assault, so there is no actual use for a large gun on the rear. Need to think about it.

BTW, the ship is of the same length as Germany-class cruiser, but wider. So i`m not sure if this can be called a battlecruiser.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Cypher on March 28, 2013, 05:46:05 AM
Having already used France, Germany and the UK, what are you going to name the real battleship, not the battlecruiser (if there is one planned :) )?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on March 28, 2013, 05:57:31 AM
UK is going to be a cap.

UIN will get more cruisers and DEs. The same goes for XLE. Both factions are somewhat neutral in RSF/ISA conflict, so they have invested less in large ships. Not their style of play ;)

(http://www.okim.nickersonm.com/SF/pic177.jpg)

The current configuration consists of:

2x fixed built-in assault drivers
7x particle cannons
3x Hunterkiller MIRWX3 launchers
3x FRAG missiles X4 launchers
numerous Bofors defence guns

Hull mods are: integrated targeting unit and amplified sensors (+125% sensor range for capitals, costs 50 OP).
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: dogboy123 on March 28, 2013, 07:00:34 AM
*drools*
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Sunfire on March 28, 2013, 06:19:34 PM
Me likey a lot
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 01, 2013, 12:38:35 PM
Greece-class heavy cruiser.

(http://www.okim.nickersonm.com/SF/pic178.jpg)

This is the most powerful UIN cruiser. It carries 3 large energy guns, 3 large ballistic guns and a number of small mounts to fend off fighters and missiles.

Greece has no special system. It has no medium and missile mounts making it slightly less effective against frigates. The main role for this ship is to engage enemy cruisers and capital ships at long and medium ranges.

The design of this ship was inspired by RSF Novgorod-class cruiser. Greece is the only ship in UIN fleet that can engage targets in front arc with all its main guns - a quite unusual tactics for UIN, who prefer broad side engagements.

This ship can carry several fighter wings, but cannon provide support for them.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: conorano on April 01, 2013, 02:31:02 PM
These look cool and all but where the hell is my holland class!?  :P
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 01:20:46 AM
Updated UIN size comparison picture on the first page. For some reason i forgot about it and it listed an old Germany-class cruiser sprite...

(http://www.okim.nickersonm.com/SF/UIN-ships.jpg)

So, UIN now have a sizeable number of ships and at least one in each category. Next should follow XLE, but i have no idea or concepts for their capitol ship yet. I don`t even know how to name it - i`ve used all fairy draconic names that i found, so if you have something in your mind - please let me know. Note though that XLE are not going to use anything that is not well know, related to northern mythology and with odd unpronounceable names :)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: conorano on April 02, 2013, 01:39:44 AM
you could name the XLE capitol after a legendary dragon. to show its the superior XLE ship.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 02, 2013, 08:06:10 AM
The Smaug Class Battlecruiser?

Or better yet. Refer to this list for vessel "class" names. It seems you prefer to use the actualy name of reptilian species.

http://mythicalarchive.com/Browse_Category.php?Category=Dragon/Reptile

There's also the Dragons of DnD mythos, but I can't seem to find a list on google of any notable dragons.
And the names for the specific dragon races are rather bland.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 08:58:53 AM
What if i just call it a Great or Golden Dragon?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Wyvern on April 02, 2013, 09:05:09 AM
I'd probably go for something like "Grand Dragon", but yes, that would work just fine.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 02, 2013, 10:31:59 AM
I'd probably go for something like "Grand Dragon", but yes, that would work just fine.

You could also try naming them after poisonous snake species.

King Cobras
Black Mamba's
Copperheads

things of that sort.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 11:10:42 AM
Snakes are used for fighters. King Cobra is actually a nice name for a future bomber craft that XLE will get. Thanks.

I think i`ll stick with Great/Grand Dragon.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 02, 2013, 11:58:33 AM
Snakes are used for fighters. King Cobra is actually a nice name for a future bomber craft that XLE will get. Thanks.

I think i`ll stick with Great/Grand Dragon.

Would you be determining the level of the ships performance with the importance of the name?

Or anything of that sort?
Because the King Cobra specifically is it's own genus of snake, where as there's roughly 10 "true cobras" you might be able to use as ship class titles.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 12:01:11 PM
I already have a Cobra-class fighter for XLE, so King Cobra would suit nice a powerful assault fighter/bomber.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 02, 2013, 12:04:49 PM
I already have a Cobra-class fighter for XLE, so King Cobra would suit nice a powerful assault fighter/bomber.

Ah, ok.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 12:10:07 PM
I have some ideas for this King Cobra assault fighter.

It will carry 2 charged rocket pods and a scorcher beam. A bity little snake she`s gona be - charged rockets deal energy damage and thus are equally good against shields and armour, while scorcher will eat through armour with ease with its high explosive damage type.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 02, 2013, 01:54:28 PM
So, The Great Dragon battleship is finished!

(http://www.okim.nickersonm.com/SF/liao-bb1.png)

As all other capital ships - GD has a built-in massive weapon. In this case its a powerful fixed version of Incinerator beam. As all other XLE ships GD will have active flares as its system.

Great Dragon can carry large number of fighters, but can`t provide in-combat support for them.

Weapon mounts:

1 massive, 4 large, 7 medium, 9 small. Not that much compared to other battleships, but GD will compensate it with speed - it will be the fastest BB in the mod.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Erick Doe on April 02, 2013, 08:26:24 PM
Having already used France, Germany and the UK, what are you going to name the real battleship, not the battlecruiser (if there is one planned :) )?

These look cool and all but where the hell is my holland class!?  :P

 ;D
Problem solved.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 03, 2013, 04:13:08 AM
UIN Danmark-class Broadside Destroyer.

(http://www.okim.nickersonm.com/SF/pic179.jpg)

Powerful asymmetrical ship that focuses all its firepower to one side. The other side gets some better small turret coverage and thus - better PD coverage.

A single large ballistic cannon working in conjunction with two energy weapons creates a serious amount of damage that not all DE shields can overcome. Taking into account that all UIN energy weapons deal kinetic damage - imagine how powerful those two energy weapons are.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Erick Doe on April 03, 2013, 04:36:43 AM
I like the design of that broadside destroyer. Including that large gun placed in a deep lying area of the ship. Not everything has to be 100% symmetrical. Just to be sure, it is DEnmark ingame, right?
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 03, 2013, 04:42:58 AM
Danmark is Denmark in Danish ;)
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: CrashToDesktop on April 03, 2013, 01:39:44 PM
Then shouldn't the Germany-Class be Deutschland-Class? :P
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 03, 2013, 01:48:12 PM
Chaser-class pirate gunship.


(http://www.okim.nickersonm.com/SF/pic180.jpg)

This ship is a product of heavy modifications made to XLE Wurm gunship by so-called Crimson Snakes Warband. CSW are pirates by game terms, but richer than normal raiders. They mostly consist of XLE and RSF criminals.

CSW wont be the only such pirate subfaction...

About Chaser. Its the fastest ship in the mod. CSW modified Wurm`s engines with augmented ones that can temporarly switch to low-power hyperspace travel (burndrive). Chaser has no shields and flares due to those being ripped off in order to free space for burndrive activator and regulator.

Extra armour plates provide a small boost in armor points, but all the modidfications reduce the overall hull points of the Chaser.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Wyvern on April 03, 2013, 01:57:23 PM
Oooh, pretty.  ...Suspect I'll prefer the regular wyrm, though; extra speed is nice, but usually not as nice as shields.

One wonders what the pirates do with all the shield generators they strip off their ships...
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 03, 2013, 02:22:01 PM
I feverishly look forward to the next release of Ironclads.

Damn.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Teh_Wolf on April 04, 2013, 02:33:36 PM
No Britain class ship? ;~; sorry, it's just that I'm British
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: CrashToDesktop on April 04, 2013, 03:20:39 PM
There is the United-Kingdom Class. :) Just a few days ago, look at the bottom of page 79 and the top of 80.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Teh_Wolf on April 04, 2013, 03:23:23 PM
Oh, thanks. I must have missed that ;D
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SteelRonin on April 06, 2013, 02:39:27 AM
Netherlands class carrier, or missle cruiser :P
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: NITROtbomb on April 06, 2013, 03:02:47 AM

a few questions (that i dont know if the have been asked before)
1. will UIN and the XLE get their own stations because currently they dont have a major impact on the "War" and i wonder if it would be better to give them their own station to fill the space because at the moment it feels a bit empty.

2. the missiles in this mod a OP just sayin :D 
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: Okim on April 06, 2013, 04:07:44 AM
Yes they are. That`s how missiles should work actualy IMHO.

XLE and UIN wont have their bases in RSF systems. They`ll get their own sectors with colonies and stations once Alex releases code for multiple systems.

Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: NITROtbomb on April 06, 2013, 05:58:00 AM
sweet thx for the info
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: SainnQ on April 06, 2013, 08:42:08 AM

a few questions (that i dont know if the have been asked before)
1. will UIN and the XLE get their own stations because currently they dont have a major impact on the "War" and i wonder if it would be better to give them their own station to fill the space because at the moment it feels a bit empty.

2. the missiles in this mod a OP just sayin :D 

Missiles are "supposed" to be "OP"
Or rather, Efficient & Effective.
Title: Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
Post by: 56er on April 09, 2013, 03:47:43 AM
Only Thing bothering me about this mod so far is that the Oronance Points are super limited, the most non RSF Ships are preatty weak in Hitpoints (talking of Humans). Also the weapon ranges, especial on the large mount guns, are to short. If often maneuver around most time and when the battle/range comes all I do is holding the trigger pulled for a few moments, my opponent trough restricting/no shields and or to less flux to use them or the weapons onboard is then overwhelmed. This is maybe in some parts be realistic, but not that funny.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 12, 2013, 12:14:10 PM
Hi!

I`ld like to congratulate every one with the Cosmonautics Day or Yuri`s Night as it is known international. The first manned space flight is a major event for the whole world!

So here is a little present for you - a new update for Ironclads with all the new ships, weapons and Rock Fly in campaign!

This update was planned after Alex release of the new version of Starsector, so some things are still not finished and balanced (XLE GD battleship was run just for a couple of hours and wasn`t tested in campaign, it also lacks description). Also note that Rock Fly behaves quite strangely in campaign (probably due to the lack of crew).

Here is the archive: http://www.okim.nickersonm.com/SF/ACM50.zip(~ 11 mb)

Here is the changelog (might not contain all the changes): http://www.okim.nickersonm.com/SF/readme.txt
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: dogboy123 on April 12, 2013, 12:33:36 PM
Lol maybe you could put crew in the Rock-Fly, and say that the crew were eaten by the rock-fly on accident. And because it's diet is not organic (if I read your canon correctly), they cannot be digested properly, and so can rescue them from it's stomach.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 16, 2013, 06:54:33 AM
(http://www.electrotender.ru/SF/guns.png)

New sprites for 2-inch triple cannon, 6-inch battlecannon, rotary assault cannon and new UIN EMP cannon and EMP beam weapons.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on April 16, 2013, 11:34:36 AM
(http://www.electrotender.ru/SF/guns.png)

New sprites for 2-inch triple cannon, 6-inch battlecannon, rotary assault cannon and new UIN EMP cannon and EMP beam weapons.

wow, those are really nice.
i must say okim, i truely admire you. you are making this huge total conversation with a style so out from vanilla, and your stuff is still if insanely high quality and really good.
i wish i could do as well :P

keep going, i almost feel like im playing starsector 2 when i play your mod :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 17, 2013, 06:01:21 AM
(http://www.electrotender.ru/SF/guns2.png)

Updated 30mm FLAK (3rd), Phalanx (5th) and 6-inch Triple Assault Cannon (last) sprites.

The huge rotary cannon next to 3-inch is a powerful support weapon that fires 2-inch shells. Quite effective against shields.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on April 17, 2013, 06:05:13 AM
This is why this is my favourite mod<3
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 17, 2013, 10:11:19 AM
I`m afraid of the upcoming Starsector update. Too much to modify. It may take a very long for me to find and spare some time for it...
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on April 17, 2013, 10:51:47 AM
This is why this is my favourite mod<3

i like it too, my only beef is how much harder im finding it to play than vanilla.
im not sure why, im just having a much harder time.

edit : sprites are still awesome tho, loving the 6inch triple barrel. my next acquisition being an RSF battlecruiser, ill make sure to give them some :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 17, 2013, 11:19:40 PM
First steps in campaign are pretty simple - pirate raiders and RSF scouts die from missiles, ISA scouts are easy to deal with if you keep them away from you.

Stepping up to next level is a bit difficult - pirate warbands often contain Wealthy captains that usualy put a shield or extra armour on their ships. Missiles wont work here as effective as they did before. RSF patrols are much more difficult to deal with due to their powerful Kursk-class destroyers. You`ll need something with long range here (streamers/particle cannons paired with 10-pdr guns work good, just make sure you get extra ammo for them). ISA patrols easily rolled by RSF destroyers with extra PD guns. Just give them extra speed.

I usually start intercepting convoys and AIs once i get at least two destroyers. Pirate Armadas can also be put in this level, but only if you really fill that you can deal with them. Note that Crimson Snakes are considered a pretty much deadly foe for any fleet. They are super-fast and can avoid missiles, their lasers can be a problem to any ship, their armour can survive more hits than any pirate vessel.

SDF fleets are deadly and require you to have a large fleet armed to the teeth. RSF with their Moscow-class BB are IMHO the toughest as this ship can suck a lot of damage before dying. ISA mostly bring missile-heavy ships and fighters into their SDF fleets, so massive PD coverage is required.

Alien mothership usually owns everything. But it can pretty easily be dispatched by any capital ship with at least two large energy mounts and good capacitors. Put two heavy beamers on it, integrated targeting unit and advanced optics and your ship can just sit far beyond the reach of Alien Heavy Blasters slowly tearing mothership`s weapon platforms. Once those are dead - bring in TUs or B-202s and enjoy the fireworks. I haven`t tried UIN United Kingdom yet, but i feel it would own mothership pretty well with its two long range assault drivers and fortress shield.

Rock Fly needs some tactics. Its has no coverage from its rear, so harassing it with fast ships armed with some anti-armor weaponry is a good plan. Or you can always bring in heavy beamers and slowly melt the Fly from afar.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 17, 2013, 11:22:48 PM
Ah, and there is always a pretty easy way to get money - lots of civilians are flying all around the system. So if you are a pirate or ISA - there is nothing that can stop you from assaulting them.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Captain Draco on April 19, 2013, 01:38:50 AM
My favorite mods as well; thanks a lot Okim... one question are there any UIN ships heavier than France available for buying?   
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 19, 2013, 01:48:06 AM
Yes. But those are added to the station by UIN convoys at a rate of 1-3 vessels per run. You`ll have to play for some time till you get any of those (as fighter wings, frigates and destroyers are also taken into account when generating the hulls).

I`ll probably increase the amounts of ship hulls per convoy with the next release as i`m currently quite far in the game and just recently got first XLE cruiser while UIN have given me none. This should happen a bit earlier.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Captain Draco on April 19, 2013, 03:54:45 AM
Yes. But those are added to the station by UIN convoys at a rate of 1-3 vessels per run. You`ll have to play for some time till you get any of those (as fighter wings, frigates and destroyers are also taken into account when generating the hulls).

I`ll probably increase the amounts of ship hulls per convoy with the next release as i`m currently quite far in the game and just recently got first XLE cruiser while UIN have given me none. This should happen a bit earlier.

Sunk my Mocow during the Battle with entire ISA fleet and got my self a Germany Cruiser; now no Pirate Scum can out run me with augmented engines, and with Mass driver on the fore and two Chain Blasters it is quite deadly too.  Greece and UK are most beautiful ship models in the mod INMHO, will RP my renegade freedom fighter Commander some more to get them.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 21, 2013, 10:58:52 PM
Hi guys!

Slightly more than a week is left till the end of my Lords of The Stars Campaign (http://www.indiegogo.com/projects/lords-of-the-stars-board-game?c=home) on IndieGoGo.

Though this campaign didn`t get much, at least it covered part of the expenses. I must say that i hoped to see at least one contributor from these forums. Guess that`s because this mod of mine is the youngest among all others and i haven`t got enough trust from you :)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: ValkyriaL on April 22, 2013, 12:21:25 AM
Woah? not a single person from the forums contributed? would have expected at least Upgrade and his "Oh this game looks promising! >pays a lot of money for bonuses<". ;D

But even if the campaign doesn't get it going, a job would surely but little grant the money to finish that project. 2500$ ain't an awful lot. thats like half a month worth of paycheck. if you still wish to continue with it that is.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: arcibalde on April 22, 2013, 12:41:36 AM
2500$ ain't an awful lot. thats like half a month worth of paycheck. if you still wish to continue with it that is.
That depends where, here is one year wage  :-\

Okim you will finish your game. With the art.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 22, 2013, 12:47:35 AM
Oh that`s I will. No matter what. I`ve already contributed a lot to this project, so no turning back.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Pelly on April 22, 2013, 02:27:18 AM
[08:42:24] Yoshi: http://scr.hu/0zoz/ydevk
> Has a Flight Deck
http://scr.hu/0zoz/g72px
> Has no Flight Deck


We were chatting away on the skype chat and Yoshi brought this bugthing up and we had a look around to to where the deck stuff was but couldn't find out why there was no deck being used.

Is this a bug?

All credit to Yoshi.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 22, 2013, 02:55:11 AM
Have no idea why it shows as 0 decks. Probably there is some problem with decorative weapons and hangars being used on one ship. But i really doubt this.

Check out the Astrakhan carrier and Basilisk. The first also uses decorative weapons and should have 4 bays. The second has no decorative weapons and has 3 bays.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 23, 2013, 10:28:56 PM
Hey there, Okim. Could I make an offer to rewrite your ship and weapon descriptions?
To make an example, using the Omsk frigate.

Quote from: Current description of the Omsk
Omsk is an oldest ship in RSF space navy. It was first designed in 16 FTL as a monitor ship capable of FTL travel.

For its almost 200 years of service Omsk class survived many modernisations. The modern ships has a thick layer of armor, a powerful frontal shield generator and multiple hardpoints for various weapons. The latest improvement this hull has received was an addition of two flare launchers that provide protection from homming missiles.

Omsk is usually used as an escort for RSF capital ships, but it can serve as an assault or even strike ship. Good speed, armour and weapon arsenal make it a serious opponent for any known ship of its kind.

The Omsk-class frigate is one of the oldest serving ships in the RSF Navy, designed back in cycle 16.

Numerous refits and overhauls have kept it viable as a frontline frigate. The modern Omsk frigate boasts durable armour, a frontal shield and an array of hardpoints allowing it to mount missiles and various guns as well as a flare system to better fend off missile attack.

Typically seen escorting heavier RSF ships, the Omsk is also often seen operating in smaller wolfpacks and occasionally fitted to give capital ships cause for concern.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 23, 2013, 11:07:01 PM
Are you aware that there are almost 200 weapons and more than 100 ship in this mod? Its going to be a tough work and once you start it - there is no come back? ;)

In addition i can`t give you anything except for the credits.

BTW, your version of Omsk description is much better.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 23, 2013, 11:25:56 PM
It will certainly take a while and some ships and weapons don't have descriptions yet, so I'll either leave them or invent something. But it'll be a bit of fun.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 23, 2013, 11:30:10 PM
For now all the ships and weapons have descriptions. Only the majority of fighters have nothing yet.

Are you sure that you really wish to jump into it?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 23, 2013, 11:47:37 PM
Only if you want me to get to work on it. Though, I do need to figure out how to make a break in descriptions. A break being one of-
-these. Maybe I'm just being stupid, but I can't figure out how to accomplish the same effect as hitting enter, without skipping to the next cell in line.

EDIT:
Looking at these in notepad++, it seems I could write descriptions normally, provided I keep everything inside the "" marks.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 24, 2013, 12:03:13 AM
Well. I see no reason why not to accept your offer. But i warned you - its going to be difficult :)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 24, 2013, 12:07:33 AM
I'll get to work on those descriptions, then. I'm sure at some point, the enthusiasm will wear off as it sinks in as to just how many ships and weapons there are. But I'll do my best to get it done.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on April 24, 2013, 12:27:09 AM
You can avoid weapons as there are currently very simple descriptions for them (they are short so that they can fit in description window in refit).
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on April 24, 2013, 03:43:54 AM
Mm, many of the weapon descriptions are short, sweet and to the point already and I'm not sure where I could improve upon their descriptions. Typos and the like, I'll fix up. The Aliens have no descriptions of their ships, though. Nor does the Great Dragon, though you explained that in an earlier post. Should I magic up a description for the Aliens, or should I leave it blank until you make a description for them yourself?

P.S.
RSF ship descriptions are complete.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Erick Doe on April 24, 2013, 04:36:05 AM
Only if you want me to get to work on it. Though, I do need to figure out how to make a break in descriptions. A break being one of-
-these. Maybe I'm just being stupid, but I can't figure out how to accomplish the same effect as hitting enter, without skipping to the next cell in line.

EDIT:
Looking at these in notepad++, it seems I could write descriptions normally, provided I keep everything inside the "" marks.

Yes, as long as you keep the text within the marks, you can make a 'break' in the description.

Example:
Quote
mace,SHIP,"The Mace is an enigma of engineering. It has seen many revisions throughout its lifespan. Starting out as a Valkyrie-class transport and refitted and augmented into the role of a light civilian cruiser.

This particular ship has been fitted with multiple weapon systems that can be utilised if its captain is skilled enough in keeping everything operational. The Mace comes equipped with support and command systems, allowing it to field multiple wings of strikecraft.",,,
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 03, 2013, 03:38:00 PM
Okim, love your mod. I'm using it as de-facto standard (since I love your designs more than the stock ones)

Also having a blast making my own ships and pitting them agaisnt yours.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 04, 2013, 12:05:53 AM
Good to hear that you`ve figured out how to add ships.

I always wanted to test my ships agains yours in SOTS, but never bothered to make it real. Probably in Starsector this might come true. Maybe we`ll even make a combined mod of sorts when multiple systems will be released. What you think?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 04, 2013, 04:27:50 AM
So far I have 3 fighters, 1 frigate, a gunboat, 2 destroyers done.. with 1 battleship and cruiser in the works.

And since it's already made to work with your mod, combining them would be easy ;)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 04, 2013, 05:10:08 AM
Care to show some of them? Or may be start a thread with your mod?

BTW there is another good game with decent modding capabilities that was released few days ago - Stardrive.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 04, 2013, 07:10:05 AM
I know, already have Stardrive ;)

What can I say - great minds think alike  ;D

Oh, the ships:
* image removed*





Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 04, 2013, 07:52:26 AM
That`s two different factions? Looks nice. I though i`ll see something similar to your Phoenix and those do indeed resemble them.

Are you planning to launch your own public mod? Would like to see more ships and learn some info on these new factions.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 06, 2013, 01:44:04 AM

Also, playing a bit with your ships...the XLE ships are BRUTAL. You have some big balance disparity between factions.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 06, 2013, 03:08:09 AM
Those ships remind me heavily of the ships in Ascendancy. I love the second pair.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 06, 2013, 11:11:52 AM
And with that said, I noticed one worrying thing - taking my ballistic-heavy cruiser into battle I noticed how much it sucks agaisnt any ship with even slight agility. I was fighting XLE ships, but the same should hold true for any durable but fast ships.

Despite rocking as much long-range ballistics as I can put on it, fighting even 1 enemy light cruiser was a death sentance - because they would simply back up before their shields collapsed, vent their flux and come again.
And you can run out of ammo absurdly fast. Terminator turret? 10 second into the fight, out of ammo.
5 minutes after the battle started I was out of ammo and powerless.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 06, 2013, 11:37:22 AM
Ballistics are good against large and slow targets.

XLE can be dealt with by using long range beams like particle and laser beams and beamers. Among ballistics only drivers and streamers can be useful. While those two are kinetic-based - they work well against armour due to driver`s damage potential and streamer`s DPS.

Oh, and ISA missile barrages are unstoppable even by XLE active flares and beam defences.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 06, 2013, 12:16:43 PM
* REMOVED *
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on May 06, 2013, 01:04:26 PM
i like the simple yet detailed style of this mod.
its very unique and pleasant in its own way
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 06, 2013, 01:27:07 PM
I very much like the look of that battleship. Looks like a space-borne battleship.
Though, the blackness on the right hand side, that looks like shadowing. You should really fix that. Shadow your ships as if a source of light was from above them, from the player's point of view. Else it can look very weird as the seemingly sunlit side of the ship rotates and yet the lighting on the ship doesn't change. The way you've shaded the edges of the cruiser's engines are a good way of shadowing.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 07, 2013, 02:09:26 AM
Trash, under 'showing your ships' i actually meant starting your own mod`s thread ;)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: TrashMan on May 07, 2013, 03:08:44 AM
Indeed.

I can't belive how friggin insensitive and stupid I was being here with the thread high-jacking.

Will make a new thread and move all links and pics there.


EDIT: What gives? Why can't I make a new thread?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: mendonca on May 07, 2013, 03:12:22 AM
EDIT: What gives? Why can't I make a new thread?
I think you'll need to start the thread for the first instance in 'Modding'

Then one of us moderators can promote the relevant thread to this section :)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 07, 2013, 03:54:23 AM
Ah, yes. You and your work need to be accepted by the community to get in here ;)

Link to Trashman`s mod: http://fractalsoftworks.com/forum/index.php?topic=6145.0
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 08:58:11 AM
Season 1 Part 1 of Starsector - Project Ironclads :D

http://youtu.be/xtw2xxLYPSE

Enjoy!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 10:56:39 AM
Man, i hoped that you would kill that Kursk eventually. Your head-on shield bump attack was a nice way to bring Kursk`s shields down. I like to do this kind of stuff too.



Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: oddballartist on May 12, 2013, 11:29:22 AM
hey Okim are you done with your sots 1 mod. i used to play that with 2 friends for way to many hours in a week.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 11:35:31 AM
If you mean ACM - yes, its done.
If you are talking about advanced total convertion mod (TCM) - i`m afraid that it will never be finished.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 11:40:46 AM
Man, i hoped that you would kill that Kursk eventually. Your head-on shield bump attack was a nice way to bring Kursk`s shields down. I like to do this kind of stuff too.





Ahaa I know, I figured I had to take that flux straight through the roof! BUT HOW?!?!

Then I just went full blast :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 11:43:08 AM
And thanks for the front page post! :D!

What's a decent carrier?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 11:46:11 AM
ISA has a DE-size carrier. A good one for some small flight. If you have enough space for fighters in your non-carrier ships and just need in-battle support for them - look at RSF station for a frigate-size carrier. Its rare though.

Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 11:57:45 AM
The RSF kinda hate me XD
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 12:05:50 PM
Yes that`s so.

But you can always outmaneuver their SDF fleets.

Or you can hunt the enforcers and hope to get one of these frigate carriers as a salvageable ship.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 12:59:35 PM
Hmmm, Sounds like a good goal :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: oddballartist on May 12, 2013, 02:08:20 PM
ya acm was amazing. did you stop working on tcm and move on with this or dont have time for it?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 12, 2013, 02:33:21 PM
Right now my board game project consumes all the time.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: oddballartist on May 12, 2013, 09:15:24 PM
i have been watching the development of that to all of your projects look really good.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 12, 2013, 11:48:13 PM
Someone's got a fan ahaa!

.....

I want one too :(
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 13, 2013, 12:29:58 AM
Make more vids and you`ll get one ;)

Try to kill Novgorod-CR with just a single Denver and make a vid out of it. Or bring death to the Rock Fly with a carrier and tons of fighters. Or even better - humiliate the Aliens by killing their mothership and not getting hurt.

Or capture and mass produce the Chaser (Crimson Snakes gunship) at omnifactory and then own the RSF system defence fleet with them.

These are things that i once achieved in my mod and would be delighted to see done by other players.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 13, 2013, 12:35:11 AM
I'll make a note of this! IT WILL BE DONE!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 13, 2013, 03:37:18 AM

humiliate the Aliens by killing their mothership and not getting hurt.


I can do this without taking a major hit (i.e. from the mothership's monstrous cannon fire), but it's practically impossible to fend off all the little alien frigates. The fighters and carriers are easy enough, even the missiles are easy when your ship is teeming with ~30 bofors guns all over it, but the frigates with the beams always do some light damage to me.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 13, 2013, 03:44:48 AM
Fast turrets + optics + targeting unit + lots of beamers/laser beams + extended, hardened and frontal shields (to get as much arc as you can) and these little frigates are no problem to you :)

Just make sure you invest in capacitors a lot. And that your rear arc is protected.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 13, 2013, 08:34:10 AM
My old loadout was Michigan with Heavy Massdrivers for the mothership, and alien lasers for the everything else. Kite the hell out of it because of it's lack of shielding. My new loadout is the UK with those crazy Assault Massdrivers which kite even better. Bofors in the UK's many small slots and Magnas in the medium slots because some are universal and some are energy and EVE Online has taught me not to mix guns.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 17, 2013, 12:50:32 AM
Someone once said that he has problems with envisioning Ironclad ships in perspective. Well, here is the combat picture that is currently being made for my board game based on Ironclad`s sprites:

(http://www.okim.nickersonm.com/SF/Space_Battle.jpg)

Note - i`m not the creator of this art (the creator of this art piece is Pete Dora - who also made the race arts for this game) and it is undergoing the last stage of improvements.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 17, 2013, 01:55:54 AM
<3 it!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Shoat on May 17, 2013, 06:31:15 AM
Wait, shouldn't the Weapons be the other way around?

In that picture, the RSF are using Plasma and the ISA are using Lasers, that's the exact opposite of what you made it in this mod.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 17, 2013, 06:58:27 AM
On this picture there are no ISA and RSF - there are Humans fighting Wargars.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on May 17, 2013, 01:33:48 PM
Someone once said that he has problems with envisioning Ironclad ships in perspective. Well, here is the combat picture that is currently being made for my board game based on Ironclad`s sprites:

(http://www.okim.nickersonm.com/SF/Space_Battle.jpg)

Note - i`m not the creator of this art (the creator of this art piece is Pete Dora - who also made the race arts for this game) and it is undergoing the last stage of improvements.

that is damn cool :P
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 17, 2013, 02:22:26 PM
The full-scale version of this picture (1900x1024) is going to be present in 'Art pack' perk of the now-finished campaign for this game. Along with 7 race arts and probably some extra pictures.

The main aim for this art is to open a 'Space Battles' part of the rulebook for my board game. I`ll probably order similar picture for the ground combat, colonisation, exploration and movement parts too, but this is going to be expensive...
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: HELMUT on May 18, 2013, 07:40:27 AM
Very nice art indeed. I didn't expect the "underbelly" of the RSF ships to be so "Boat-like".

I wish you success with your board-game Okim! But you will still work and update the Ironclad mod eh? Eh? Don't leave us alone!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 18, 2013, 07:45:38 AM
That`s an artist`s vision of the starship. I personally didin`t envision such an "underbelly" for these ships.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on May 18, 2013, 10:29:11 AM
That`s an artist`s vision of the starship. I personally didin`t envision such an "underbelly" for these ships.

 its actually very fitting however.
seeing the lore, i always pictured the RSF ships being somewhat retro looking and monstrous (i know the picture isint a "real" RSF ship)
the boat feel going on there totally fits this feeling
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: K-64 on May 20, 2013, 12:05:25 AM
I always thought the red and black "grid" there signified the shape of the plating, with each line being a border to a change in angle. Though I guess we all have different ideas how every 2D Starfarer (modded or otherwise) ship looks in 3D
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 21, 2013, 05:28:42 PM
Part 2, Sorry it's long overdue, Major PC issues, Enjoy!

http://youtu.be/bJokgR3zdR4
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 22, 2013, 06:21:15 AM
Good job.

The bad thing is that i`m about to release a new version. And it will contain some reworked elements (like rebalanced ballistic weapons, new sprites for weapons and ships) that might not work with old saves.

I hope that they will, actually.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 22, 2013, 06:45:23 AM
I hope so! XD
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 22, 2013, 06:58:49 AM
Sentinel-class Alien destroyer (with built-in heavy blaster):

(http://www.electrotender.ru/img/pic181.jpg)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: LazyWizard on May 22, 2013, 07:06:21 AM
Good job.

The bad thing is that i`m about to release a new version. And it will contain some reworked elements (like rebalanced ballistic weapons, new sprites for weapons and ships) that might not work with old saves.

I hope that they will, actually.

These are only what I've run into personally and might not be 100% accurate, but:

What breaks compatibility:

What does not break compatibility:
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 22, 2013, 09:35:29 AM
Part 3! I'll be uploading starsector videos once a day, So keep an eye out!

http://youtu.be/TScci_07F00
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 23, 2013, 11:39:15 AM
Part 4 of the Project Ironclads playthrough is UP! ENJOY!

http://youtu.be/14dVv_Uuc-Y
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 23, 2013, 02:17:23 PM
Sentinel-class Alien destroyer (with built-in heavy blaster):

(http://www.electrotender.ru/img/pic181.jpg)
Have the ISA heavy blasters changed a bit? Those things look like they're spewing tiny plasma bolts. Are all the blasters going to look like that? Can maybe fiddle with the weapon descriptions to reflect that.
As for the Sentinel, good gawd, I hope that does not get thrown into the Mothership fleet. *I know it will anyway* My tactic for taking down the alien mothership relies on the slow firing nature of the alien heavy blaster and being able to raise and then drop shields between volleys. Those Sentinels will totally mess that up tactic. And with alien heavy blasters, those things simply cannot be ignored like alien frigates or carriers. Frigates are often incredibly timid/too willing to blink, while carriers just don't like to press an engagement in the first place. I can only hope they're as fragile as their other non-capital alien counterparts. If so, time to load up every long ranged weapon I can find and focus them down.

Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 24, 2013, 12:24:31 PM
Part 5!
http://youtu.be/lwQ02dhUwxU

I'm really enjoying this series so far!
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Zmok on May 25, 2013, 03:42:31 PM
Hi, I came here to tell you this is my favourite mod for Starsector. I really like the feeling of cold war in space and I hope you keep up the good work until at least the version 1.0. Complete campaign would be epic.

Going to battle with RSF capital ship fleet while playing soviet military songs in the background is something you will never forget :-)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 25, 2013, 09:49:42 PM
(http://www.okim.nickersonm.com/SF/pic182.jpg)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Blade Skydancer on May 25, 2013, 10:52:44 PM
Nice. A destroyer/cruiser to go with the 5 frigates. The AI fleet shall reign supreme!

EDIT: Are you going to possibly include start options for Aliens or AI? Possibly behind several "are you sure? This will destroy game balance for you" dialogs.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Omez on May 25, 2013, 11:00:14 PM
I feel like a lot of the medium missile slots are really lackluster in comparison to their large missile slot brethren in terms of ammo capacity. One of the more extreme examples is the Barracuda Mk. II where the large slot has 20 ammo for 18 OP but the medium version only has 2 ammo for 10 OP. Just a big difference I noticed when I went from slaughtering pirate fleets in my Connecticut and then trying to do it in a Belgium. That is more of the Connecticut being too strong but still (Fast Missile Racks and a Large Missile Slot on a Frigate is the bane of shield-less ships everywhere)

Great mod though, it is easily my favorite. Keep up the good work :)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 26, 2013, 12:04:49 AM
Yeah, i`m slowly getting closer to missile rebalance for the mod. Med launchers will probably cost around 3-6 OPs depending on missile type. Wasps etc. will cost 3, Eels - 4, Barracuda mk.1 - 5, mk.2 - 6. Hunterkillers - 6.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 27, 2013, 08:34:52 AM
Part 6 of Ironclads:

http://www.youtube.com/watch?v=c3nztL5_Nyk
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Cik on May 27, 2013, 11:10:08 AM
well i've installed and played the mod for a few hours now. i guess i'll just have to say you're a ***

Spoiler
i don't think i'll ever be able to return to vanilla. my life would be so empty without the tri-barrelled 125mm battlecannon WHY IS IT SO GOOD
goddamn russia you make some nasty weapons
[close]
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Zmok on May 27, 2013, 02:58:57 PM
(Fast Missile Racks and a Large Missile Slot on a Frigate is the bane of shield-less ships everywhere)

Not only shield-less. RSF had a hard time enduring endless streams of engine-hitting missiles :-)

Replacing Fast Missile Racks with different ship system would be the easy solution. But I think more interesting would be equiping default variants with better point-defense and flares/drones, so they wouldn't be such an easy prey. Fighters guarding ships are also capable of shooting down missiles.

Missiles could differentiate warring factions. For example: ISA with smart long range multistaged missiles and RSF with many cheap quick boats packed with torpedos charging enemy capital ships.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 28, 2013, 11:00:43 AM
Part 7 of the Ironclads playthrough, Enjoy!

http://youtu.be/hmxLrodUsOc
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on May 30, 2013, 09:00:36 AM
(http://www.okim.nickersonm.com/SF/pic182.jpg)

"Strange AI ship, more than capable of defending itself

Not long after the purple curiosities that were the Disassemblers began to appear, larger ships began to accompany them. While neither ISA nor RSF intelligence branches have given names to these new robotic ships, preliminary reports have shown that these ships carry improved armament over their smaller cousins. Both the ISA and RSF have given instructions to their patrols to steer clear of these AI ships until their mission can be determined."
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 30, 2013, 10:33:58 AM
Oh, yeah. I forgot that you are supposed to make the descriptions for the Ironclads ;)

Thanks for reminding me. So... how is it going?

And btw, this one is DE sized and it is some kind of heavily armed scout.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: phyrex on May 30, 2013, 10:57:31 AM
Oh, yeah. I forgot that you are supposed to make the descriptions for the Ironclads ;)

Thanks for reminding me. So... how is it going?

And btw, this one is DE sized and it is some kind of heavily armed scout.

they look rly cool.
did i told you before how i like your sprites ? yeah i think i already did ;D
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on May 30, 2013, 11:24:49 AM
Thanks ;)
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Sproginator on May 31, 2013, 10:47:49 AM
Part 8:
http://youtu.be/7utcC_CcWLM
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Helios on June 02, 2013, 09:45:19 AM
Had some great time with this mod, kudos Okim!

Fun moments:

Not long after the beginning, some RSF defence fleet managed to capture an Alien Mothership. Lucky bastards.
(http://i.imgur.com/03pl4Cw.jpg)

Also get my self a little pet. Didn't even thought it was possible, but it happened anyway.
(http://imgup.com/data/images/462.jpg)

Driving around in this "ship" is some real fun. With a whooping 1000 OP, I can fit every single ship module available into the poor thing, and still have lots of unused OP. Sadly it has no customizable weapon slots. And this thing can also carry 1000 crew, just imagining the scene put a grin on my face... Now I wonder if that Omnifactory is really THAT omni...

One last thing: How do you get the Dreadnought? It's in the database but I can't find it anywhere. Does it randomly spawn in the shop, or I have to do something on my part?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: ValkyriaL on June 02, 2013, 09:52:07 AM
The dreadnought is mission only, you will have to mod it in yourself if you want it in the campaign.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on June 02, 2013, 12:13:12 PM
You might notice the Dreadnaught looks distinctly different to the rest of the RSF fleet. All RSF ships looked like that. ISA ships looked different, too. When Okim redid all the ships, he left the Dreadnaught out. I don't know what his personal reasons were, but I think he gave a lore explanation, stating the RSF felt the Dreadnaught was rather unnecessary. The Moscow fulfills their powerhouse needs.

One minute, I'll go dig up the post if I can.
EDIT:
And speaking of the Federation (the Russia-Class Dreadnaught now), it doesn't exactly fit the style of the RSF anymore.  While the rest of the federation moved on, the dreadnaught failed to update. ;D

Yeah, that`s why its present in only one mission. And that`s why it dies there. Dreads are a failure in modern space navy. They are too costly in terms of maintainance and are quite vulnerable due to the lack of the shields.

And I haven't tried putting a Rock Fly through the Omnifactory, can you imagine the MESS that'd make inside the station?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Helios on June 02, 2013, 08:38:36 PM
Thanks guys! Didn't really see any in-game mission, so guess I'll try the console commands mod. Hope the future version could make dreadnought obtainable, even of lore wise obsolete.
It's big, it's powerful, and it's unique, perfect candidate for flagship. With decent armor, lack of shield isn't much of a problem, not to mention you can install a frontal shield yourself anyway.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on June 02, 2013, 10:46:18 PM
Alien Mothership is a similar kind of dreadnaught. Slow, unwieldy, unshielded, packs a silly amount of firepower in one broadside and typically there's only one in the system at a time. Why not try for one of those?
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Helios on June 02, 2013, 11:41:31 PM
Alien Mothership is a similar kind of dreadnaught. Slow, unwieldy, unshielded, packs a silly amount of firepower in one broadside and typically there's only one in the system at a time. Why not try for one of those?

Already had one. The reason I choose Russia-class (and RSF in general) is because I prefer "BOOM" instead of "pew pew pew" if you know what I mean.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: ValkyriaL on June 03, 2013, 01:41:39 AM
I think ISA ships would be a better choice if you want the "BOOM" instead of the "Pew" or BZZZZzzzzzz"  ;D
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Helios on June 07, 2013, 02:25:52 PM
Oh my... I always thought the "Green Dragon" faction was some kind of friendly alien race, until I read the description in the original post, and realize they are in fact humans with would-be Asia/Chinese background.

I rarely make criticizing comment, but their ship design just doesn't make any sense, at all. While the other human faction have relatively plausible and rational ship designs, the XLE ship seems to be designed with only aesthetics (read: dragonish-look) in mind, and added functional parts later when they realize they can't survive on aesthetics alone. They didn't even do a good job on aesthetic either, their ship look outright alien to begin with. If they are indeed aliens then it would be okay, as you can't explain the alien mind. But they are designed by humans... guess their design bureau is filled with art school expellees.

On a side note, the Asia dragon looks nothing like XLE ships which they supposedly represented. They are more akin to fanged snakes rather than winged lizards. Google it if you are interested. Their faction name also puzzles me... "Xing" clearly means "Star", but I can't make any guess on "Lao". Amongst the commonly used words, it could either be "Old" or "Prison" or "Work", none of which fits the name of an empire. It would make more sense if it's "Liao", one of the ancient dynasty name.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: miljan on June 22, 2013, 02:13:11 PM
Have a question. When you choose a faction on beginning, you can't change to be hostile to that faction, no matter how many you kill? I chosen a last options and am neutral to all, but friendly to pirates. But no matter how many i kill, they are still friendly to me.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on June 22, 2013, 10:02:37 PM
That`s how the 'friendly' work now in the game. I think that in original game you don`t have any friends actually, so Alex probably didn`t expand this side of diplomacy too much.
Title: Mother ships are weak
Post by: Zeratul on June 25, 2013, 09:44:01 PM
I was playing the game for a good while and got to the Michigan class ship. I used it at first and thought of it as a very well rounded ship to use, After I got a few levels the thing turned into an extreme powerhouse that could wipe out Mother-ship(s) without having to vent its own flux, Either increase mother-ship(s) strength, by adding shields, and/or add more Hardpoints, or add large hardpoints with a larger selection of weapons, I would love to see this take effect, as it would be well appreciated
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Silver Silence on June 26, 2013, 04:10:30 AM
The Mothership eats practically any other ship normally. Your skills and the various benefits provided by them make killing the mothership a much easier task.
Title: Re: Project Ironclads, version 5.0 (0.54.1) Hotfix
Post by: Okim on July 09, 2013, 01:19:01 AM
I`m releasing a new version. I can`t recall all the changes that i`ve made, but i can tell you that major changes of this update are:

- new AI ship and weapon
- remodelled RSF Moscow
- new sprites for ISA guns
- new sprites for RSF energy weapons

Archive can be found on the first page, as well as a slightly more expanded change list.

EDITED: Oh, i almost forgot that i`ve also added a new ship for Aliens - a powerful Alien Destroyer....

AI Decompiler:
Spoiler
(http://www.okim.nickersonm.com/SF/decompiler.png)
[close]

Alien Destroyer:
Spoiler
(http://www.okim.nickersonm.com/SF/alien-destroyer.png)
[close]

New Moscow:
Spoiler
(http://www.okim.nickersonm.com/SF/new-moscow.png)
[close]
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 01:23:12 AM
I`ve also updated links to Sprog`s videos (sorry, just had no time to add the last 3 to the first page). Enjoy them.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Captain Draco on July 09, 2013, 06:07:59 AM
New Moscow looks cooler than Old; Great Job Okim.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on July 09, 2013, 06:15:17 AM
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 09, 2013, 09:22:47 AM
Hi!  ;D

I'm kinda new here, but I've been playing this game (and this mod) for the better part of a month. First of all, thank you for creating this wonderful mod Okim! Sorry to bother you, but unfortunately, I can't seem to launch the new 5.2 update. (the 5.0 was working fine for me) evertime I try to launch the mod, an error message pops up with the following message:

Fatal: A JSONObject text must end with a '}' at 77-3 [character 7704 line 1] Check starfarer.log for more info

help?  ???

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 09, 2013, 09:52:29 AM
Two things.
Firstly, the "have you dun goofed" question, did you completely remove the old folder and extract the 5.2 update into an entirely new version?
Secondly, can you give us the last section of your starfarer.log, it'll help find the cause much easier.
The log file can be found in the "starsector-core" folder. It'll be this file here (http://scr.hu/0zoz/0ybis). Though hopefully yours is not as bloated as mine.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 09, 2013, 10:06:50 AM
Hi Silver,

first of all, yes, I was very sure that I have removed the old folder (the 5.0 one) before putting in the new update.
secondly, this is the last section of the starfarer.log.

4619 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: A JSONObject text must end with '}' at 7703 [character 7704 line 1]
org.json.JSONException: A JSONObject text must end with '}' at 7703 [character 7704 line 1]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONObject.<init>(JSONObject.java:190)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONArray.<init>(JSONArray.java:125)
   at org.json.JSONTokener.nextValue(JSONTokener.java:356)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Ö00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

thanks for helping me out  :)
I greatly appreciate it!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Captain Draco on July 09, 2013, 11:56:24 AM
51427 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: A JSONObject text must end with '}' at 7703 [character 7704 line 1]
org.json.JSONException: A JSONObject text must end with '}' at 7703 [character 7704 line 1]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONObject.<init>(JSONObject.java:190)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONArray.<init>(JSONArray.java:125)
   at org.json.JSONTokener.nextValue(JSONTokener.java:356)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Here's mine same problem with version 5.2
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 12:03:53 PM
That`s odd, but my starsector just does not start anymore. With mods or not.

Going to reinstall and look into the problem.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 01:27:04 PM
Ok. I`ve found the problem.

Moscow hull file is causing this crash due to it being, well, corrupted.

I`ll try to fix it ASAP.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 02:02:10 PM
Ok. The problem was with archive. It got pretty much corrupted.

Fixed it. Try now and report any issues.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 09, 2013, 02:36:59 PM
That new Moscow's looking pretty awesome. Might have to pick one up when I restart my Ironclads save. Now, I haven't loaded up the mod, so I guessing the middle most large slots are the mounts for the Moscow's triple cannons? Seems to have gained an extra large slot. 3 medium slots on either side of the middle of the hull, I'ma guess that's the new location of the medium energy slots?.. Two lone medium slots further up the front, figure those are for missiles, being isolated and by themselves. The 8 small ballistic slots that sat just behind the medium energy slots have moved, now flanking that large slot with two loners up the front near the theorized missile mounts.

Overall, comparing the two, the new Moscow's gained an extra large mount though I've yet to know what it is. And other mounts have been re-arranged. The bow of the new Moscow is also slimmer, so hopefully isn't quite a large target when trying to stare down the Mothership with it.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 09, 2013, 10:39:23 PM
Works great now Okim! thanks!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 09, 2013, 11:23:13 PM
Well, i haven`t tested the new version for long enough - so there might be something broken ;)

About Moscow:

Two central large mounts on Moscow are universal. There are three various versions of Moscow - one has 2 Porcupine Torpedoes, second - 2 50mm Quads and the last one has some energy weapons on them IIRC.

Two frontal large mounts - are new positions for 408mm cannons (btw, weapon art was also replaced).

Two rear large turrets and 6 medium in the middle - energy. Two frontal mediums are for ballistic weapons, mainly for PD. No dedicated missile mounts.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Captain Draco on July 10, 2013, 07:31:06 AM
Thanks Okim now it works fine; Now How to mod Russia Dreadnought into game? Moscow is Fine ship but Rodina needs bigger Dakka!  ;D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 10, 2013, 07:45:33 AM
The Dreadnaught can be found in a mission, but if you really want it in the campaign, open the russian faction file and add it to a russian fleet like the russian equivalent of the System Defense Fleet.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 10, 2013, 09:04:55 AM
Once i`ll get some rest from my table top project - i`ll redraw the Federation DN and some RSF weapons. More and more people are willing to chalange it in campaign these days...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 12, 2013, 12:10:47 AM
New RSF weapon sprites:

(http://www.electrotender.ru/img/pic183.jpg)

Small ballistic: 50mm cannon, 50mm autocannon, 76mm battlecannon, 23mm defence gun, 14mm dual machinegun

Medium ballistic: 50mm dual cannon, 125mm battlecannon, 76mm assault cannon, 23mm quad defence gun, 52mm linked flak cannon

Large ballistic: 50mm guad cannon, 125mm tripple cannon, 250mm artillery system, 408mm siege cannon, 408mm shrapnel cannon

Missile systems: new medium Arrow launcher, new SRM battery (Wasp/Mosquito), new LRM battey (Hornet, former Killer Wasp)



I`ve recalled another major change made in 5.2 version - all ballistic weapons are now much more flux efficient (to the point where most of them generate very few flux).

In my current dev version i`ve reworked missile systems completely. Batteries now carry much lower amount of missiles, medium launchers cost 3x times more than small 1-shot launchers (so Wasp and Eel now cost 3 OP instead of 6 etc.). This makes missiles less deadly and also balances ISA. Oh, and Arrows / Stingers now reliably dispatch assault crafts like A-110 and TUs.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 12, 2013, 01:04:17 AM
Those guns look sweet! I can't wait for the next patch.

speaking of which, Okim, seeing as to how fighters are getting a huge buff in 6.0a (as well as removing hangars from the game), are there any plans to give the UIN a fleet carrier? the only UIN ship that even has a flight deck is currently the Germany-Class Cruiser, and even then it only has one flight deck :/
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 12, 2013, 01:13:19 AM
Plans are to get my table top game up and running. And selling and giving profit :)

As for the mod - hell knows. Do we actually know when this 0.6 will come out?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 12, 2013, 01:56:39 AM
Heh, I love the little radar guidance dishes on each of the missile launchers.

And the "250mm artillery system", is the 250mil getting a range buff? Right now I think they're just called the 250mil battle cannons, much like the 125mil and the 76mil.

Maybe I play a little too much World of Tanks but there needs to be a 152mm derp gun. That needs to be a thing.  :P  :-X
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 12, 2013, 02:14:06 AM
250mm got a range of 1000. It fires two shots and takes 2 sec to rearm.

Best used in conjunction to Mosquito missile batteries.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: phyrex on July 12, 2013, 07:47:53 AM
man okim, i can never say how much i like this mod of yours.
imho, its absolutely on-par with vanilla material and in theire own style, im loving your sprite more than the vanilla ones :P

my only regret (is that even the right word ?) is that your current priorities dosent allow you to give ironclad more of your time.
still, good luck with your board game, i'm curious to see the end result
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 12, 2013, 07:51:29 AM
250mm might become my long ranged weapon of choice on russian ships then.  :D
Though the american bloc are still in the lead with the Heavy Massdriver having 1200 range or so.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 14, 2013, 12:16:37 AM
Thanks for your kind words, guys :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Az the Squishy on July 22, 2013, 08:58:12 PM
possible bug here, but for some reason a graphic isn't loading. THe game starts up, gets just pass the second 'T' a bit, and then the game crashes.
heres the log file- I've lazy lib and that doesn't offend the mod either it seems, as the result is the same.

I'll try opening theimage and editing it so to speak before trying it again, that worked last time with an issue i had.


I keep forgeting linux is a very case sensitive system and that names are important to this pegunie of mine... Allright fixxed the issue, but i'll have to work on getting the impending issues fixxed as well... LOL  oh linux, you awlays keep me busy...
though, that didn't last long either as it seemed to be the UIN-cr#-bay##.png files only. so for any linux users, easy to fix. :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 22, 2013, 11:55:34 PM
Another remodelling of the Moscow battleship. This one is going to be the last one (i just didn`t like all the previous ones).

(http://www.okim.nickersonm.com/SF/new-moscow-v3.png)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on July 23, 2013, 02:08:36 AM
Very, very nice! I see those siege cannons are now fixed rather than traversable. :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 23, 2013, 09:24:44 AM
Novgorod with new sprites for weapons:

(http://www.okim.nickersonm.com/SF/pic184.jpg)


New Moscow model:

(http://www.okim.nickersonm.com/SF/pic185.jpg)

I`m currently desiding the standard wep layout for this ship. It has two central universal large mouts and two rear large energy mounts. I tried to use centrals for missiles and energy for powerful turbolasers as support weapons, but 5 weapon groups limit the available group types. So this current variant has no missiles and relies only on ballisitcs (with TLs used when ammo for main guns is spent).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: phyrex on July 23, 2013, 10:02:17 AM
Novgorod with new sprites for weapons:

(http://www.okim.nickersonm.com/SF/pic184.jpg)


New Moscow model:

(http://www.okim.nickersonm.com/SF/pic185.jpg)

I`m currently desiding the standard wep layout for this ship. It has two central universal large mouts and two rear large energy mounts. I tried to use centrals for missiles and energy for powerful turbolasers as support weapons, but 5 weapon groups limit the available group types. So this current variant has no missiles and relies only on ballisitcs (with TLs used when ammo for main guns is spent).

This is awesome  8)
Have i told you how much i like your mod before ?
...
Yeah i think i did  ;)

Also, im actually happy that the siege cannons are now fixed, theire turn speed was so slow it was driving me mad
you might want to update your OP too, after all these modified sprites, its kinda outdated
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Wyvern on July 23, 2013, 12:49:17 PM
Novgorod with new sprites for weapons:
I`m currently desiding the standard wep layout for this ship. It has two central universal large mouts and two rear large energy mounts. I tried to use centrals for missiles and energy for powerful turbolasers as support weapons, but 5 weapon groups limit the available group types. So this current variant has no missiles and relies only on ballisitcs (with TLs used when ammo for main guns is spent).
Out of curiosity, what are you using as weapon groups right now?  I'd think you could have the following:
1: fixed forward siege cannons
2: support energy weapons
3: missiles (as long as you have only one type of missile, or only two launchers, or can otherwise fit all missiles into one group)
4: offensive ballistic turrets
5: point defense

Where groups 1-3 are things the player is likely to want manual control over, and groups four and five are likely to be left on autofire (or occasionally turned off to save on flux or ammunition).
Of course, I don't know what your current flux usage balance is like, or what the weapon arcs are, so those groups may not make as much sense as I was thinking.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 26, 2013, 05:47:16 AM
New Denmark heavy frigate for UIN (previously Denmark was used for a broadside destroyer which is now called Finland).

This ship`s design is a bit unusual for UIN as it is focused on frontal assaults rather than broadside engagements. Denmark has a set of powerful maneuvering jets as its special system. These jets help this fast frigate to keep its hardpoint weapons on its target.

(http://www.okim.nickersonm.com/SF/pic186.jpg)

Ship has 2 medium ballistic hardpoints, 1 medium energy hardpoint and 3 small ballistic turrets. The configuration shown above is going to be the default one (2x 6-pdr assault cannons, 1x patricle pulse cannon for shield overloading and 3x defence cannons).

As for Moscow - i still have no end variant for it. But i think that it will be a balanced one utilising all weapon types (ballistic, energy and missile).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 26, 2013, 10:19:35 AM
Okay.

Since the next Starsector update seems to be bringing new moddable stars, i`ve spent some time creating a crude map of the Ironclads universe. It includes some real stars and lots of fictional ones.

Here it is:

(http://www.okim.nickersonm.com/SF/MAP.jpg)

As you can see - all of the factions are having their own problems that slow their expansion. And RSF/ISA conflict over new territories is now also clearly seen.

Also you can notice a new faction - The Seat of the Terra. This is a sector of space that is considered to be a seat of humanity`s goverment. All factions are restricted from entering this area with military fleets. Earth itself is a political and diplomatical center where all of the factions gather to discuss the global politics, solve territorial conflicts, make economical and technological treaties etc. Earth is also a renewed Paradyse World and thus is a center of international tourism and trade.

Earth depends on contant supplies from the factions and all of them are obliged to provide some part of their resources to SotT.

NOTE: i`m definitelly not going to mod in ALL of the listem stars :) Most of the systems will contain just one colony or a set of mining bases - the further from the SUN - the lesser are chanses that system will contain a colony.

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: PCCL on July 26, 2013, 12:08:58 PM
isn't the Centauri system the closest to the sun?

also the binary star is Alpha and Beta Centauri, Proxima is kinda a tiny little dwarf star off to the side afaik
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on July 26, 2013, 01:05:53 PM
Hey, looks cool! :D

Regardless of how accurate it is, it's still a nice step in the right direction.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 26, 2013, 02:31:45 PM
That Denmark is a frigate? With 2 medium ballistics and a medium energy all at the front? That thing is either slow, unwieldy and built like a nuclear bunker or is crazy fast and maneuverable and made of paper mache.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: phyrex on July 26, 2013, 04:14:58 PM
That Denmark is a frigate? With 2 medium ballistics and a medium energy all at the front? That thing is either slow, unwieldy and built like a nuclear bunker or is crazy fast and maneuverable and made of paper mache.

i think he was going for something like cycerin's desdinova, that is, it might actually be a frigate with very low CR. its gonna pack a hell of a punch, but if it dosent work its magic quickly, then its just lost efforts

CR opens new avenues dont forget
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 26, 2013, 07:15:43 PM
Denmark has the best armour and hull among all other UIN frigates, but has some problems with speed and agility which it compensates by having man. jets.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: phyrex on July 26, 2013, 10:15:16 PM
Denmark has the best armour and hull among all other UIN frigates, but has some problems with speed and agility which it compensates by having man. jets.

ah, so its basicly a slow ass turtle that only shoots forward ?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 27, 2013, 11:42:16 AM
The epitome of a gunship, then. Slow moving brick with a lot of firepower that it can bring to bear. More typical workhorse frigates like the California or the Omsk should be able to tackle it with better maneuverability and speed, if not firepower. The Denmark could be quite the support frigate with mass drivers to keep enemies "on the back foot" (on the defensive) with perhaps a plasma cannon for added punch or a type of particle weapon for added suppression.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 29, 2013, 12:13:26 AM
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?

Hi.

Yeap, i think that the Fly and the AI should benefit from this plugin of yours. I`m currently modding in some unique salvage that the Fly, the AI and the Aliens will be 'carrying' around so that taking them out would be a little bit more profitable. This idea might use a plugin that removes these resources from the base once you sell them. Can you handle this one too? :)

P.S.: sorry for answering this proposal almost a month later - i was trying to avoid extra scripting by manipulating with various values (making Fly carry 1k marines and such).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 29, 2013, 12:22:39 AM
The epitome of a gunship, then. Slow moving brick with a lot of firepower that it can bring to bear. More typical workhorse frigates like the California or the Omsk should be able to tackle it with better maneuverability and speed, if not firepower. The Denmark could be quite the support frigate with mass drivers to keep enemies "on the back foot" (on the defensive) with perhaps a plasma cannon for added punch or a type of particle weapon for added suppression.

It is actually on par with Omsk as both ships have 3 medium weapons (in case of Omsk - they are all turrets). Omsk has worse flux, but great armour and speed. Denmark has an energy slot instead of missile, good omni shield and flux capacity. Oh, and Omsk is much much cheaper both in credits and fleet points.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on July 29, 2013, 03:38:38 AM
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?

Hi.

Yeap, i think that the Fly and the AI should benefit from this plugin of yours. I`m currently modding in some unique salvage that the Fly, the AI and the Aliens will be 'carrying' around so that taking them out would be a little bit more profitable. This idea might use a plugin that removes these resources from the base once you sell them. Can you handle this one too? :)

P.S.: sorry for answering this proposal almost a month later - i was trying to avoid extra scripting by manipulating with various values (making Fly carry 1k marines and such).

Alright, ive changes ur isHuskCheck to do both the "auto-destruct" and the huskcheck, all you need to do is replace the old code with this one AND remove every isHuskCheck on every weapon that had it since, it doesnt needed it anymore:

Code
package data.scripts.plugins;

import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.List;
import java.util.ListIterator;

public class isHulkCheck implements EveryFrameCombatPlugin
{
    private CombatEngineAPI engine;
    private String ROCK_FLY_HULL_ID = "rockfly";

    @Override
    public void init(CombatEngineAPI engine)
    {
        this.engine = engine;
    }//INIT
   
    @Override
    public void advance(float amount, List events)
    {
        if (engine.isPaused()) return;
       
        ListIterator allships = engine.getShips().listIterator();
       
        if(allships.hasNext())
        {
             while(allships.hasNext())
             {
                 ShipAPI ship = (ShipAPI) allships.next();
                 
                 if(ship.isHulk() && ship.getHullSpec().getHullId().equals(ROCK_FLY_HULL_ID))
                 {
                     engine.applyDamage(ship, ship.getLocation(), 9999999, DamageType.FRAGMENTATION, 0, true, true, ship);
                 }//IF
                 else
                 {
                    ListIterator allweapons = ship.getAllWeapons().listIterator();
                   
                    if(allweapons.hasNext())
                    {
                        while(allweapons.hasNext())
                        {
                            WeaponAPI weapon = (WeaponAPI) allweapons.next();
                            AnimationAPI animation = weapon.getAnimation();
                           
                            if(animation != null)
                            {
                                if (ship.isHulk())
                                {
                                    animation.pause();
                                }//IF
                                else
                                {
                                    animation.play();
                                }//ELSE
                            }//IF
                        }//WHILE
                    }//IF
                    else
                        continue;
                 }//ELSE
             }//WHILE
         }//IF
    }//ADVANCE
}//CLASS

Ive set it to only destroys the Rock Fly since.. well boarding a Fly doesnt make much sense unless this is a Tyranic ship.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 29, 2013, 06:07:36 AM
Thanks!

I`ll try it out.


Has anyone here on the forums figured out how to manipulate item costs (i.e. imitate trading)?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on July 29, 2013, 06:57:34 AM
The Fairy Empire (http://fractalsoftworks.com/forum/index.php?topic=6155.0) mod has a form of trading where certain items change prices depending on which station you get close to. It's simple and it only takes a few minutes of trial and error before you can be making absurd amounts of credits with a couple freighters in the fleet. But it works.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 29, 2013, 09:20:49 AM
Thanks, i`ll look into it.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 30, 2013, 01:04:30 PM
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?

Hi.

Yeap, i think that the Fly and the AI should benefit from this plugin of yours. I`m currently modding in some unique salvage that the Fly, the AI and the Aliens will be 'carrying' around so that taking them out would be a little bit more profitable. This idea might use a plugin that removes these resources from the base once you sell them. Can you handle this one too? :)

P.S.: sorry for answering this proposal almost a month later - i was trying to avoid extra scripting by manipulating with various values (making Fly carry 1k marines and such).

Alright, ive changes ur isHuskCheck to do both the "auto-destruct" and the huskcheck, all you need to do is replace the old code with this one AND remove every isHuskCheck on every weapon that had it since, it doesnt needed it anymore:

Code
package data.scripts.plugins;

import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.List;
import java.util.ListIterator;

public class isHulkCheck implements EveryFrameCombatPlugin
{
    private CombatEngineAPI engine;
    private String ROCK_FLY_HULL_ID = "rockfly";

    @Override
    public void init(CombatEngineAPI engine)
    {
        this.engine = engine;
    }//INIT
   
    @Override
    public void advance(float amount, List events)
    {
        if (engine.isPaused()) return;
       
        ListIterator allships = engine.getShips().listIterator();
       
        if(allships.hasNext())
        {
             while(allships.hasNext())
             {
                 ShipAPI ship = (ShipAPI) allships.next();
                 
                 if(ship.isHulk() && ship.getHullSpec().getHullId().equals(ROCK_FLY_HULL_ID))
                 {
                     engine.applyDamage(ship, ship.getLocation(), 9999999, DamageType.FRAGMENTATION, 0, true, true, ship);
                 }//IF
                 else
                 {
                    ListIterator allweapons = ship.getAllWeapons().listIterator();
                   
                    if(allweapons.hasNext())
                    {
                        while(allweapons.hasNext())
                        {
                            WeaponAPI weapon = (WeaponAPI) allweapons.next();
                            AnimationAPI animation = weapon.getAnimation();
                           
                            if(animation != null)
                            {
                                if (ship.isHulk())
                                {
                                    animation.pause();
                                }//IF
                                else
                                {
                                    animation.play();
                                }//ELSE
                            }//IF
                        }//WHILE
                    }//IF
                    else
                        continue;
                 }//ELSE
             }//WHILE
         }//IF
    }//ADVANCE
}//CLASS

Ive set it to only destroys the Rock Fly since.. well boarding a Fly doesnt make much sense unless this is a Tyranic ship.

There is a problem with all rotary weapons playing animation even while not firing after i started to use this code. Seems that there should be a check of some sorts to prevent this from happening. But if i make one - all animated weapons (drivers etc.) stop their animations...

Any ideas?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Wyvern on July 30, 2013, 01:09:59 PM
I've edited it a bit - this should fix the problem.  (Silentstorm's version said "if ship is dead, stop all weapon animations; if ship is not dead, play all weapon animations" - I commented out the second part of that.)
Code
package data.scripts.plugins;

import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.List;
import java.util.ListIterator;

public class isHulkCheck implements EveryFrameCombatPlugin
{
    private CombatEngineAPI engine;
    private String ROCK_FLY_HULL_ID = "rockfly";

    @Override
    public void init(CombatEngineAPI engine)
    {
        this.engine = engine;
    }//INIT
    
    @Override
    public void advance(float amount, List events)
    {
        if (engine.isPaused()) return;
        
        ListIterator allships = engine.getShips().listIterator();
        
        if(allships.hasNext())
        {
             while(allships.hasNext())
             {
                 ShipAPI ship = (ShipAPI) allships.next();
                
                 if(ship.isHulk() && ship.getHullSpec().getHullId().equals(ROCK_FLY_HULL_ID))
                 {
                     engine.applyDamage(ship, ship.getLocation(), 9999999, DamageType.FRAGMENTATION, 0, true, true, ship);
                 }//IF
                 else
                 {
                    ListIterator allweapons = ship.getAllWeapons().listIterator();
                    
                    if(allweapons.hasNext())
                    {
                        while(allweapons.hasNext())
                        {
                            WeaponAPI weapon = (WeaponAPI) allweapons.next();
                            AnimationAPI animation = weapon.getAnimation();
                            
                            if(animation != null)
                            {
                                if (ship.isHulk())
                                {
                                    animation.pause();
                                }//IF
//                                else
//                                {
//                                    animation.play();
//                                }//ELSE
                            }//IF
                        }//WHILE
                    }//IF
                    else
                        continue;
                 }//ELSE
             }//WHILE
         }//IF
    }//ADVANCE
}//CLASS
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 30, 2013, 01:22:54 PM
Thanks. Stupid me, it all was so damn simple :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on July 30, 2013, 04:06:05 PM
Ops sorry about that, i knew about the play() and even thought about removing it but i forgot to do it, just remove the else{ animation.play(); } since its not needed, also since this makes the rock fly unobtainable you can add as many OP points as you want to its weapons, fixing the problem with the never-ending battle-flee issue.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on July 31, 2013, 12:52:01 AM
I have a request for a script that imitates mining operations.

Here is what i need it to do:

1. check if the fleet is near the asteroid body (orbiting it for some clicks)

2. check if the fleet has miner ships in it (checks specific hulls and their numbers)

3. check if player has enough supplies for mining operations (25 per miner) + per day consumption. If he has enough - generate a message 'Mining in progress', else - 'Not enough supplies for mining operations'.

4. generate a random amount of materials at the end of the day if the fleet kept orbiting the asteroid for the whole day

- there are three types of materials that i have already created: basic, rare and exotic
- numbers of generated materials should depend on the amount of the crewed miners in the fleet
- chances of getting rare and exotic materials should be made by a simple randomiser (basic 75, rare 20, exotic 5)

5. a message should prompt once materials are generated and fleet should lose the aforementioned supplies for the mining operations

It would be great to have some skills in 'Industrial' that have impact on supplies consumption rates, chances to get rare materials, number of materials generated etc. I see this as a check in the script that looks for player`s skills and adds bonuses to certain formulas.

All the IDs for hulls and materials i`ll provide later.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on July 31, 2013, 01:40:04 AM
I have a request for a script that imitates mining operations.

Here is what i need it to do:

1. check if the fleet is near the asteroid body (orbiting it for some clicks)

2. check if the fleet has miner ships in it (checks specific hulls and their numbers)

3. check if player has enough supplies for mining operations (25 per miner) + per day consumption. If he has enough - generate a message 'Mining in progress', else - 'Not enough supplies for mining operations'.

4. generate a random amount of materials at the end of the day if the fleet kept orbiting the asteroid for the whole day

- there are three types of materials that i have already created: basic, rare and exotic
- numbers of generated materials should depend on the amount of the crewed miners in the fleet
- chances of getting rare and exotic materials should be made by a simple randomiser (basic 75, rare 20, exotic 5)

5. a message should prompt once materials are generated and fleet should lose the aforementioned supplies for the mining operations

It would be great to have some skills in 'Industrial' that have impact on supplies consumption rates, chances to get rare materials, number of materials generated etc. I see this as a check in the script that looks for player`s skills and adds bonuses to certain formulas.

All the IDs for hulls and materials i`ll provide later.

The Exerelin mod pretty much does this, minus the part about skills (still a WIP) and specific resources (it just generates Supplies at the moment).

It would be fairly simple to re-purpose what is there to what you want, or I can post examples here if you like?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 02, 2013, 02:01:52 PM
(http://www.okim.nickersonm.com/SF/pic187.jpg)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on August 02, 2013, 02:10:56 PM
Remodeled UIN? Civilian UIN? (drained colours). The 3 ships at the bottom look like new UIN designs, the other look like civilian models. My reasoning is that the bottom ships have more colour to them.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 02, 2013, 02:14:46 PM
These are all civilian ships.

ISA Sentinel and Monitor police ships (and F-61P), ISA Crawler modifications.

RSF Messenger shuttle, UIN Enforcer, Peacekeeper and Peacemaker security ships.


P.S.: getting ready for multi-system support for the upcoming 0.6+ Starsector.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 03, 2013, 12:08:36 AM
Guys is it possible to check all the weapons IDs and pick only those that contain 'rsf' / 'isa' in it?

I`m currently restructuring the whole mod to make it easier for me and other people to mess with. Weapons are going to be called like this: 'sm-bal-rsf-50mmcharged'. Hulls like this: 'isa1-f-f61'.

The idea is to make it much easier for supply fleets to pick random weapons and hulls from the list (and to avoid alien weapons delivery).

This is also going to be useful for faction-specific hull mods and weapon bonuses.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 03, 2013, 10:32:40 AM
Guys is it possible to check all the weapons IDs and pick only those that contain 'rsf' / 'isa' in it?

I`m currently restructuring the whole mod to make it easier for me and other people to mess with. Weapons are going to be called like this: 'sm-bal-rsf-50mmcharged'. Hulls like this: 'isa1-f-f61'.

The idea is to make it much easier for supply fleets to pick random weapons and hulls from the list (and to avoid alien weapons delivery).

This is also going to be useful for faction-specific hull mods and weapon bonuses.

You can check if it "contains" a certain characters

String this_is_a_string

if(this_is_a_string.contains("-rsf-"))
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: HELMUT on August 04, 2013, 09:10:33 AM
Have been ages since i have played Ironclads, i decided to give it another shot.

Tried to make a Pirate based fleet. Pretty tough to play, pirates got so much universals mounts on such weird spots with so much different weapons. It's difficult to know what shoot what and where. So i rather tried something simpler, a carrier based fleet. At first i tried to balance my fleets with frigates and cruisers but without shields and effective PD systems, they make very easy targets against torpedoes and each loss really hurt the whole fleet efficiency.

So i went with just a Hulk, a scavenger (the carrier destroyer IIRC) and filling the rest with Hunters, harpoons and Sparkers. Worked quite well but unfortunately, Sparkers, while pretty deadly, cost an enormous amount of FP (16 i think?) and were still pretty easy targets against big ships. Harpoons too, but i haven't found them very effective to begin with.

And then i tried something else for the lulz, one hulk and the rest full of Darts with fleet points skill maxed.

Nothing was able to resist this, not even the Alien mothership with its fleet (gave me quite a beating though). You just have to unlash hundred of those little pesky fighters to gain control over every strategic points at the beginning of the battle and then you unleash even more of them, overloading to death enemy shields and PD systems, and eventually riddled their hulls with gazillions of bullets

The Moscow dreadnought, while eventually got destroyed, was damn effective against this tactic. Each of his shots with his giants built in guns could instantly blow dozen of fighters with the AOE damage. Was a fun fight.

I'm going to start a new game and try to go full independent/miner fleet. I'm curious to see if i could take on the Aliens with those...

But enough talking about this. I saw that aliens are still missing description, do you plan to add them eventually? Also, i'd like to put in a request which probably have been asked a million times but... Can you add the Russia class in the campaign? Even if it's not available at the RSF station, i would really, really like to be able to fight that thing in the campaign mode. I know it can be easily modded by the player but it would be better if you could make it official and all. Like an RSF out-system intervention fleet who randomly appears in the Barnard system like the Alien mothership to wreck havoc.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on August 04, 2013, 09:14:31 AM
You know, I can't wait to use that strategy once .6 comes out....an endless, never-stopping wave of Darts.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 04, 2013, 09:28:31 AM
Wow. You actually do love darts with their current 1 machinegun. Just wow :)

Well, the next update that i`m currently making wont include Federation class DN in campaign, but will include a total rehaul of ALL fighters in the game. This will mainly touch their fleet points.

Thus, all fighters will now use 3/6/9 fleet points with Darts, MIGs, F-61s, Hunters and Tornados using 3 points and more specialised/heavier fighters (like F-171, both SUs and Blizzards) taking 6 points. All bombers and high-tech advanced fighters will take 9 points to use (like Hurricane and XLE fighters). I was a bit disappointed how easily most of the expensive fighters died in combat, so i just made them cheapier :)

Oh, and dart now has a single Arrow missile to make it slightly balanced against pirate Hunters (and just making it a bit more interesting). Oh, and Tornado now has 3 Vickers, just to mention it.

Pirate-only fleet requires technology affilation advancement. Especially in shields and flux. Their huge drawback is realy bad PD. And there is nothing that can be done to prevent pirates from dying to missiles. However - a single Bofors or 42mm advanced FLAK can help you a bit here.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on August 04, 2013, 10:07:15 AM
YES
YES
YES

I rarely show that kind of giddiness, but fighters are my favorite unit in the game. :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 14, 2013, 12:25:26 AM
I have finished restructuring the whole mod`s data. This includes all hulls, weapons, variants, ship and missile sprites, strings, missions and campaign stuff. Hulls now look like this 'factionX-hullsize-hullname' where X is the hull type number (1 for fighters, 5 for bb, 6 for police/mercs, 7 for transports/miners).

Now the mod is much easier to mess with and specific data (like a weapon or a hull) is way to easier to find and edit.

This was done mainly for my own ease of access, so that i could work a bit more efficient with Ironclads, but anyone willing to mess with the mod will also benefit from it. At least i hope so :)

I`ve also introduced simple imitation of faction-wise weapons and hulls. This system is already used in convoy scripts and starting base cargo for random weapon generation (though i need some help with making this to work with hulls). This system will also allow me to create faction specific hull mods and probably even bonuses to weapons used on ships of the same faction. This will also be useful for mining ships implementation in the future (as all miners just have 'min' in their name).

I`ll upload this new version within a few weeks.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 14, 2013, 06:43:45 AM
Expanded the initial player creation dialogue. It now contains 5 questions starting from origin of in-game birth (faction check), childhood, academy education, early carrier and recent occupation.

Answers cover the whole skill tree of the game. The first faction question determines the faction ships choice and faction relations. The last question provides the narrower choice of police, navy or freighter ships of selected faction. Becoming a pirate overrides all faction choices, makes a player an enemy to everyone, gives him some extra cash, extra skill points and a set of pirate ships to pick from.

The other 3 questions determine 1 affinity and 1 skill point per question. A player will get additional 3 skill points to pick whatever skills he wants (the overall amount of affinity and skill points is the same as in the original game, player just has no choice for affinity picks after he answered all the questions).

Faction choice will also be used as a selector for starting location if Alex will include it in the next update. This means that picking a faction and becoming a pirate will put you into that faction`s space.

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Erick Doe on August 14, 2013, 10:44:06 AM
What this mod really needs is a UIN battleship called the "Netherlands" or "Holland".  8)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: conorano on August 14, 2013, 11:08:00 AM
What this mod really needs is a UIN battleship called the "Netherlands" or "Holland".  8)

all of my yes!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on August 14, 2013, 02:41:56 PM
--- snip ---
Faction choice will also be used as a selector for starting location if Alex will include it in the next update. This means that picking a faction and becoming a pirate will put you into that faction`s space.

If you like you can do this already (it's a bit roundabout but not too bad). Basically once the sector gen has run, you can move the players fleet to a location (x,y coords). Exerelin has an example. It does require some kind of timer (I'm using a heavily modified version of LazyWizards original event code).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 12:46:16 AM
I have a request for a script that imitates mining operations.

Here is what i need it to do:

1. check if the fleet is near the asteroid body (orbiting it for some clicks)

2. check if the fleet has miner ships in it (checks specific hulls and their numbers)

3. check if player has enough supplies for mining operations (25 per miner) + per day consumption. If he has enough - generate a message 'Mining in progress', else - 'Not enough supplies for mining operations'.

4. generate a random amount of materials at the end of the day if the fleet kept orbiting the asteroid for the whole day

- there are three types of materials that i have already created: basic, rare and exotic
- numbers of generated materials should depend on the amount of the crewed miners in the fleet
- chances of getting rare and exotic materials should be made by a simple randomiser (basic 75, rare 20, exotic 5)

5. a message should prompt once materials are generated and fleet should lose the aforementioned supplies for the mining operations

It would be great to have some skills in 'Industrial' that have impact on supplies consumption rates, chances to get rare materials, number of materials generated etc. I see this as a check in the script that looks for player`s skills and adds bonuses to certain formulas.

All the IDs for hulls and materials i`ll provide later.

The Exerelin mod pretty much does this, minus the part about skills (still a WIP) and specific resources (it just generates Supplies at the moment).

It would be fairly simple to re-purpose what is there to what you want, or I can post examples here if you like?

Tried to look for this part of Exerelin mod`s scripts, but my coding skills are far beyond the ability to clearly figure out what is what.

So yes, if it wont be difficult for you - i`d like to see some examples of the code. Mainly the part with getting to an asteroid and starting harvesting the resources. Oh and this is for player fleet only - no need to put AI controlled fleets here.

Thanks in advance.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on August 15, 2013, 02:40:38 AM
OK I have attached a class (TimeManager) that runs methods at set intervals. I think it was originally made by LazyWizard?

Anyway, I have added a few methods at the bottom to illustrate the player mining supplies. It should all be functional as is but you will need to change it if you wish to have it mine different resources and for it to remove supplies for mining those resources. There are also a couple of methods to check if it is a mining fleet, and to get the number of mining wings.

I have also added a method to move the player fleet on game creation, currently into the middle of the sun... :P

You will need to add a new TimeManager object in your sector generation:
Code
public class ExampleSectorGen implements SectorGeneratorPlugin
{
public void generate(SectorAPI sector)
{
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Corvus").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
}
}

Hopefully it is what you are after :)

[attachment deleted by admin]
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 04:37:30 AM
Thanks!

I`ll try to do that as soon as i get home.

Meanwhile - here is an ISA Harvester-class miner.

(http://www.electrotender.ru/img/isa7-min-harvester.png)

It blasts asteroids with its powerful mining blaster and then harvests the materials by moving through the debris field. Large rotary wheels positioned on the sides of this ship`s 'mouth' are powerful enough to break down large chunks and direct the others inside the ship`s refinery where materials are being processed and sorted out.

Large docking port on the left is used by Crawler-XT variants to attach their cargo containers to the miner. The miner itself has low cargo capacity and requires assistance of freighters to operate at full capacity.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 06:14:44 AM
ISA Space Bus-class passenger shuttle.

(http://www.electrotender.ru/img/isa7-trn-spacebus.png)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Jonlissla on August 15, 2013, 06:29:53 AM
Just as ever, incredibly well-made sprites. You're doing a great job. Can't wait until the next update comes and this mod get compatible with it.

I'M PUMPED.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 07:51:37 AM
OK I have attached a class (TimeManager) that runs methods at set intervals. I think it was originally made by LazyWizard?

Anyway, I have added a few methods at the bottom to illustrate the player mining supplies. It should all be functional as is but you will need to change it if you wish to have it mine different resources and for it to remove supplies for mining those resources. There are also a couple of methods to check if it is a mining fleet, and to get the number of mining wings.

I have also added a method to move the player fleet on game creation, currently into the middle of the sun... :P

You will need to add a new TimeManager object in your sector generation:
Code
public class ExampleSectorGen implements SectorGeneratorPlugin
{
public void generate(SectorAPI sector)
{
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Corvus").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
}
}

Hopefully it is what you are after :)

Based on your code, made a class for the mining ships, this allows you guys to set any number of ships and their effectiveness in mining without needing to do it one by one, feel free to use it:

Code
package data.scripts.world.init;

import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.*;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import java.awt.*;
import java.util.ArrayList;
import java.util.GregorianCalendar;
import java.util.List;
import org.lazywizard.lazylib.MathUtils;
import org.lwjgl.util.vector.Vector2f;

public class TimeManager implements SpawnPointPlugin
{
private static final float BASE_INTERVAL = 1.0f;
private static final int FIRST_DAY_IN_WEEK = GregorianCalendar.SUNDAY;
private float heartbeatInterval;
private long lastHeartbeat;
private GregorianCalendar calendar = new GregorianCalendar();
        private static final List<MiningShip> MININGSHIP_IDS = new ArrayList<MiningShip>();
        static
        {
            MININGSHIP_IDS.add(new MiningShip("", "mining_drone_wing", 1));
        }

private Boolean playerMoved = false;

public TimeManager()
{
lastHeartbeat = Global.getSector().getClock().getTimestamp();
heartbeatInterval = (1.0f - (Global.getSector().getClock().getHour() / 24f));
}

private void runHourly()
{

}

private void runDaily()
{
// Handle player mining at the end of each day
handlePlayerFleetMining();
}

private void runWeekly()
{

}

private void runMonthly()
{

}

private void runYearly()
{

}

@Override
public void advance(SectorAPI sectorAPI, LocationAPI locationAPI)
{
// Move player if needed
movePlayer();

if (sectorAPI.getClock().getElapsedDaysSince(lastHeartbeat) >= heartbeatInterval)
{
doIntervalChecks(sectorAPI.getClock().getTimestamp());
checkSynched();
}
}

private void doIntervalChecks(long time)
{
lastHeartbeat = time;
runDaily();

calendar.setTimeInMillis(time);

if (calendar.get(GregorianCalendar.DAY_OF_WEEK) == FIRST_DAY_IN_WEEK)
{
runWeekly();
}

if (calendar.get(GregorianCalendar.DAY_OF_MONTH) == 1)
{
runMonthly();

if (calendar.get(GregorianCalendar.DAY_OF_YEAR) == 1)
{
runYearly();
}
}
}

private void checkSynched()
{
// Compensate for day-synch code in constructor
if (heartbeatInterval != BASE_INTERVAL)
{
heartbeatInterval = BASE_INTERVAL;
}
}

private void movePlayer()
{
if(!playerMoved)
{
CampaignFleetAPI playerFleet = Global.getSector().getPlayerFleet();
playerFleet.setLocation(0, 0); //TODO - CHANGE
playerMoved = true;
}
}

private void handlePlayerFleetMining()
{
CampaignFleetAPI playerFleet = Global.getSector().getPlayerFleet();

if(!isValidMiningFleet(playerFleet))
{
System.out.println("Not a valid mining fleet");
return; // Don't mine anything
}

StarSystemAPI system = (StarSystemAPI)playerFleet.getContainingLocation();

// Need to allow some variance for transversal
Vector2f playerLocation = playerFleet.getLocation();
float xMax = playerLocation.getX() + 5;
float xMin = playerLocation.getX() - 5;
float yMax = playerLocation.getY() + 5;
float yMin = playerLocation.getY() - 5;

List asteroids = system.getAsteroids();

// Check each asteroid to see if fleet is on top of it
for(int i = 0; i < asteroids.size(); i++)
{
SectorEntityToken asteroid = (SectorEntityToken)asteroids.get(i);
Vector2f asteroidLocation = asteroid.getLocation();

if(asteroidLocation.getX() > xMin
&& asteroidLocation.getX() < xMax
&& asteroidLocation.getY() > yMin
&& asteroidLocation.getY() < yMax)
{
// Mine supplies
int miningPower = getMiningPower(playerFleet);
if(miningPower > 0)
{
System.out.println(MathUtils.getDistanceSquared(playerFleet.getLocation(), asteroidLocation));
playerFleet.getCargo().addSupplies(50*miningPower) ;
Global.getSector().addMessage("Mined " + 50*miningPower + " supplies", Color.green);
System.out.println("Mined " + 50*miningPower + " supplies");
}
return;
}
}
}

public boolean isValidMiningFleet(CampaignFleetAPI fleet)
{
List members = fleet.getFleetData().getMembersListCopy();
Boolean hasMiningShip = false;
for(int i = 0; i < members.size(); i++)
{
FleetMemberAPI fmAPI = (FleetMemberAPI)members.get(i);
                       
                        for(int m = 0; m < MININGSHIP_IDS.size(); m++)
                        {
                            if(fmAPI.getSpecId().equals(((MiningShip)MININGSHIP_IDS.get(m)).getVariantID()))
                            {
                                hasMiningShip = true;
                            }
                        }
}

return hasMiningShip;
}

public int getMiningPower(CampaignFleetAPI fleet)
{
int power = 0;

List members = fleet.getFleetData().getMembersListCopy();
for(int i = 0; i < members.size(); i++)
{
FleetMemberAPI fmAPI = (FleetMemberAPI)members.get(i);

                        for(int m = 0; m < MININGSHIP_IDS.size(); m++)
                        {
                            if(fmAPI.getSpecId().equals(((MiningShip)MININGSHIP_IDS.get(m)).getVariantID())) {
                                power += ((MiningShip)MININGSHIP_IDS.get(m)).getEffectiveValue();
                            }
                        }
}

return power;
}
}
MiningShip.java
Code
package data.scripts.world.init;

import com.fs.starfarer.api.combat.ShipAPI;

public class MiningShip
{
    public String variant_id = null;
    public String hull_id = null;
    public int effectiveness = 1;
    public ShipAPI ship = null;

    public MiningShip(String variant_id,
            String hull_id,
            int effectiveness)
    {
            this.variant_id = variant_id;
            this.hull_id = hull_id;
            this.effectiveness = effectiveness;
    }

    public MiningShip(ShipAPI ship,
            int effectiveness)
    {
            this.variant_id = ship.getVariant().toString();
            this.hull_id = ship.getHullSpec().getHullId();
            this.effectiveness = effectiveness;
    }
   
    public String getVariantID() {
            return variant_id;
    }

    public String getHullID() {
            return hull_id;
    }

    public int getEffectiveValue() {
            return effectiveness;
    }
}

If you find an error please reply so i can go and fix it
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 11:06:48 AM
File data/scripts/world/TimeManager.java, Line 20, Column 35: JANINO does not support generics

I`ve just replaced mining drone wing with my miners:

        static
        {
            MININGSHIP_IDS.add(new MiningShip("", "isa7-min-harvester_variant", 2));
            MININGSHIP_IDS.add(new MiningShip("", "rsf7-min-scrapper1_variant", 1));
            MININGSHIP_IDS.add(new MiningShip("", "rsf7-min-scrapper2_variant", 1));
            MININGSHIP_IDS.add(new MiningShip("", "rsf7-min-scrapper3_variant", 1));
        }

P.S.: it crashes even without my variants (even before the check of the missing mining drone wing...)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Wyvern on August 15, 2013, 12:21:04 PM
To fix this error
File data/scripts/world/TimeManager.java, Line 20, Column 35: JANINO does not support generics
change
Code
       private static final List<MiningShip> MININGSHIP_IDS = new ArrayList<MiningShip>();
to:
Code
       private static final List MININGSHIP_IDS = new ArrayList();

Only gotcha with changing that is that you'll have to cast objects you get out of the list as MiningShip objects... but I think the code already does that?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 12:24:30 PM
Yh gotta love JANINO, thanks, keep posting more errors that might come up pls, if we fine tune this, we might be able to add much more functionality, do you have any intention of adding custom resources, because right now its using supplies?

EDIT: There might be a problem in filtering the Hull ID or Variant ID on the second constructor on the MiningShip.java, asking Alex for some light on the correct methods for the variantid and hullid
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 12:33:34 PM
Thanks! Trying it now.

As for resources - yes, i already have a set of raw materials (common, rare and exotic), a set of components (low-tech, high-tech, alien-tech), some valuables and Rock Fly parts (eye crystals, organs, plates etc.).

Currently these are randomly added to AI, Alien and Rock Fly fleets as well as to miners and supply convoys. But due to a bug that Alex is aware off - these do not show up in salvage menu after you defeat the proper fleets.

EDITED: and for the same reason they are not transfered to base with convoys.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 12:39:15 PM
Okkey...

Now i have to install LazyLib :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 12:50:04 PM
Alright, so far,

When mining, you got 2 choices, asteroids or gas giants, the script is checking for asteroids only:

Code
List asteroids = system.getAsteroids();

Once the fleet is near a asteroid it should everyday generate x numbers of a CargoType, in this particular case, its Supplies (this ofc, after checking if your fleet has a ship capable of mining AND how many ships and how effective each ship can mine):

Code
System.out.println(MathUtils.getDistanceSquared(playerFleet.getLocation(), asteroidLocation));
playerFleet.getCargo().addSupplies(50*miningPower) ;
Global.getSector().addMessage("Mined " + 50*miningPower + " supplies", Color.green);
System.out.println("Mined " + 50*miningPower + " supplies");

The easy way would be to change that addSupplies to addItem and get your custom items, maybe with a x chance of getting certain resources, but there are 2 problems with this:

1st Everytime you add a new resource you have to add more code here, this would be fine with 5 or 6 max, if it grows to 10+ it can become a problem
2nd The asteroids, they are all the same, it matters little to what u picked to be mined, the results are always based on the ships used.

So how do we spice up?
By creating a class for asteroids, each time you get close to one, it creates a new asteroid class, this class add properties to it like, size, type, amount of minerals, chances of x mineral. This list (for now) is filled automatically, this also means it wont be saved sadly. In 0.6a you can create JSON/CSV files to fill these automaticly or even add to the save file so it actually have the same list with no changes.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 01:05:36 PM
I thought to make it all random. I`ll use just these 3 material types with common being the main one to be mined and others having some odds to replace the common one (a simple if + math.random when your script pick the amount of resources generated).


P.S.: now the game says this:
File data/scripts/world/TimeManager.java, Line 23, Column 47: Cannot determine simple type name "MiningShip"

Man, i feel being too dump...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 01:16:11 PM
Dont forget you need to have MiningShip.java on the same folder as the TimeManager.java

if you do have them both, check the MiningShip.java code and see if the

Code
package data.scripts.world;


is like this.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 01:22:48 PM
Source file "data/scripts/world/TimeManager.java" does not declare class "data.scripts.world.TimeManager"

I updated a sectorgen file and renamed Corvus to my star`s name.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 01:25:36 PM
OK I have attached a class (TimeManager) that runs methods at set intervals. I think it was originally made by LazyWizard?

Anyway, I have added a few methods at the bottom to illustrate the player mining supplies. It should all be functional as is but you will need to change it if you wish to have it mine different resources and for it to remove supplies for mining those resources. There are also a couple of methods to check if it is a mining fleet, and to get the number of mining wings.

I have also added a method to move the player fleet on game creation, currently into the middle of the sun... :P

You will need to add a new TimeManager object in your sector generation:
Code
public class ExampleSectorGen implements SectorGeneratorPlugin
{
public void generate(SectorAPI sector)
{
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Corvus").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
}
}

Hopefully it is what you are after :)

Since you changed the name, dont forget to change it on the sector.getStarSystem("Corvus").addSpawnPoint(timeManger);
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 01:36:38 PM
That`s exactly what i meant. I changed it where Zaphide stated.

In any case the same error happens if i change it back to Corvus.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 01:40:49 PM
Ok. It compiles now. Had to edit both files to match this package data.scripts.world;/ Stupid me...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 01:52:49 PM
Well, nothing happens in the game. I have a proper miner that is present in the MINERSHIP LIST. I orbit an asteroid for some days - nothing happens.

I don`t get nither of two messages ('fleet invalid' or 'generated x supplies'). So... something is not working as intended.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 02:13:03 PM
Well, nothing happens in the game. I have a proper miner that is present in the MINERSHIP LIST. I orbit an asteroid for some days - nothing happens.

I don`t get nither of two messages ('fleet invalid' or 'generated x supplies'). So... something is not working as intended.

Add this code with a message on the runDaily to see if that script is running if so add it the when its checking if its a miningship

Code
Global.getSector().addMessage("A Day Passed");
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 02:20:53 PM
Run daily does not display any messages in game.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 02:23:07 PM
Can you post the gen sector code, for some reason its not using the TimeManager script
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 02:32:19 PM
Spoiler
package data.scripts.world;

import java.awt.Color;
import java.util.List;

import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.SectorGeneratorPlugin;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.fleet.FleetMemberType;
import data.scripts.plugins.CharacterCreationPluginImpl;

@SuppressWarnings("unchecked")
public class SectorGen implements SectorGeneratorPlugin {

   public void generate(SectorAPI sector) {
      
      StarSystemAPI system = sector.createStarSystem("Barnard`s Star");
      
      SectorEntityToken star = system.initStar("star_red", Color.white, 400f);
      
      SectorEntityToken corvusI = system.addPlanet(star, "Barnard I", "desert", 55, 150, 2500, 100);
      SectorEntityToken corvusII = system.addPlanet(star, "Barnard II", "jungle", 235, 200, 3500, 200);
      
      system.addAsteroidBelt(star, 200, 4200, 400, 150, 100);

      SectorEntityToken corvusIII = system.addPlanet(star, "Barnard III", "gas_giant_red", 30, 300, 6000, 400);
      
      SectorEntityToken corvusIIIA = system.addPlanet(corvusIII, "Barnard IIIA", "cryovolcanic", 235, 120, 800, 10);
      SectorEntityToken corvusIIIB = system.addPlanet(corvusIII, "Barnard IIIB", "barren", 90, 100, 1200, 60);
      
      SectorEntityToken corvusIV = system.addPlanet(star, "Barnard IV", "barren", 0, 100, 9000, 700);
      SectorEntityToken corvusV = system.addPlanet(star, "Barnard V", "frozen", 330, 175, 10000, 500);
      SectorEntityToken corvusVI = system.addPlanet(star, "Barnard VI", "frozen", 230, 175, 12000, 200);

      SectorEntityToken corvusVIA = system.addPlanet(corvusVI, "Barnard VIA", "frozen", 15, 90, 600, 5);
      SectorEntityToken corvusVIB = system.addPlanet(corvusVI, "Barnard VIB", "barren", 235, 60, 1200, 8);
      system.addAsteroidBelt(corvusVI, 100, 1000, 200, 50, 50);
      
      initFactionRelationships(sector);
   }
   
   private void initFactionRelationships(SectorAPI sector) {


      FactionAPI XLE = sector.getFaction("XLE");
      FactionAPI PIRATE = sector.getFaction("PIRATE");
      FactionAPI ISA = sector.getFaction("ISA");
      FactionAPI RSF = sector.getFaction("RSF");
      FactionAPI UIN = sector.getFaction("UIN");
      FactionAPI ALIEN = sector.getFaction("ALIEN");
      FactionAPI player = sector.getFaction("player");
      FactionAPI CIVILIANS = sector.getFaction("CIVILIANS");
      FactionAPI AI = sector.getFaction("AI");
      FactionAPI ROCK = sector.getFaction("ROCK");
      
      RSF.setRelationship(CIVILIANS.getId(), 1);
      RSF.setRelationship(XLE.getId(), 1);
      RSF.setRelationship(ALIEN.getId(), -1);
      RSF.setRelationship(ISA.getId(), -1);

      ISA.setRelationship(ALIEN.getId(), -1);
      ISA.setRelationship(CIVILIANS.getId(), 0);

      CIVILIANS.setRelationship(ALIEN.getId(), -1);

      PIRATE.setRelationship(CIVILIANS.getId(), -1);      
      PIRATE.setRelationship(RSF.getId(), -1);      
      PIRATE.setRelationship(ISA.getId(), -1);
      PIRATE.setRelationship(ALIEN.getId(), -1);

      XLE.setRelationship(CIVILIANS.getId(), 0);      
      XLE.setRelationship(RSF.getId(), 1);      
      XLE.setRelationship(ISA.getId(), 0);
      XLE.setRelationship(ALIEN.getId(), -1);
      XLE.setRelationship(PIRATE.getId(), -1);

      UIN.setRelationship(CIVILIANS.getId(), 0);      
      UIN.setRelationship(RSF.getId(), 0);   
      UIN.setRelationship(XLE.getId(), 0);      
      UIN.setRelationship(ISA.getId(), 1);
      UIN.setRelationship(ALIEN.getId(), -1);
      UIN.setRelationship(PIRATE.getId(), -1);

      AI.setRelationship(CIVILIANS.getId(), 0);      
      AI.setRelationship(RSF.getId(), 0);   
      AI.setRelationship(XLE.getId(), 0);      
      AI.setRelationship(ISA.getId(), 0);
      AI.setRelationship(ALIEN.getId(), -1);
      AI.setRelationship(PIRATE.getId(), 0);
      AI.setRelationship(UIN.getId(), 0);

      ROCK.setRelationship(CIVILIANS.getId(), -1);      
      ROCK.setRelationship(RSF.getId(), -1);   
      ROCK.setRelationship(XLE.getId(), -1);      
      ROCK.setRelationship(ISA.getId(), -1);
      ROCK.setRelationship(ALIEN.getId(), -1);
      ROCK.setRelationship(AI.getId(), -1);
      ROCK.setRelationship(PIRATE.getId(), -1);
      ROCK.setRelationship(UIN.getId(), -1);

      player.setRelationship(AI.getId(), 0);
      player.setRelationship(ROCK.getId(), -1);


      if (CharacterCreationPluginImpl.factionPick == 1) {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), 1);   
      player.setRelationship(XLE.getId(), 0);      
      player.setRelationship(ISA.getId(), -1);
      player.setRelationship(UIN.getId(), 0);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);

      } else if (CharacterCreationPluginImpl.factionPick == 2) {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), -1);   
      player.setRelationship(XLE.getId(), 0);      
      player.setRelationship(ISA.getId(), 1);
      player.setRelationship(UIN.getId(), 0);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);


      } else if (CharacterCreationPluginImpl.factionPick == 3) {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), 1);   
      player.setRelationship(XLE.getId(), 1);      
      player.setRelationship(ISA.getId(), 0);
      player.setRelationship(UIN.getId(), 0);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);


      } else if (CharacterCreationPluginImpl.factionPick == 4) {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), 0);   
      player.setRelationship(XLE.getId(), 0);      
      player.setRelationship(ISA.getId(), 1);
      player.setRelationship(UIN.getId(), 1);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);


      } else if (CharacterCreationPluginImpl.factionPick == 5) {

      player.setRelationship(CIVILIANS.getId(), -1);      
      player.setRelationship(RSF.getId(), -1);   
      player.setRelationship(XLE.getId(), -1);      
      player.setRelationship(ISA.getId(), -1);
      player.setRelationship(UIN.getId(), -1);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), 1);


      } else {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), 0);   
      player.setRelationship(XLE.getId(), 0);      
      player.setRelationship(ISA.getId(), 0);
      player.setRelationship(UIN.getId(), 0);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);

      }

   
   }

   public class ExampleSectorGen implements SectorGeneratorPlugin
    {
     public void generate(SectorAPI sector)
      {
      // Build and add a time manager
      TimeManager timeManger = new TimeManager();
      sector.getStarSystem("Barnard`s Star").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
      }
        }
}
[close]
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on August 15, 2013, 02:38:53 PM
Okkey...

Now i have to install LazyLib :)

oops sorry forgot to mention that was a required library :(

Move these lines:
Code
      // Build and add a time manager
      TimeManager timeManger = new TimeManager();
      sector.getStarSystem("Barnard`s Star").addSpawnPoint(timeManger); //TODO - change if your star system has a different name

to the top of your SectorGen.java in generate method:
Code
public class SectorGen implements SectorGeneratorPlugin {

   public void generate(SectorAPI sector) {
   StarSystemAPI system = sector.createStarSystem("Barnard`s Star");

   // Build and add a time manager
   TimeManager timeManger = new TimeManager();
   sector.getStarSystem("Barnard`s Star").addSpawnPoint(timeManger); //TODO - change if your star system has a different name

and then remove the following:
Code
public class ExampleSectorGen implements SectorGeneratorPlugin
    {
     public void generate(SectorAPI sector)
      {
      // Build and add a time manager
      TimeManager timeManger = new TimeManager();
      sector.getStarSystem("Barnard`s Star").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
      }
        }

I only had that there as an example implementation. Sorry, I should have been more explicit.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 02:41:46 PM
u posted faster, like he said

Spoiler
package data.scripts.world;

import java.awt.Color;
import java.util.List;

import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.SectorGeneratorPlugin;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.fleet.FleetMemberType;
import data.scripts.plugins.CharacterCreationPluginImpl;

@SuppressWarnings("unchecked")
public class SectorGen implements SectorGeneratorPlugin {

   public void generate(SectorAPI sector) {
      
      StarSystemAPI system = sector.createStarSystem("Barnard`s Star");

      TimeManager timer = new TimeManager();
      system.addSpawnPoint(timer); //This needs to be declared AFTER the actual Star System is created
      
      SectorEntityToken star = system.initStar("star_red", Color.white, 400f);
      
      SectorEntityToken corvusI = system.addPlanet(star, "Barnard I", "desert", 55, 150, 2500, 100);
      SectorEntityToken corvusII = system.addPlanet(star, "Barnard II", "jungle", 235, 200, 3500, 200);
      
      system.addAsteroidBelt(star, 200, 4200, 400, 150, 100);

      SectorEntityToken corvusIII = system.addPlanet(star, "Barnard III", "gas_giant_red", 30, 300, 6000, 400);
      
      SectorEntityToken corvusIIIA = system.addPlanet(corvusIII, "Barnard IIIA", "cryovolcanic", 235, 120, 800, 10);
      SectorEntityToken corvusIIIB = system.addPlanet(corvusIII, "Barnard IIIB", "barren", 90, 100, 1200, 60);
      
      SectorEntityToken corvusIV = system.addPlanet(star, "Barnard IV", "barren", 0, 100, 9000, 700);
      SectorEntityToken corvusV = system.addPlanet(star, "Barnard V", "frozen", 330, 175, 10000, 500);
      SectorEntityToken corvusVI = system.addPlanet(star, "Barnard VI", "frozen", 230, 175, 12000, 200);

      SectorEntityToken corvusVIA = system.addPlanet(corvusVI, "Barnard VIA", "frozen", 15, 90, 600, 5);
      SectorEntityToken corvusVIB = system.addPlanet(corvusVI, "Barnard VIB", "barren", 235, 60, 1200, 8);
      system.addAsteroidBelt(corvusVI, 100, 1000, 200, 50, 50);
      
      initFactionRelationships(sector);
   }
   
   private void initFactionRelationships(SectorAPI sector) {


      FactionAPI XLE = sector.getFaction("XLE");
      FactionAPI PIRATE = sector.getFaction("PIRATE");
      FactionAPI ISA = sector.getFaction("ISA");
      FactionAPI RSF = sector.getFaction("RSF");
      FactionAPI UIN = sector.getFaction("UIN");
      FactionAPI ALIEN = sector.getFaction("ALIEN");
      FactionAPI player = sector.getFaction("player");
      FactionAPI CIVILIANS = sector.getFaction("CIVILIANS");
      FactionAPI AI = sector.getFaction("AI");
      FactionAPI ROCK = sector.getFaction("ROCK");
      
      RSF.setRelationship(CIVILIANS.getId(), 1);
      RSF.setRelationship(XLE.getId(), 1);
      RSF.setRelationship(ALIEN.getId(), -1);
      RSF.setRelationship(ISA.getId(), -1);

      ISA.setRelationship(ALIEN.getId(), -1);
      ISA.setRelationship(CIVILIANS.getId(), 0);

      CIVILIANS.setRelationship(ALIEN.getId(), -1);

      PIRATE.setRelationship(CIVILIANS.getId(), -1);      
      PIRATE.setRelationship(RSF.getId(), -1);      
      PIRATE.setRelationship(ISA.getId(), -1);
      PIRATE.setRelationship(ALIEN.getId(), -1);

      XLE.setRelationship(CIVILIANS.getId(), 0);      
      XLE.setRelationship(RSF.getId(), 1);      
      XLE.setRelationship(ISA.getId(), 0);
      XLE.setRelationship(ALIEN.getId(), -1);
      XLE.setRelationship(PIRATE.getId(), -1);

      UIN.setRelationship(CIVILIANS.getId(), 0);      
      UIN.setRelationship(RSF.getId(), 0);   
      UIN.setRelationship(XLE.getId(), 0);      
      UIN.setRelationship(ISA.getId(), 1);
      UIN.setRelationship(ALIEN.getId(), -1);
      UIN.setRelationship(PIRATE.getId(), -1);

      AI.setRelationship(CIVILIANS.getId(), 0);      
      AI.setRelationship(RSF.getId(), 0);   
      AI.setRelationship(XLE.getId(), 0);      
      AI.setRelationship(ISA.getId(), 0);
      AI.setRelationship(ALIEN.getId(), -1);
      AI.setRelationship(PIRATE.getId(), 0);
      AI.setRelationship(UIN.getId(), 0);

      ROCK.setRelationship(CIVILIANS.getId(), -1);      
      ROCK.setRelationship(RSF.getId(), -1);   
      ROCK.setRelationship(XLE.getId(), -1);      
      ROCK.setRelationship(ISA.getId(), -1);
      ROCK.setRelationship(ALIEN.getId(), -1);
      ROCK.setRelationship(AI.getId(), -1);
      ROCK.setRelationship(PIRATE.getId(), -1);
      ROCK.setRelationship(UIN.getId(), -1);

      player.setRelationship(AI.getId(), 0);
      player.setRelationship(ROCK.getId(), -1);


      if (CharacterCreationPluginImpl.factionPick == 1) {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), 1);   
      player.setRelationship(XLE.getId(), 0);      
      player.setRelationship(ISA.getId(), -1);
      player.setRelationship(UIN.getId(), 0);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);

      } else if (CharacterCreationPluginImpl.factionPick == 2) {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), -1);   
      player.setRelationship(XLE.getId(), 0);      
      player.setRelationship(ISA.getId(), 1);
      player.setRelationship(UIN.getId(), 0);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);


      } else if (CharacterCreationPluginImpl.factionPick == 3) {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), 1);   
      player.setRelationship(XLE.getId(), 1);      
      player.setRelationship(ISA.getId(), 0);
      player.setRelationship(UIN.getId(), 0);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);


      } else if (CharacterCreationPluginImpl.factionPick == 4) {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), 0);   
      player.setRelationship(XLE.getId(), 0);      
      player.setRelationship(ISA.getId(), 1);
      player.setRelationship(UIN.getId(), 1);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);


      } else if (CharacterCreationPluginImpl.factionPick == 5) {

      player.setRelationship(CIVILIANS.getId(), -1);      
      player.setRelationship(RSF.getId(), -1);   
      player.setRelationship(XLE.getId(), -1);      
      player.setRelationship(ISA.getId(), -1);
      player.setRelationship(UIN.getId(), -1);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), 1);


      } else {

      player.setRelationship(CIVILIANS.getId(), 0);      
      player.setRelationship(RSF.getId(), 0);   
      player.setRelationship(XLE.getId(), 0);      
      player.setRelationship(ISA.getId(), 0);
      player.setRelationship(UIN.getId(), 0);
      player.setRelationship(ALIEN.getId(), -1);
      player.setRelationship(PIRATE.getId(), -1);

      }
   }
}
[close]
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on August 15, 2013, 02:46:53 PM
Haha speedy speedy :)

Also, double check you are passing the correct hull id and/or variants in to the MiningShip objects you are creating.

The constructor for a MiningShip object is defined:
Code
public MiningShip(String variant_id, String hull_id, int effectiveness)

and you are creating the objects like this:
Code
MININGSHIP_IDS.add(new MiningShip("", "mining_drone_wing", 1));
MININGSHIP_IDS.add(new MiningShip("", "isa7-min-harvester_variant", 2));

I think you will want to do this instead (could be wrong):
Code
MININGSHIP_IDS.add(new MiningShip("mining_drone_wing", "", 1));
MININGSHIP_IDS.add(new MiningShip("isa7-min-harvester_variant", "", 2));
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 02:51:32 PM
Haha speedy speedy :)

Also, double check you are passing the correct hull id and/or variants in to the MiningShip objects you are creating.

The constructor for a MiningShip object is defined:
Code
public MiningShip(String variant_id, String hull_id, int effectiveness)

and you are creating the objects like this:
Code
MININGSHIP_IDS.add(new MiningShip("", "mining_drone_wing", 1));
MININGSHIP_IDS.add(new MiningShip("", "isa7-min-harvester_variant", 2));

I think you will want to do this instead (could be wrong):
Code
MININGSHIP_IDS.add(new MiningShip("mining_drone_wing", "", 1));
MININGSHIP_IDS.add(new MiningShip("isa7-min-harvester_variant", "", 2));

Probably should add more possible Constructors using the FleetMemberAPI

Code
    public MiningShip(FleetMemberAPI fleetMember, 
            int effectiveness)
    {
            this.variant_id = fleetMember.getSpecId();
            this.hull_id = fleetMember.getHullId();
            this.effectiveness = effectiveness;
    }
and done.

EDIT: The reason im adding hull_ids as a possibility would be in cases where your hulls responsible for mining only do mining, with variant_ids you can be more specified but in reality we should actually check for the ship weapons, in hopes of finding mining weapons so expect this code to change later in.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 03:09:11 PM
Well. The script now runs and the fact that i start a campaing in the middle of the sun + get 'a day passed' each day - confirm that.

But i still get no supplies for mining. And no messages either.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 15, 2013, 03:25:04 PM
alright since the script now runs, were going for some debugging, did you do the changes on the MININGSHIP_IDS like Zaphide mentioned?

if you did now you need to copy the code that says "Day as passed" and place it more inside the code where theres System.Out.printin
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on August 15, 2013, 06:53:55 PM
Well. The script now runs and the fact that i start a campaing in the middle of the sun + get 'a day passed' each day - confirm that.

But i still get no supplies for mining. And no messages either.

Okim, provided you haven't changed the handlePlayerFleetMining() method I provided much, it should still write stuff to the StarSector log file. Have a look in there. I suspect it is failing the IsValidMiningFleet() check.

As to why it is failing, make sure your variants are fixed up as per my post above, and make sure they are the correct case as they appear in the .variant file id field (i.e. not "mInInG_DrOnE_WiNg") :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 15, 2013, 11:44:42 PM
Ok. It works now!

Getting 50 supplies per day as intended. Though mining in Barnard`s Star is a bit tricky due to pirate activity - its so damn fun!

Thanks to everyone involved! You guys are true gurus :)


Now all i need is to add miners to all factions (and i think that Scavenger is going to be a less effective pirate`s miner). And i`ll try to create a random resource generation script. Oh, and i might eventually need some help with industrial skills that will:

a. increase mining efficiency
b. increase chances to get rare materials
c. some other cool stuff regarding mining
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on August 16, 2013, 12:29:15 AM
Ok. It works now!

Getting 50 supplies per day as intended. Though mining in Barnard`s Star is a bit tricky due to pirate activity - its so damn fun!

Thanks to everyone involved! You guys are true gurus :)


Now all i need is to add miners to all factions (and i think that Scavenger is going to be a less effective pirate`s miner). And i`ll try to create a random resource generation script. Oh, and i might eventually need some help with industrial skills that will:

a. increase mining efficiency
b. increase chances to get rare materials
c. some other cool stuff regarding mining

Excellent, nice work :)

Yeah I will be adding some industrial skills (and other mining/manufacturing stuff) to Exerelin (at some point when i get time :P), so I will have some working examples soon I hope :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sproginator on August 16, 2013, 12:35:01 AM
Very well done chaps/chapets! Fantastic to see such a strong community flourishing together and working as a team. Very lovely :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 16, 2013, 02:34:26 AM
Ok. I managed to significantly expand the mining script.

It now generates 3 types of materials based on random factor and mining efficiency. The more miners in the fleet - the better are the odds to get high value materials.

Each mining operation consumes 50 supplies per efficiency rating (efficiency is now a float value and differs slightly from miner to miner). If a player has not enough supplies - he gets a nasty red message. If his mining efficiency is 0 - he is also being informed. Both messages pop up after the day has passes :)

So, as you can see, mining is a lottery where you can either loose all your supplies and get some cheap stuff or invest into miners and start to get really expensive stuff from time to time.

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 16, 2013, 02:38:32 AM
I think that i`ll experiment further into supply consumption and probably expand the miningShip class to get that new value per ship.

This will allow me to create diverse miners with various characteristics. And probably even get deeper into new hull mods that increase mining efficiency or supply consumption and later get to industrial skills to govern these things...

Oh man, so many new possibilities are now open with your help, guys! :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 16, 2013, 05:34:46 AM
This could be more accurate in finding mining ships tho (needs 0.6a)
Code
package data.scripts.world.init;

import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import java.util.HashMap;
import java.util.ListIterator;

/* A mining ship in reality its every ship that possesses a mining tool/weapon
 * So grab the ship, search these weapons, if it finds them its a mining ship
 */

public class MiningShip
{
    public String variant_id = null;
    public int effectiveness = 1;
    public ShipAPI ship = null;
    public FleetMemberAPI fleetMember = null;
    public boolean miningWeapon = false;
   
    public static HashMap weaponIDS = new HashMap();
    static
    {
        weaponIDS.put("mining_id", 1); //add more ids if needed
    }

    public MiningShip(String variant_id,
            int effectiveness)
    {
            this.variant_id = variant_id;
            this.effectiveness = effectiveness;
    }

    public MiningShip(ShipAPI ship)
    {
            this.variant_id = ship.getVariant().toString();
            shipEffectiveness(ship);
    }
   
    public MiningShip(FleetMemberAPI fleetMember,
            int effectiveness)
    {
            this.variant_id = fleetMember.getSpecId();
            this.effectiveness = effectiveness;
    }
   
    public String getVariantID() {
            return variant_id;
    }

    public boolean hasMiningWeapons(ShipAPI ship)
    {
        ListIterator allweapons = ship.getAllWeapons().listIterator();
        while(allweapons.hasNext())
        {
            if(weaponIDS.containsKey(((WeaponAPI)allweapons.next()).getId()))
            {
                return true;
            }
            else
            {
                continue;
            }
        }
        return false;
    }
   
    public void shipEffectiveness(ShipAPI ship)
    {
        ListIterator allweapons = ship.getAllWeapons().listIterator();
        while(allweapons.hasNext())
        {
            if(weaponIDS.containsKey(((WeaponAPI)allweapons.next()).getId()))
            {
                this.effectiveness += ((Integer)weaponIDS.get(((WeaponAPI)allweapons.next()).getId()));
            }
            else
            {
                continue;
            }
        }
    }
   
    public int getEffectiveValue() {
            return effectiveness;
    }
}

EDIT: heres the "almost final" code
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Zaphide on August 16, 2013, 05:47:22 AM
This could be more accurate in finding mining ships tho
Code
public static List<String> weaponIDS = new ArrayList();
    static
    {
        weaponIDS.add("mining_id"); //add more ids if needed
    }

Code
public boolean hasMiningWeapons(ShipAPI ship)
    {
        ListIterator allweapons = ship.getAllWeapons().listIterator();
        while(allweapons.hasNext())
        {
            ListIterator allminingweapons = weaponIDS.listIterator();
            while(allminingweapons.hasNext())
            {
                if(((WeaponAPI)allweapons.next()).getId().equals(allminingweapons.next()))
                {
                    return true;
                }
                else
                {
                    continue;
                }
            }
        }
        return false;
    }

It would be another option yes, but currently there is no way to retrieve the ShipAPI object in campaign mode (you only have FleetMemberAPI) :)

However, StarSector 0.6 has the solution :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 16, 2013, 05:57:00 AM
Well, i got another miner in my fleet and my mining power didn`t grow with it. It just seems to be picking the first miner in the fleet.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 16, 2013, 06:06:10 AM
Well, i got another miner in my fleet and my mining power didn`t grow with it. It just seems to be picking the first miner in the fleet.

Thats really strange, what values did you use on the effectiveness for each ship

Also use this:
Code
	public boolean isValidMiningFleet(CampaignFleetAPI fleet)
{
List members = fleet.getFleetData().getMembersListCopy();
for(int i = 0; i < members.size(); i++)
{
FleetMemberAPI fmAPI = (FleetMemberAPI)members.get(i);
                       
                        for(int m = 0; m < MININGSHIP_IDS.size(); m++)
                        {
                            if(fmAPI.getSpecId().equals(((MiningShip)MININGSHIP_IDS.get(m)).getVariantID()))
                            {
                                return true;
                            }
                        }
}

return false;
}

So it only checks until it finds one ship that can mine, instead of making a pass on every ship.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 16, 2013, 07:06:04 AM
   public float getMiningPower(CampaignFleetAPI fleet)
   {
      float power = 0;

      List members = fleet.getFleetData().getMembersListCopy();
      for(int i = 0; i < members.size(); i++)
      {
         FleetMemberAPI fmAPI = (FleetMemberAPI)members.get(i);

                           for(int m = 0; m < MININGSHIP_IDS.size(); m++)
                           {                           
                               if(fmAPI.getSpecId().equals(((MiningShip)MININGSHIP_IDS.get(m)).getVariantID())) {
                                  power += ((MiningShip)MININGSHIP_IDS.get(m)).getEffectiveValue();
                               }
                             }
      }

      return power;
   }




This is what i`m using for mining power (its the very same funstion you`ve provided me with).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 16, 2013, 07:08:55 AM
This could be more accurate in finding mining ships tho (needs 0.6a)
Spoiler
Code
package data.scripts.world.init;

import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import java.util.HashMap;
import java.util.ListIterator;

/* A mining ship in reality its every ship that possesses a mining tool/weapon
 * So grab the ship, search these weapons, if it finds them its a mining ship
 */

public class MiningShip
{
    public String variant_id = null;
    public int effectiveness = 1;
    public ShipAPI ship = null;
    public FleetMemberAPI fleetMember = null;
    public boolean miningWeapon = false;
   
    public static HashMap weaponIDS = new HashMap();
    static
    {
        weaponIDS.put("mining_id", 1); //add more ids if needed
    }

    public MiningShip(String variant_id,
            int effectiveness)
    {
            this.variant_id = variant_id;
            this.effectiveness = effectiveness;
    }

    public MiningShip(ShipAPI ship)
    {
            this.variant_id = ship.getVariant().toString();
            shipEffectiveness(ship);
    }
   
    public MiningShip(FleetMemberAPI fleetMember,
            int effectiveness)
    {
            this.variant_id = fleetMember.getSpecId();
            this.effectiveness = effectiveness;
    }
   
    public String getVariantID() {
            return variant_id;
    }

    public boolean hasMiningWeapons(ShipAPI ship)
    {
        ListIterator allweapons = ship.getAllWeapons().listIterator();
        while(allweapons.hasNext())
        {
            if(weaponIDS.containsKey(((WeaponAPI)allweapons.next()).getId()))
            {
                return true;
            }
            else
            {
                continue;
            }
        }
        return false;
    }
   
    public void shipEffectiveness(ShipAPI ship)
    {
        ListIterator allweapons = ship.getAllWeapons().listIterator();
        while(allweapons.hasNext())
        {
            if(weaponIDS.containsKey(((WeaponAPI)allweapons.next()).getId()))
            {
                this.effectiveness += ((Integer)weaponIDS.get(((WeaponAPI)allweapons.next()).getId()));
            }
            else
            {
                continue;
            }
        }
    }
   
    public int getEffectiveValue() {
            return effectiveness;
    }
}
[close]

EDIT: heres the "almost final" code


Well, i`m not going to use mining weapons - just specialised mining ships.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 16, 2013, 07:31:56 AM
Guys. I just realised that i can use my own restructure to help the game find proper hulls.

All my miner-capable ships have "-min-" in their IDs. Now i just need a script to help my mod to find needed hulls.

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 16, 2013, 07:35:31 AM
Guys. I just realised that i can use my own restructure to help the game find proper hulls.

All my miner-capable ships have "-min-" in their IDs. Now i just need a script to help my mod to find needed hulls.



If you find a way to get that array in the timerManager script you can fill the array with those ids if each string .contains("-min-")
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 16, 2013, 07:40:14 AM
Hey, i found the problem with multiple miners. A pretty trivial one!

All bought ships use _Hull variant :) That`s why i only got my original miner.

Now i wonder if there is any way in java to use something like this: "rsf7-min-scrapper1_*', because i feel that there might be a problem with user created miner variants...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 16, 2013, 07:46:50 AM
Hey, i found the problem with multiple miners. A pretty trivial one!

All bought ships use _Hull variant :) That`s why i only got my original miner.

Now i wonder if there is any way in java to use something like this: "rsf7-min-scrapper1_*', because i feel that there might be a problem with user created miner variants...

Thats another problem that would be fixed if the actual miners were ships that have mining weapons, regardless of what ship it checked, as long its for a mining weapon, its a mining ship.

to make this chance i would need to redo a big part of the TimerManager so might as well wait for the 0.6a and use the variant_ids.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 16, 2013, 09:01:34 AM
Well, i`ll just create a tip that explains how the miners work and why players should not export their own variants from refit screen. For now i mean :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Wyvern on August 16, 2013, 10:14:13 AM
Well, I'd suggest getting the hull class name instead of the variant name, but I don't remember the method name off the top of my head... should be used in my code for cleaning up duplicate hulls, though.

And then, instead of looping through MININGSHIP_IDS, just do hullclass.contains("-min-") - it's important to get the hull name instead of the variant name, though, otherwise the player could make any ship a mining ship just by naming their variant "-min-".
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 16, 2013, 10:36:43 AM
Well, I'd suggest getting the hull class name instead of the variant name, but I don't remember the method name off the top of my head... should be used in my code for cleaning up duplicate hulls, though.

And then, instead of looping through MININGSHIP_IDS, just do hullclass.contains("-min-") - it's important to get the hull name instead of the variant name, though, otherwise the player could make any ship a mining ship just by naming their variant "-min-".

in case of a fleetmember its fmAPI.getHullId()
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 17, 2013, 10:55:14 AM
Guys, how do i set up a proper call for getCrewXPLevel? I fail to do that call due to my bad coding skills.

The idea is to make a check if player`s fleet contains the majority of a given crew type and provide a bonus to mining efficiency.
Also i can`t find a proper way to get experience to crew (want to give 10|100|1000*amount of ores types mined).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on August 17, 2013, 11:52:47 AM
Guys, how do i set up a proper call for getCrewXPLevel? I fail to do that call due to my bad coding skills.

The idea is to make a check if player`s fleet contains the majority of a given crew type and provide a bonus to mining efficiency.
Also i can`t find a proper way to get experience to crew (want to give 10|100|1000*amount of ores types mined).

This is from the crit system i made with Lazys help:

Code
StatMod crewBonus = ship.getMutableStats().getAutofireAimAccuracy().getFlatStatMod("crew skill bonus");
       
        // Green crew don't grant a bonus
        if (crewBonus != null)
        {
            //Goes from 0f to 1f - thanks Alex and Lazy for the help
            crewMaxXP = crewBonus.getValue();
        }

Green crew gives 0f, Elite crew gives 1f, all the rest between
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 21, 2013, 03:32:00 AM
So, how can i give experience to crew and player?

I want both to be affected by the amount and rarity of the materials mined. I tried looking for experience for player - and found nothing. There is a way to give experience to crew, but i can`t figure out how to make it work...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: GarguLL on August 28, 2013, 01:17:02 PM
Hi guys. Have a such problem with new version of the mod,game crash during loading and I have such error in log file

"ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Key [type] has invalid value [DECORATIVE] in [{"specClass":"beam","hardpointSprite":"graphics/weapons/decor/disassembler-antennae.png","coreColor":[255,255,255,255],"textureType":"ROUGH","hardpointAngleOffsets":[0],"textureScrollSpeed":1,"width":1,"turretOffsets":[30,0],"hardpointOffsets":[30,0],"glowColor":[255,255,255,255],"fringeColor":[255,255,255,255],"type":"DECORATIVE","turretSprite":"graphics/weapons/decor/disassembler-antennae.png","size":"SMALL","id":"AI-antennae","turretAngleOffsets":[0],"everyFrameEffect":"data.scripts.plugins.RotatingDishArc","pixelsPerTexel":1}]
java.lang.RuntimeException: Key [type] has invalid value [DECORATIVE] in [{"specClass":"beam","hardpointSprite":"graphics/weapons/decor/disassembler-antennae.png","coreColor":[255,255,255,255],"textureType":"ROUGH","hardpointAngleOffsets":[0],"textureScrollSpeed":1,"width":1,"turretOffsets":[30,0],"hardpointOffsets":[30,0],"glowColor":[255,255,255,255],"fringeColor":[255,255,255,255],"type":"DECORATIVE","turretSprite":"graphics/weapons/decor/disassembler-antennae.png","size":"SMALL","id":"AI-antennae","turretAngleOffsets":[0],"everyFrameEffect":"data.scripts.plugins.RotatingDishArc","pixelsPerTexel":1}]"

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on August 28, 2013, 03:08:15 PM
Looks like you need to update the game.

According to the error message - it states that it can`t understand DECORATIVE mount type - and that`s quite an old addition to Starsector.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sproginator on August 29, 2013, 03:03:49 AM
You need to update your game. Do you have a licensed version or is it cracked? If cracked we can't help you pal
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: GarguLL on August 31, 2013, 12:20:18 PM
0.54.1a is old???
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sproginator on August 31, 2013, 01:01:55 PM
0.54.1a is old???

Are you certain that's the version you have?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: GarguLL on September 01, 2013, 05:44:43 AM
Well,yes I'm sure) It‘s written in the up right  corner of starting menu of the game
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 01, 2013, 05:47:35 AM
Well, redownload and reinstall the mod. That`s the only suggestion that i can give you.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sproginator on September 01, 2013, 05:50:18 AM
Yeah, A pretty weird bug otherwise. Does it just happen with Ironclads?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 01, 2013, 05:54:03 AM
Hm. Indeed. Try switching off the Ironclads and run vanilla - if it has the same error - than the problem is with the game. If it plays ok - than do what i posted earlier.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sproginator on September 01, 2013, 06:01:07 AM
Hm. Indeed. Try switching off the Ironclads and run vanilla - if it has the same error - than the problem is with the game. If it plays ok - than do what i posted earlier.

Yep
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sabaton on September 12, 2013, 09:02:59 AM
 This has to be the best mod for SS, love everything about it! Ships, weapons, story, you really put a lot of effort in there. I'm sure there are game devs who would envy you.
 Also, v5.2 looks pretty much complete to me, I mean, what more could you add?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 12, 2013, 10:08:14 AM
More ships (civilians), more guns, a huge map with tons of stars, trade, mining etc.

There is a lot of place for improvement...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 13, 2013, 03:34:08 AM
Variations upon ships, perhaps. Like the Pirates do with their frigates.

Moscows that have been modified over time to move one of their signature guns over onto the same side as the other to create monstrous broadside ships. If you still have them, could overhaul the older sprites of all your ships. Novgorods with a large gun format similar to the old Moscow, 3 guns straight down the front. A Michigan that has removed all it's front guns to overpower the built-in plasma cannon. Alien Frigates with no other guns but three of it's main guns instead of two.

I would love to see more guns added. Single-barreled versions of some larger guns. Multi-barreled batteries of smaller ones. Singular 250mm guns come to mind as a medium mount alongside the large double-barreled mount.

If, when the multi-systems are introduced, it's possible to have some fleets spawn in systems and some not, then as you get further away from a faction's capital system, their fleets get more creative to deal with life on the outer rims, thus these variations in hull design.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 13, 2013, 04:08:33 AM
Well. Not sure about the need of so many ship hull variations. There will be some new military ships, but mainly for UIN and XLE. ISA and RSF have plenty of ships already.

Single-barreled guns - that might be interesting, but i can`t promise anything here. I prefer to add some unique guns rather than make the same system for various sizes.

Multi-systems will bring a set of new station types to the mod that will spawn fleets. No more spawn in the voids or in deep space. Pirates may actually spawn in the hyperspace is this will be possible (as well as aliens, AI, Rock Flies etc).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sabaton on September 13, 2013, 04:30:30 AM
 I agree with adding more unique guns, better have more different guns than diminish their personality with n variations, the same kinda goes for ships, it makes sense for jury ridging factions like pirates but not full fledged nations. XLE&UIN could use a few more ships, yes, but I wonder what are you planning with the AI and Alien factions, will you continue to expand them or will you leave them to their lesser faction status?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 13, 2013, 05:17:47 AM
Lesser factions definitely.

They will be getting into various factions` space from the outskirts and be very rewarding for finishing them off.

Aliens, probably, will have a single uber mothership fleet that will spawn/despawn other fleets (if that kind of script will be possible). So killing the MS would not only give a player huge bounty, but also will cease any alien activities in the sector.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Erick Doe on September 13, 2013, 05:21:48 AM
I'd love to see a futuristic version of the East India Company or United East India Company. You get the idea.  :) A powerful (semi) independent merchant house or two.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 13, 2013, 05:43:49 AM
Actually - some kind of similar faction was planned - Free Earth States. A faction that controls Earth, some near by colonies and has diplomatic, political and military power to enforce peace in their space. They`ve obliged other factions to provide all the necessary resources to support the Homeworld. Any military ships entering FES space are object to immediate neutralisation.

FES is the center of the blossom with other factions spreading from it.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sabaton on September 13, 2013, 06:08:13 AM
 What do you mean by was planned? They didn't came out the way you wanted so you scrapped them? Or did you leave them on hold?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 13, 2013, 07:13:37 AM
On hold.

To be precise - they are in a state of concept. I needed smth to explain where the Earth is and who helds it. I wasn`t planning to put them in until i get at least some systems for each faction with trade lanes, stations, patrols, military operations set up and running.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 13, 2013, 01:48:08 PM
Next ship I'm dying to see is a dedicated UIN carrier or destroyer-sized escort carrier.  Now that 0.6 is out (currently downloading!!!) I'm looking forward to carrier groups having a completely different playstyle :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 13, 2013, 02:01:49 PM
Oh man... 0.6 is out.

Not that i`m unhappy with that - but its going to eat a lot of my time to adapt Ironclads for the update...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 13, 2013, 02:09:38 PM
Had a quick play...   it's...   Different  ???

I'm sorry to say Okim I agree with you more than I'd like to, it's going to take a massive effort to port over given that it's pretty much a different game.  Buying the talon wing at the start is no longer even remotely viable in vanilla!  Stick to it though bro, the results will be worth it :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 13, 2013, 11:27:36 PM
The goal for now is to make it possible to launch Ironclads with 0.6a. Balance issues will be adressed later :)

I just need to add CR-based info, fuel and supplies consumption, repair rates and other extra info to more than 140+ ship hulls...

Then i`ll need to rework each and every of 198 weapon files to ensure that they are using apropriate sound files...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 14, 2013, 12:34:49 AM
Well, the sounds are done (mod retains old gun fire effects while using all the new sounds for other things). The CR system as well as repair&supply seems to be held pretty well by 0.6a default values.

This means that mod testing just became possible without diving deeper into the total rehaul (actually making this rehaul much easier to acomplish).

All what i`m saying is that the mod will be adopted to 0.6a quite soon :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Anysy on September 14, 2013, 12:36:52 AM
that makes me really happy, and I cant wait to see what Ironclads will bring to .6 :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 14, 2013, 03:15:30 AM
Well, at least 4 new systems one for each faction for the start.

Later there`ll be a system for pirate hideout. A system for the Alien Mothership. A sytem for the rock fly safari.

Much later there are going to be some extra systems for each faction with specialist stations and scripted Ai/Alien/Rock Fly/RSF-ISA incursions in each other`s space.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 14, 2013, 12:03:12 PM
Hi. Need some help with proper script call for a station in a different system. How to call a system and its star i`ve figured out, but i have no idea how to call a specific entity in it.

The idea is to set a destination in another star system for a supply fleet.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 14, 2013, 03:03:04 PM
Nevermind. Found it myself.

Soooo. There are now 4 systems in Ironclads containing a Ship Yard, a Military Base, A trading Station and an Enforcer Station.

A simple system of random traffic generation creates a couple of traders that randomly pick spawn and destination station. This is just to make the sector slightly more 'alive'.

Trade Stations ship various cargo between factions. They usually have lots of civilian stuff.
Enforcer Stations spawn police fleets that secure systems from pirates.
Military Stations spawn system defence fleets, scouts and patrols that operate in different systems and even patrol hyperspace.
Ship Yard spawns supply fleets and freighter fleets that bring fuel, crew, supplies and hulls to various stations.

There will also be a couple of fuels/supply depots for ressuply purposes present in different systems.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 15, 2013, 03:45:05 AM
When are you looking to release then Okim?  Soontm got a little old waiting for 0.6 lol :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 03:56:05 AM
I`ve just started to work on it, so i can`t predict how long it will take.

Currently the whole RSF sector (6 systems) is up and almost running (it needs pirates, civilian miners, more military and police).

Second sector will be ISA (5-6 systems). It has just one system right now that sends invasion fleets to Barnard`s Star and fends off RSF fleets.

The last ones are going to be XLE with their 3 systems, UIN with the same number of systems, pirates, trade fleets, menaces and hidden stashes.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 15, 2013, 04:26:01 AM
Cool!  I'm sorry if I sound impatient but Ironclads makes up most of my Starsector experience with Exerelin close behind for the rest :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 04:44:32 AM
Well, the mod will differ greatly from what it was before. Hyperspace add quite a lot to it, but also takes a huge chunk out of it - the dynamics.

4 factions inhabbiting their own space and menaces haunting outskirts of known space - all this makes Ironclads a pretty huge, but quite a slow mod.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 15, 2013, 06:46:10 AM
Well if you want a hand doing anything give me a shout, I did java as part of my degree study before I switched to aero-tech but I can always do some dog work if you need it?  ;)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 06:50:27 AM
Thanks for your offer.

For now the only thing that comes to my mind is a way to spawn a fleet from another fleet. This way i can make Aliens spawn from Mothership, raid systems and return to it. Once MS is gone - no more Aliens are spawned (and those who are still roaming out there - will return to location unknown (hyper space anchor).

I have no idead how to make it :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 15, 2013, 07:44:01 AM
Hmmm what about setting all their burn speeds to 0.00001 but the mothership to 100000?     That's not code but it is a hack...   Without the mothership to speed-boost the support ships they are quickly decimated but a lone mothership that manages to escape can 'jump' away?  To finish it off you would just have to boost the personnel of the mothership and drop it on the support ships while increasing support-vessel cargo and neutralising mothership cargo.  If I'm understanding the new mechanics correctly, that will force the mothership to despawn/leave (you could add a 100% jump range for this) but the aliens to die without it
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 15, 2013, 08:02:58 AM
Lol sorry Okim wasn't paying attention to what you said!  (Too many beers before football)

That's going to be a generator, will look in the morning when sober before work :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 08:05:55 AM
That`s just a though right now. No need to hurry or even start trying to do that :)

Just wondering if such a thing is actually possible.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 15, 2013, 09:21:45 AM
Is there perhaps a way to get the spawning system to look for the Mothership and then use it's position to plop fleets on top of it? A mothership fleet on the map is an entity like everything else. Stations move, as do planets, but fleets can still spawn on top of those without issue, so designating the mothership should work, too..... Right?...
I don't code, so I may (probably am) talking out of my ass.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 09:23:13 AM
This might work actually.

But i don`t think that fleet is the same type of entity as station or a planet. Need to check though.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 15, 2013, 11:39:28 AM
While I'm not familiar with Java, much less the game's code, I think it might be prudent to check if the mothership fleet exists first. Since neither planets nor stations are destructible right now I doubt the spawning system has any way to handle the disappearance of a predefined spawn point.

Btw I'm curious how you're going to implement the new supply mechanics. Is there going to be some kind of factional split like ISA having high CR per deployment or something like that or are all ships just going to have similar CR and supply requirements? What about the exorbitant fighter supply costs, are those in from the vanilla game?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 01:08:05 PM
Well. The whole idea with the new stuff looks something like  this:

RSF ships are CR efficient - require low CR to get into combat, frigates have no CR degradation. Supplies are consumed at a higher level. Repair is mediocre.

XLE are the masters of the burn, though it comes at a cost of extra fuels/LY. CR for deployment is mediocre. Repair and supplies are mediocre.

UIN are repair masters. Their ships cost less to repair and repair rate is much better than of the other ships. CR for deployment is mediocre. Have the best fuel capacity and consumption rates.

ISA are supply masters. Their ships consume less supp per day. They are the second in terms of CR for deployment after RSF. Sophisticated techs require extra efforts for the purpose of repairing.

Pirates. Note that there are three types of pirates - Marauders with unique scrap build ships - Crimson Snakes who dwell near XLE space and basic criminals running on common civilian ships.

Marauders are going to be great repairers and have the second burn level after XLE. Their CR will match RSF as their ships are actually always ready for combat. Supplies and fuel consumption is increased.

Crimson Snakes and common pirates will have the same stats as original ships.

Aliens, AI and etc i haven`t though of yet.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 01:11:52 PM
Fighters i haven`t even tried to grasp yet. They were reworked prior to 0.6a and currently they behave pretty well. But currently i`m using the defaults that vanilla projects on my wings, so i don`t see the whole picture.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 01:15:12 PM
Oh, just wanted to note: the map of the whole sector will be accessable whenever you make a jump into hyperspace. It will contain various signs (like SY for ship yard or $ for a trade station) near the star name to give a player an idea what to expect in the corresponding system.

Aliens, pirates and such might not be represented on that map :)

The hyperspace TAB map will also be slightly informative. The icons of stars that each faction controls will be set according to the faction: red - RSF, white - ISA, green - XLE, blue - UIN, cuan for Aliens, purple for AIs, brown for Rock Flies and dark grey for pirates.

This simple way of visual differentiation has nothing to do with the star types themselves - there will be red, yellow, white and blue stars.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sabaton on September 15, 2013, 03:02:38 PM
 Nothing like a release to stretch your legs uh? As for marauders: you mean they will build their own ships instead of having them based on other factions design? Will they be unlike the ones pirates already have? And will the crimson snakes get more ships? Because right now I think all they have is the variation of that XLE frigate, or is that their thing?
 I'm asking this because I'm planning to go on a plunder campaign.
 And also: what's with the image at 93, giving the civies and policemen more toys?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 09:59:26 PM
The current pirates that we have in the mod - are Marauders. They will have a hidden base in the vicinity of RSF/ISA border conflict (Barnard`s Star <> Grant systems) and will launch raiding parties into space of both factions.

Criminals will be present in all factions` space and have bases hidden somewhere in outskirts of the map. Player will be allowed to play as pirates, but unlike the current starting ship set - he will get civilian vessels to ride in. However - all three pirate subfactions will be friendly to him, so he will be able to buy all the pirate stuff he desires.

To be honest - with current (and planned) abundance of civilian fleetss per faction (roughtly 25-50 fleets per faction) - becoming a pirate would be much more interesting than choosing military or system security carrier.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 15, 2013, 10:02:55 PM
Civilian fleet is growing. Currently all factions except for UIN have a specialized mining ship, a shuttle, a set of various freighters and police ships (except for XLE - the role of the police for them plays mercs).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sproginator on September 16, 2013, 12:14:37 AM
100th page, woop woop!!!

Anyway, can't wait to revisit this mod Wednesday. Gonna be a grand battle indeed
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 16, 2013, 12:43:27 AM
Emm. What?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sabaton on September 16, 2013, 01:29:05 AM
  Even if I mostly engage civies as a pirate I'm not limited to them, I tend to win against 3-4 ISA frigates and even took out a lone carrier with a frigate , thou I wouldn't try it again.
  It's much easier with the targeting unit.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 16, 2013, 02:55:49 AM
Haha where did you get Wednesday from?  ???

Anyway, Okim are you planning on making lots of independent fleets in a way they they are each their own faction?  I mean this as the way the reputation relationship works so you could be an enemy of one admiral but not another?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 16, 2013, 03:11:05 AM
The new mod version will have civilian sub-factions rather than a whole civilian sector as a separate faction.

Colours of these sub-factions will be slightly desaturated. Civies of all factions are neutral to each other. ISA and RSF military are hostile towards civies of each other, so it would be legal to hunt down enemy freighters without the risk of getting kicked by your own security forces. It would also be possible to attack any civilian sub faction without drawing the attention of their mother faction.

Each faction will get ~40 separate civilian fleets running all over their space with spawn point, cargo and destination being randomly generated. Ship Yards, Mining Facilities and Orbital Factories will get their own cargo hauler fleets (which carry hulls/ores/components). Ship Yards will also have supply fleets that carry military ships and weapons to Military Outposts.

Local Security forces will not engage other faction`s security forces. In fact - they should not even meet each other.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 16, 2013, 03:19:17 AM
Sounds epic dude, might go pester Alex now for deeper relationships :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 16, 2013, 03:30:03 AM
I preffer to have a price change mechanics with dependence on station/planet type in the next update. Ironclads just have tons of civilian ships that need to have some occupation in the mod.

The hyperspace adds a new role for these ships - supply and fuel carriers, but it is still not enough for a player to actually buy a freighter or two for his fleet.

New miner mechanics also gets some space for freighters in player`s fleet.



But for now freighters play a role of a prey for pirating players.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 16, 2013, 05:21:32 AM
I cannae wait for the 0.6 version of Ironclads.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 16, 2013, 05:42:17 AM
Yeah, me too :)

P.S.: i`ve done adding the new ship values to all Ironclad`s vessels.

Now just tell me - is 17 replacement fighters for a Dart wing = okay? A single wing costs 1800 to buy, 3 logistics to maintain, 3 CR to deploy (per fighter) and has 6 fighters per wing.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sproginator on September 16, 2013, 05:46:42 AM
Sorry, Wednesday is because that is when my pc is set up again, currently renovating my room and PC room
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Jonlissla on September 16, 2013, 05:57:13 AM
3 CR to deploy (per fighter) and has 6 fighters per wing.

Sound good, it's less than a frigate. Would be nice if they can recover CR fast too, since I imagine alot of them dying.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 16, 2013, 06:02:27 AM
Hm. I didn`t find any value for CR recovery rate. I assume its dependent on character skills and crew level (probably).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 16, 2013, 06:04:40 AM
Yeah, me too :)

P.S.: i`ve done adding the new ship values to all Ironclad`s vessels.

Now just tell me - is 17 replacement fighters for a Dart wing = okay? A single wing costs 1800 to buy, 3 logistics to maintain, 3 CR to deploy (per fighter) and has 6 fighters per wing.

That's about two full wings until CR begins to really suffer, seems about right for something as fragile as that.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 16, 2013, 06:20:36 AM
Let`s have a small poll here, guys.

Should a player be able to freely buy military ships and fighters at Military Outposts and Ship Yards if he has`n chosen the military carrier? Yes / No

Ship Yards are positioned in the middle of the faction`s space. Military bases - at 1-2 stars at the borders.
Player can get a chance to buy a military ship at one of the pirate bases, but this is totally random and not guaranteed.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 16, 2013, 06:23:31 AM
Gonna say no. More distinctions between career choices means more diverse gameplay and more replayability.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sabaton on September 16, 2013, 06:55:24 AM
 I think no as well, the factions don't even let their enforcers use military grade ships, let alone a stranger like you.
 On a side note: playing as an enforcer would be nice if you could cooperate with other factions enforcers to bring down dangerous criminals, like an international arrest order, perhaps even being given permission by your own mother faction to hunt down traitors or spies.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 16, 2013, 08:17:32 AM
Oh, quest-like events... That`s gonna be interesting, but i lack the necessary skills for that.

Guys, i have a code request. A simple trade system based on interaction dialog.

The idea:

1. once a player gets into station dialog he`ll have an extra option available in it (something like "Buy/sell resources and other commodities").
2. selecting this option will bring a new menu depending on station type looking like this (Mining Facility):

buy 10 common resources
buy 100 common resources
buy 10 rare resources
buy 100 rare resources
buy 10 exotic resources

sell 100 industrial equipment
sell all industrial equipment

Leave trading network

Options here will either be greyed out or not be present in the list if a player has no money to buy stuff or not enough stuff to sell.

3. selecting any of that options adds/removes cargo/credits and updates the menu (checking player cargo and credits).


What i need is an example of a station interaction plugin that check for station type (by entity name), checks cargo and credits and manipulates them.

P.S. to expand this idea - here is a list of all possible stations and their buy/sell options.

Mining Facility. Sells resources of 3 types at low prices. Buys industrial equipment.

Orbital Factory. Sells low-tech/high-tech/weapon components and industrial equipment at low price. Buys ores at high price.

Ship Yard. Sells nothing, but buys components and equipment at high price.

Trading Station. Buys and sells everything at mediocre prices.

Enforcer and Military Stations. Sells nothing. Buys weapon components and low\hight tech components at high price.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 16, 2013, 08:52:19 AM
Oh, and i forgot to add.

Ship Yards and Pirate Stations are also planned to offer conversion servises. For example - RSF SY will gladly convert Rostov hulls between each other and offer a chain of upgrades: Sword - Kursk mk.1 - Kursk mk.2  - Kursk mk.3.

ISA SY will be able to convert some DEs and Frigates.

Marauders will convert various ships into their scratch-built ships.

All conversions will require some components and supplies, but no money.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Darloth on September 16, 2013, 12:26:11 PM
Quote from: 'Okim'
Hm. I didn`t find any value for CR recovery rate. I assume its dependent on character skills and crew level (probably).

As far as I can determine, the CR restored per day is equal to the repair rate, for both fighters and normal ships.

The supply cost to do that (i.e. supplies per day) isn't related to the actual repair cost though.

I haven't yet found anything that directly changes CR restoration speed.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 17, 2013, 01:26:53 AM
Ok.

Forced all military stations and ship yards to sell military ships only to their friends (those, who picked military carrier). There are some standard frigates that are 'allowed to civilians' though.

This also includes supply fleets that will bring only 'allowed to civilians' ship hulls (including standard military frigates) if you are not part of faction`s military.

Pirates and ship yards will eventually bring back from raids/military stations some of the military hulls (lore-wise: pirates will get hulls as trophies and SY will get them as decommissioned military ships for sale). This way even pirate players will have a slight chance to get RSF Novgorod cruiser or even Moscow battleship!

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 17, 2013, 01:33:32 AM
Every single civilian or pirate fleet in the game has two purposes.

Civilian traders, freighter fleets bring cargo to its destination and then return back with new cargo. This way all stations in the game will be resupplied.

All Pirate fleets raid various systems and bring back some plunder (weapons, supplies, sometimes even 1-2 random hulls). This way all pirate stations are getting new and fresh stuff. This is also how pirates can get some rare hulls (note, that small fleets will bring back only civilian stuff while armadas will get a chance to get something from military hulls choice).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 18, 2013, 03:36:19 AM
Well I don't know about anybody else but in vanilla I'm finding freighters to be essential in a fleet now so I'm looking forward to your range of civvies and support ships :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 18, 2013, 05:23:38 AM
I`ve started working on implementing station interaction system. I hope to figure out how to add 'simple' dialog options to buy/sell various resources. If that succeeds - all of the freighters will suddenly get a new and proper role.

Miners need a few freighters to operate normally (without the need to often interrupt mining process and move to resupply). They consume quite a bunch of supplies per a single day of mining.

BTW, i`m going to add some hidden abandoned stations on the outskirts of factions` space that will contain some valuable stuff (weapons, resources, fuel, supplies and even ship hulls). This stuff might require a freighter or two to load and transport to nearest station.

If i`ll get my trading system up and running - i`ll try to give conversion options to some stations. These conversions will require some resources, that may need an extra freighter in fleet.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 18, 2013, 05:27:02 AM
For now EACH faction in the game has a fast (max burn 6-8) shuttle, a set of small and medium size freighters, tankers and passenger ships and a mining-capable ship (that converts supplies into different resources). RSF and ISA have cruiser-size freighters (other factions are also planned to have at least one).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 18, 2013, 06:58:15 AM
*waiting for 0.6 Ironclads*


(http://fc05.deviantart.net/fs31/f/2008/209/2/9/Omg_I_gets_present_by_Droneguard.gif)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NITROtbomb on September 18, 2013, 07:15:57 AM
silver make that your sig!!!!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 18, 2013, 11:34:09 PM
Guys, does anybody know how to create a JAR file in netbeans? Or any other program? Its a pain in the **** to figure that out without any idea of what you are doing. Especially with tons of options that NB has...

EDITED:

This issue of mine with JARs is one of the major things that stands between me and simple trading system.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Lictuel on September 19, 2013, 12:32:17 AM
Have a look here for how to do it from the command promt: http://www.wikihow.com/Create-JAR-File.
Eclipse has the ability to export as jar, I guess netbeans has that ability as well.
Also take a look at answer 1 and 2 here : http://stackoverflow.com/questions/4498047/export-jar-with-netbeans.

Hope that helps.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 19, 2013, 03:42:09 AM
It's been a while but I think you need to clean and compile it first and then it should be possible to grab .jar from the built folder for the project, will have a look when I get home if you haven't sorted it
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 05:10:55 AM
Made a simple map of the whole sector: http://www.lordsofthestars.com/other/MAP.jpg

It is just a sketch for now, but the faction`s stars and their positions are final. In fact - all RSF systems, ISA Grant and UIN Centronom, Achiles and Gianopolis are already in the game.

History:

RSF systems are red
ISA systems are white
UIN systems are blue
XLE systems are green
Grey systems are unclaimed, but that doesn`t mean that they are empty

SY - ship yard
TS - trading station
ES - enforcer\police station
MF - mining facility
OF - orbital factory
MB - military base

EDITED: oops, fixed the typo
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 19, 2013, 05:20:20 AM
Typo Okim:  you have start instead of stars in that linky :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 05:22:12 AM
Thanks )
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 19, 2013, 05:25:07 AM
Sooo, who controls the Sol system?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 05:28:23 AM
FSS - Free States of Sol. That`s a very minor, but extremely wealthy and influential faction.

Or i just can make Earth an uninhabitable world that is long dead:)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 19, 2013, 05:28:59 AM
Wasn't it the super-authoritarian security and heritage council?

Edit-  Whoops, beat me to it :D
It's a sad day at work when I'm pretty much mashing F5 on forums lol
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 19, 2013, 05:38:43 AM
FSS - Free States of Sol. That`s a very minor, but extremely wealthy and influential faction.

Well in that case I'm looking forward to reclaiming the glorious motherplanet in the name of the RSF.

Wasn't it the super-authoritarian security and heritage council?

Is that a reference to something? It feels like it is, but I can't really place it.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 19, 2013, 05:42:05 AM
Uomoz? Zaphide? Stormpt? Rex? I wan' a system name. ;~;
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on September 19, 2013, 05:49:11 AM
Heres the old Dawn of Victory star map, it was surprisingly close to what Okim was doing, but with somewhat different main factions and a nuclear wasted Earth (Sol system) due to a forced immigration (http://goliath-maps.deviantart.com/art/Dawn-of-Victory-Aftermath-of-the-Scinfaxi-Invasion-335369145):

Image too big to be posted here... (http://dawnofvictory.com/Map/New3/full.jpg)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 19, 2013, 06:03:06 AM
Will we find a forgotten great library in Lazwiz? :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 19, 2013, 06:04:18 AM
Wow, clicking that big link outright crashed Firefox. Didn't even get to see how big it was.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 06:07:05 AM
Uomoz? Zaphide? Stormpt? Rex? I wan' a system name. ;~;

Silver or Silence? :)


Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Taverius on September 19, 2013, 06:07:46 AM
Its a little weird seeing Barnad's Star not being the second-closest to Sol after Centauri alpha/beta/gamma ... I guess distances in Hyperspace are not related to real space?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 06:09:47 AM
That`s 2d map out there. Its difficult to make all 3d locations on it. Vega and Procyon should also be in different places.

Who cares actually? :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 06:10:42 AM
Will we find a forgotten great library in Lazwiz? :D

Yeah, some kind of an expensive loot you`ll be able to salvage there.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 06:11:40 AM
Heres the old Dawn of Victory star map, it was surprisingly close to what Okim was doing, but with somewhat different main factions and a nuclear wasted Earth (Sol system) due to a forced immigration (http://goliath-maps.deviantart.com/art/Dawn-of-Victory-Aftermath-of-the-Scinfaxi-Invasion-335369145):

Image too big to be posted here... (http://dawnofvictory.com/Map/New3/full.jpg)

That`s a freakingly HUGE map there... I can`t even dream to make at least 20% of it :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on September 19, 2013, 06:14:02 AM
Heres the old Dawn of Victory star map, it was surprisingly close to what Okim was doing, but with somewhat different main factions and a nuclear wasted Earth (Sol system) due to a forced immigration (http://goliath-maps.deviantart.com/art/Dawn-of-Victory-Aftermath-of-the-Scinfaxi-Invasion-335369145):

Image too big to be posted here... (http://dawnofvictory.com/Map/New3/full.jpg)

That`s a freakingly HUGE map there... I can`t even dream to make at least 20% of it :)

SC2 map is actually bigger, around 500+ star systems i need to add onto the mod, sigh....
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 06:14:30 AM
Forgot to mention - every single system out there (in Ironclads) will have its own background image.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 06:16:08 AM
Heres the old Dawn of Victory star map, it was surprisingly close to what Okim was doing, but with somewhat different main factions and a nuclear wasted Earth (Sol system) due to a forced immigration (http://goliath-maps.deviantart.com/art/Dawn-of-Victory-Aftermath-of-the-Scinfaxi-Invasion-335369145):

Image too big to be posted here... (http://dawnofvictory.com/Map/New3/full.jpg)

That`s a freakingly HUGE map there... I can`t even dream to make at least 20% of it :)

SC2 map is actually bigger, around 500+ star systems i need to add onto the mod, sigh....

Only 10% of them actually contained story-wise items (if not lower). Others are just places to mine resources and hunt poor local life. I assume these can be randomly generated without any significant loss.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on September 19, 2013, 06:19:04 AM
Yes, but their part of the original game so i cant just ignore it. Once i add all the system i theoretically have the largest "sandbox" for more then just SC2 also theres also the mod they did for it, im still debating if i should add those as well that adds a extra sector (http://fc03.deviantart.net/fs71/f/2012/017/8/f/project_6014_starmap___red_by_dczanik-d4mnqac.png) south of the original. It all depends if i can create a script to get all the data from the original files in c++ and create a SectorGen + all the system java files
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 06:29:25 AM
Good luck to you with that project. I`m a fun of SC universe and will gladly play that.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 19, 2013, 07:09:08 AM
Ooh ooh if you're naming things is there any chance of seeing an abandoned station called "Fort Braun" above a planet somewhere called "Gabriel's Folly?"  :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 19, 2013, 07:11:24 AM
wathavidun?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on September 19, 2013, 09:48:08 AM
Awww. I wanted my own system named after me too :( btw, Okim, do you have plans for an aircraft carrier with more than 1 flight deck for the UIN? I know I asked this before but with 6.0 finally out maybe this possiblity is back on the table?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 19, 2013, 10:05:36 AM
Oh I wouldn't want a whole system doing, he'd never get it released!!!

Also, +1  on the UIN carrier!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 10:27:41 AM
A star named after a person is something i may achieve. Not sure how many i may put in - there isn`t much diversity for now in mod and some systems might end up without proper use.

For now - there are 4 types of unclaimed (grey) systems - one with minable asteroids, one with a pirate base, one with an abandoned station and the last - with AI, Fly or Aliens.

Post here your desired names and i`ll try to find it a proper usage :)


As for UIN - Germany is now a 2-deck battle carrier. A ship capable of acting as a military ship and a support carrier at the same time. There will also be a heavy freighter and a miner with a deck, but they are not proper carriers.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 19, 2013, 11:10:32 AM
Can you put in a fleet called 'A Witty Rock Fly' in some fringe system?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 11:15:24 AM
I can make it a wealthy and rare Fly that will provide its slayer with tons of eyes, eggs, plates and organs for sale.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 19, 2013, 11:18:17 AM
Make that an excuse to create some sort of doomfly? Rockflies are pretty damned durable, but once their armour fails, boy do they die fast.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 11:25:55 AM
That`s by design. They are insects and you know what happens to insects when their carapace is pierced :)


Here is a pic of all the resources used in the mod:

(http://www.lordsofthestars.com/other/resources.png)

Left to right:
resources (common, rare, exotic)
components (low-tech, high-tech, alien-tech)
rock fly(eyes, plates, organs, eggs)
valuables

Resources are 'mined' at mining facilities. You can also mine them with miners. Orbital Factories convert those into components. Ores can also be sold to trading stations.

Mining with miners is simple - just get a miners, a bunch of hardened crew and tons of supplies (which are, btw, retain their original pre 0.6 low cost). Depending on your fleet`s mining efficiency (this differs per faction with XLE having the best miners, but rather supply-hungry ones) and crew experience. Each day of mining eats 30 supplies multiplied by supply consumption (again based on miner ships being used).

Components are supposed to be used for conversions. They can be sold to ship yards for quite a sum of money. High-tech components are tropheys that are left by AI and aliens. Can be sold. I might eventually create a research station where you can sell them at higher prices or even convert into some useful devices. Dunno.

Rock Fly 'parts' are just extra tropheys that can be sold (probably will be sold at higher prices to trading stations).

Valuables are just valuables. Migh make them extra valuable to pirates.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sproginator on September 19, 2013, 12:02:24 PM
A star named after a person is something i may achieve. Not sure how many i may put in - there isn`t much diversity for now in mod and some systems might end up without proper use.

For now - there are 4 types of unclaimed (grey) systems - one with minable asteroids, one with a pirate base, one with an abandoned station and the last - with AI, Fly or Aliens.

Post here your desired names and i`ll try to find it a proper usage :)


As for UIN - Germany is now a 2-deck battle carrier. A ship capable of acting as a military ship and a support carrier at the same time. There will also be a heavy freighter and a miner with a deck, but they are not proper carriers.

Me please! Name it after me! The Sprognis system :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 12:13:38 PM
No problem. Sprognis - sounds good.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on September 19, 2013, 12:24:26 PM
Edit: re-read your post. Can I submit my name for consideration: EchoSierra or some variation thereof? Maybe even use it with a numerical figure (like Echo-Sierra-21) to denote that it's not important enough to get a proper name? If I remember correctly, that's what they do in real life :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 19, 2013, 01:16:34 PM
(http://fc07.deviantart.net/fs71/f/2011/288/d/2/oh_god_what_have_i_done____by_rober_raik-d4cw1lu.png)


I was half joking when I said I wanted a system because I'm absolutely no good with naming things. Now everyone wants a system.  :-X
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sproginator on September 19, 2013, 01:22:18 PM
No problem. Sprognis - sounds good.

And, maybe make a custom ship for me? pretty please? :)

Send me a message on here and I'll give the general design idea
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on September 19, 2013, 01:54:27 PM
... And now I feel bad  :-[

Okim, if you think me pushing for a star system name is too much, just say so.
I understand that it's your mod, and that this is ultimately your decision  :P
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 19, 2013, 02:28:28 PM
That's some pretty good looking spritework, though one minor nitpick: the Alien engines glow blue so shouldn't the alien tech also have blue glow? Also, you might wanna rename the resources to minerals to avoid confusion.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 19, 2013, 09:45:11 PM
Thanks for the advice with names. Minerals do indeed sound better.

As for the alien-tech - that`s more an AI drive rather than Alien )
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 20, 2013, 05:58:19 AM
So, IT IS ALIVE! IT IS ALIVE!

Initial steps of Trading system were successfully introduced! Now i need to make it cleaner, more user-friendly and with more complex and diverse mechanics...

Great thanks to Darloth for his outstanding JAR creation tutorial and Uomoz for his station dialog example. You guys surely deserve a faction system named in your honour ;)

For now there is an option to buy minerals at mining station and sell them at orbital factory. At factory you can buy various components. Shots will be later.

Now i just need to figure out how to make the list of the options to auto update after each operation...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 20, 2013, 06:33:19 AM
So we can expect a release on Sunday then? :P
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 20, 2013, 07:10:59 AM
No. The following weekend i`ll be spending far away from PC.

Besides - there is still so much to do. I need all the factions set up (systems and fleets) and trading system that includes all station types (mining, factories, trading stations, ship yards, military outposts etc).

And i`ll have to test it (and that means that i need to visit every system and all stations and there are already 12 stations in the mod!).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 20, 2013, 08:54:25 AM
Guys, what do you expect from a trading system?

I mean - currently its boring. Just 'buy ores at mining facility -> go to orbital factory - > sell ores -> buy parts -> go to ship yard -> sell parts -> repeat until you are wealthy as hell.

I thought to give this system the following things:

1. make faction-dependent prices.
- XLE are great ore miners, so their ores are cheap as hell. They will also pay more for high-tech stuff.
- ISA have a constant ores shortage, so their factories will gladly pay high prices for your ores. On the other hand - their industrial equipment is the cheapiest.
- UIN will get the cheapiest high-tech parts, but will pay more for low-tech stuff.
- RSF are low-tech and weapon component masters, but will pay more for industrial equipment.

2. make trading not only profitable, but valuable for player development (allow each transaction to give some experience).

3. make some special offers/requests as a random event. For example - make orbital factory sell its low-tech parts for the minimal available cost or make mining facility offer high prices for industrial equipment ( i have no idea how to make this random and force it to pick random stations).

4. introduce bad quality cargo and skills to reduce the amount of that (like poor-quality high-tech components are being under-priced by ship yard upon making a transaction.

Any other thoughts?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Shoat on September 20, 2013, 09:26:41 AM
2. make trading not only profitable, but valuable for player development (allow each transaction to give some experience).

If the player goes through the full chain (from ore to finished product) I think he should be rewarded with some equipment or hull piece at the end (one that is usually very expensive or rare or not available normally) as the "special reward" for being a trader.


It makes sense that the merchant who was hauling around the material for things would be rewarded with one copy of whatever goods he helped produce.

At least it would make more sense than magically becoming better at commanding a fleet. XP are for combat-oriented things only at the moment, so they should only be rewarded for combat-related activities (and fending off attackers while hauling wares already rewards the player with XP, we don't want double-dipping XP-rewards, right?).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Sabaton on September 20, 2013, 09:28:32 AM
 I'd say the first option, it adds more personality to factions and makes them more different to each other than solely how their ships behave,look and such. You could also apply that to other aspects of game play, as you said, XLE can have great but expensive& not easy to maintain mining ships while ISA can have the cheapest and least demanding ships.
 Also it makes it easier for the player to sell this and that if they know where to go.
 The 2'nd idea doesn't look bad at all, it would be an alternative to combat and give large cargo ships an extra use, making them an alternative to combat ships rather that something you need to protect in battles that are the only way of gaining xp.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 20, 2013, 09:31:38 AM
I mean - currently its boring. Just 'buy ores at mining facility -> go to orbital factory - > sell ores -> buy parts -> go to ship yard -> sell parts -> repeat until you are wealthy as hell.

That is pretty much all you can do with trading with fixed prices everywhere. Just find the most efficient trade route and grind that until you're the richest space trucker alive. The only way around that that I can think of would be dynamic prices, preferably based on actual demand and supply. Ideally stations/systems/factions would keep track of how much stock they have on average and the higher the stock, the lower the price and vice versa. Individual stations might offer bonuses if they're running low on stock and supply contracts if it happens more often. Though that would of course be quite a lot of work to code and probably taxing on the CPU, if at all possible. A more simplistic solution could be to just have each individual station calculate prices based on current stocks.

Of course, all of that only applies if trading is to be a major part of gameplay. If you want the focus to continue to lie on combat the fixed trade routes would work better as something you don't put too much effort into and that only serves to make a quick buck on the side. That's the way Freelancer did it. Personally I think it might just be best to have fixed prices in the first release and then see how it interacts with the overall gameplay, how players react to it, etc. and then see if it is worth the effort to expand it or not. As to your points, I think 1 and 3 sound pretty good, kinda unsure about 2 and 4 though.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Darloth on September 20, 2013, 12:11:13 PM
Given the speed of computers nowadays, I really don't think dynamic prices would stress the CPU too much - after all, other games manage!

As an example of how you might do this - maintain a list of all the stations in the game.  Each advance function (of which there are about 60 in a second, as far as I know) takes the next one at the top of the list, updates its prices, and puts it back at the bottom of the list.  Assuming Okim's (vast, hugely impressive!) sector has... let's estimate 40 systems, with 6 stations each, that's 240 stations total, which would only take 4 seconds to run through - essentially every station would be updating its prices every 4 seconds.  Nobody is really going to notice a 4 second delay to adjustments in practice, plus, you can schedule any station the player clicks on for immediate refresh, stuff like that, and I really can't see any single station's update taking long enough to lag the game.

Anyway - Okim, how do you think you will be handling the resources / trading?  Are you doing it all through custom dialogs so you can set the price, are you using game resources (perhaps with multiple copies at different prices like I am) or some other method? Please let me know if you come up with anything interesting, and I will of course do likewise if I discover anything that might help you.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 20, 2013, 12:34:08 PM
My primitive system has just a couple of resources (3 minerals, 3-4 components, valuables and some alien/fly stuff for salvage). All prices are set per station type in dialog via station`s name. Some specific stations (like XLE mining facilities) will have an extra check that provides different prices. Everything is pretty simple.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 20, 2013, 12:34:47 PM
Given the speed of computers nowadays, I really don't think dynamic prices would stress the CPU too much - after all, other games manage!

You obviously never player X3 :P
But yeah, CPU load isn't really a factor here, it's mostly just the amount of work that would have to go into something that might not really be worth it. But then again, Okim probably isn't as lazy as me *shrug*.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 20, 2013, 12:39:54 PM
Actually i am. And i think that i`ll stick to the current implementation of trade in my mod. In any case any our efforts will be replaced by the trading system that Alex will eventually introduce into Starsector.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 21, 2013, 03:30:29 AM
What about taking trading out of the player's hands and integrating a dialogue mission system from *current station* to *another station* where the player must protect a spawned trade fleet and gets paid upon arrival?  That would also make faction relations matter as a faction-aligned player would be attacked in enemy space whereas a neutral would be flexible (military pilots make less from trade)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 21, 2013, 03:34:50 AM
Sounds interesting and reminds of Privateer, but will be quite difficult to do.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 21, 2013, 07:04:46 PM
Trading system and custom dialogs in work:

1. Automated Supply Depot: http://www.lordsofthestars.com/other/screenshot008.png

This station does not allow you to get anything except for this particular menu. You can buy fuel or supplies here. ASDs will be a common sight in most populated systems (where space yard or trading station is present).

2. Trading Station and its trade network:

An option to access trading network in the main menu: http://www.lordsofthestars.com/other/screenshot009.png
A sub-menu with buy/sell options: http://www.lordsofthestars.com/other/screenshot010.png
Note that text in the main window shows you all the prices, your credits and available cargo space.
You buy resources at a certain amount (1/5/10/20/100 depending at what was set in the script), but you sell all available resources at once.

3. Security station that is exceptionaly eager to buy your stuff: http://www.lordsofthestars.com/other/screenshot012.png
Each and every station in the game will have its own trading network. Some will buy and sell stuff, others - only buy OR sell.

4. A military station that does not grant access to repair, refit, trade and buy/sell ships options to civilians (players with military career will get all the options): http://www.lordsofthestars.com/other/screenshot013.png
It will just grant you an ability to sell your stuff to it at mediocre prices. This means that Military Stations are a no-civ places, so avoid running out of fuel near them.

And the last picture: http://www.lordsofthestars.com/other/screenshot011.png
This is what you see when you try to get into hyperspace. I hope that icons near system names are self-explanatory :)

EDITED:
I forgot another option - any hostile station will twart you away without letting you do anything at all. That`s an idea borrowed from Uomoz.

I`m planning to make an option of paying for getting one-time access to the station or even paying for improving your relations with station`s owner. Some factions might ask something in return for becoming neutral (like bringing a Rock Fly eye for XLE or alien-tech for UIN etc.)

There is also planned another option - to hack the station if you get enough computer and implants skills. Not sure what this will grant, but i see how players could hack automated supply depots to get extra fuel/supplies.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on September 21, 2013, 07:10:15 PM
Cool, the trading system seems well under way, and well-built as well. :)

And, woah!  Nice sector you've got going - I look forward to it!  I'm going to be the humble buy and not ask for a system after me. ;)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 21, 2013, 07:17:35 PM
*waiting for 0.6 Ironclads*


(http://fc05.deviantart.net/fs31/f/2008/209/2/9/Omg_I_gets_present_by_Droneguard.gif)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 21, 2013, 07:18:42 PM
Trade system is pretty simple. And what is the most important - it is easy to use and to code. Player buys/sells what he wants with a single click. Text description can be screenshoted and compared to other stations for the purpose of finding the best trading routes. Cargo space and available credits are show in the window. All buy options have a check for available credits and wont show is you don`t have enough.

Curently all the factions bonuses to resources are already introduced (low-price XLE ores, low-price UIN high-tech stuff, ISA high demand for ores and etc).

BTW, i had to increase the cost of supplies and fuel.. Otherwise trading and roaming all over the sector was a bit boring with all that low-cost fuels/supplies.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 21, 2013, 07:20:46 PM
Lol, you actually made it you sign :)

I`ve populated RSF and XLE sectors for now. Once i finish populating UIN, ISA and pirates with menaces - the mod will be released. Populating is not that time consuming and wont take long, but testing how it works - will.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 22, 2013, 10:49:39 AM
Here is a concept of abandoned stations, wrecked stations and automated storage facilities.

These will be randomly distributed through the sector (each system having a chance of getting one of these with faction systems having better odds for storage facilities).

Abandoned stations can be reactivated for some components and supplies (the total amount will depend on players technical skills). You may find there some random stuff (weapons, ships, but mainly resources and supplies). You can also scrap it for large amount of components (station will be removed from the system).

Reactivated stations will be replaced by 'Your Storage Facility' which will allow you to store ships and cargo on it for free. Probably i`ll make it possible to convert them into mining facilities/orbital factories or even ship yards. Not sure about this though.

Wrecks will be a high-risk-high-reward type objects. You can send your marines/crew to investigate it and if successful (if your unexperienced crew wont trigger some really bad incident or just be killed by automated defences) - you`ll be able to pick some rich salvage or even a ship out of it. Wreck will be removed once you leave it.

Automated Storage Facilities will grant you free access to its storage and ship yard. BUT! Only if you will have a special ticket for it (or you can attempt to hack it). Tickets will be offered by the ASF if you have none (at a high price ofcause) or be obtained at trading stations (along-side other valuable special items).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 22, 2013, 10:54:44 AM
*wonders how any mod compilation will be able to compete with this so far*

I think Psiyon with Obsidian Void and Ascendancy is gonna be the only one to compete in any sort of fashion so far. Very much like the idea of being able to establish a home of sorts in any system with abandoned stations.

Aw, can I put up my half-joking request for a named sector again? :-[
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 22, 2013, 10:59:48 AM
I`ve already answered your request - just tell me how to name it.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 22, 2013, 11:24:14 AM
"Silent Lands" or "The Silent Lands". A border system that stood witness to a large skirmish between the ISA and the RSF, and then left abandoned to be infested with pirate activity and other such nasties which gave the rise to the naming of an otherwise unnamed system. I'd love for it to be a fringe UIN system (because I play the UIN almost religiously), but somewhere between the RSF and the ISA on the right hand side of the system would be a good place for it. Then it's still near the UIN  :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 22, 2013, 11:43:41 AM
Silent Lands sounds good. I`ll put it somewhere above Grant - a bit deeper into unclaimed space.

EDITED: to be precise - it will replace the current Shi system there. And that one was actually planned to be a badlands systems with some wrecks (a couple of them).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: silentstormpt on September 22, 2013, 11:59:43 AM
Heres a list i got for all systems on SC2, they are based on actual real star systems, might help you figure out what to name them:

https://www.dropbox.com/s/qgj5ph70y8s62p4/AllStarSystemNames.txt
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 22, 2013, 01:15:59 PM
Thanks. That`s surely will be useful.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 23, 2013, 05:58:15 AM
Tested my first abandoned station and various options of reactivating it (in Silent Lands system, btw ;) ).

There are 4 options:

- simply spend a hell lot of resources and large chunk of fleet`s CR.
- get the same procedure, but at greatly reduced cost of resources and CR (if you have enough skills in field repair OR computer systems).
- activate a station almost for free (if yo get advanced field repair AND computer systems skills).
- plug in a Station Control Chip (that can be bought for 20000CR at ship yard).

In any cases a newly activated station will get a Station Control Chip in its cargo. The chip can be removed and reused elsewhere, but the station will immediately reset its activation status to none (blocking cargo, refit and mothball options). Station can be reactivated later by any means listed.

I`ll add some experience bonus for different activation options, but surely nothing will be granted for chip plugging in )))
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: eizen0 on September 23, 2013, 12:39:54 PM
Is there a way to download an older copy of starsector?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on September 23, 2013, 12:41:14 PM
Unless you have it or someone is generous enough to give you a download of it, no.  I do keep a record of all the versions since the last time this game was called Starfarer, but I don't have it on me right now.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Darloth on September 23, 2013, 12:51:18 PM
Well that's not strictly true - you can still download 0.54a.1 and possibly earlier from the blog posts - I don't know how far back they go, I am assuming they will be dead links at some point... But one version back is working at the moment
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Barracuda on September 23, 2013, 01:51:53 PM
So what can we do with this station? Can we spawn fleets from it or something? I would love some fleet controller mod like action in here
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 23, 2013, 01:52:41 PM
Is there a way to download an older copy of starsector?


I wonder why do you need that? Well, i do understand that you wont be asking about it here if you didn`t want to test the mod :)

Here are the links that i have in my archives:

54.1 RC2 http://lordsofthestars.com/other/starsector_install-0.54.1a-RC2.exe (http://lordsofthestars.com/other/starsector_install-0.54.1a-RC2.exe)
52 RC2 (Starfarer!) http://lordsofthestars.com/other/starfarer_install-0.52a-RC2.exe (http://lordsofthestars.com/other/starfarer_install-0.52a-RC2.exe)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 23, 2013, 02:00:47 PM
That`s a pay-free station. A simple version of core Abandoned Storage Facility.

Surely no fleet spawning for the next update. I might be able to add conversion options (like make a mining outpost or factory or even a ship yard out of it), but probably not in the next update.

For the next version i`m planning to have a simple trade mechanics (already done), populated world with all factions, pirates and menaces (done at ~45%), randomly spawned wrecked stations, abandoned facilities, automated supply depots and automated storage facilities (done at 5%). All these stations will come with their activation/salvage and hacking scripts included (scripting/coding done 75%).

I also plan to add a few civilian ships for XLE and UIN, sut i`m not sure if these will be added in the update.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 23, 2013, 11:39:51 PM
Sounds good Okim but do you mind if I make a modified suggestion?  I read that and thought instantly that the only thing it lacks is any real cost or risk factor meaning that it doesn't add any gameplay value but is instead a feature.  Here's how I would take your concept and make it gameplay:

Spoiler
Make the reactivation process an operation that takes resources and time but also to make it an interactive challenge to the player that gets easier with field repair/computer systems skillpoints to the point of just going through the motions if you spend the whole 20 skill points.  If dialogue with abandoned station goes something like the following always choosing repair/yes each time:

"This station is little more than a floating shell after being stripped of anything useful before being abandoned.
Salvaging what is left of the power conduits, hull shielding and deposited He3 would provide <VALUE_SALVAGE> however the internal structure is mostly intact and functionality could be restored given enough time and investment..." 
>Investigate Repair
>Harvest
>Leave

Restoring this station to full functionality is a massive undertaking but doing so would provide you with logistical autonony as well as freedom from political pressure. Most of the components are easily fabricated using standard supplies but others must be delivered or fitted by specialist experts from Sol at a cost of <VALUE_REPAIR> before work begins. 

You...
>Repair
>Leave



After hitting repair and paying in resources then CR should be dropped to simulate the amount of time taken repairing and spawn a fleet at the wormhole entry that has to reach the station to trigger the repair completion.    The combination of pirate danger to the fleet and your lack of CR makes this a difficult challenge whereas higher logistics skill means less CR penalty.
[close]

-Edit

From there it would be a simple matter to repeat the process as an 'expansion upgrade' for storage, mining, fleet generation etc :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 23, 2013, 11:59:27 PM
This is already in both for wrecks and for abandoned stations.

Wrecks provide 3 options for salvage:
- no-risk, low-CR-impact, low-gain (mostly cheap garbage)
- low-risk, moderate-CR-impact, moderate-gain (some good resources)
- high-risk, high-CR-impact, high-gain and one-time access either to cargo bay or docks (each wreck has its own cargo and mothballed ship randomly added at game start)

All options gain salvage depending on crew number and your repair skills. Two risky options produce casualties that depend on crew experience and your commanding skills. Elites and marines die rarely, but green crew without commanding skills will be slaughtered.

Abandoned stations have 4 options to reactivate:
- 250 supplies, 100 low-tech resources and huge impact on CR
- half of what is listed above, but with the need of either 3 computer skills OR 3 repair skills
- just 80 supplies and no impact on CR, but with the need of 5 computer AND repair skills
- an activation with the help of expensive chip that you can obtain only through trading (and may be through salvaging wrecks)

Each station has some cargo and a ship left in docks. Ships are random, but mostly civilian and cheap.

Automated Supply Depots (which sell only supplies and fuel via dialog options) can be hacked starting with 3 computer skill points for getting its stuff for free. The more skills you have here - the better the odds. If you manage to totally screw up (with the skills of 5 and less you have quite a good chance to do that) - the Depot will lock down and wont even sell anything.

Hacked Depot with each free transaction can thwart your hack and return to normal operation.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 24, 2013, 12:13:02 AM
All three entities will be randomly generated in unclaimed systems (with different configurations - somewhere each station will have a chance to appear - in other places - one of three). Some of the facilities will be randomly created in factions` systems, but mostly wrecks and depots.

There will be also Storage Facilities spawned here and there which will grant you access to store cargo/ships/repair stuff. They will check if you have a special card in your possession and provide access only if you have at it. These cards could be salvaged from some fleets, bought at trading stations and from pirate bases (though these will probably be a one-time-use).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 24, 2013, 12:24:12 AM
Quote
After hitting repair and paying in resources then CR should be dropped to simulate the amount of time taken repairing and spawn a fleet at the wormhole entry that has to reach the station to trigger the repair completion.    The combination of pirate danger to the fleet and your lack of CR makes this a difficult challenge whereas higher logistics skill means less CR penalty.

I have thought about this and other fleet types that might be used to resupply the station or transport its cargo somewhere. Its a very complex system to do and i wont bother with this for now.

I`ve already dived too deep into various special features with the current version. I just wanted to release a fully populated sector with no trading and other stuff actually.

In future i`ll make something in regard to station upgrades, ship conversions and planet exploration. But not now :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 24, 2013, 06:32:26 AM
A micro poll.

Starting career options - yes or no?

Yes - leave the current system where you can preselect the starting career (military, police, freighter, mining, pirate).
No - allow only two options: become a pirate, become a privateer

The first option will allow you to pick whatever career you like and pursuit it, but the second option will allow you to actually create your own career from scratch. There would be options to become an enforcer and enlist in military (they will be regardless of this poll, actually).

On a second thought i think that option 'no' wont actually include any pirates. You would be able to join the pirates through the course of campaign (and once joined - become an enemy to all).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 24, 2013, 06:44:34 AM
I quite like the "No" option. Start with a basic frigate of whichever empire's space you start in and you go from there. Whether that be signing up to the military, the space police, piracy, whatever you choose.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 24, 2013, 06:53:28 AM
That`s what i`m currently for. I kinda like the idea of starting from zero.

To make the start a bit easier - i`ll remake the last 'most recently you...' into following options:

- took an advanced starship pilot training (grants 1 affinity and 1 skill point)
- bought a small freighter (grants a freighter)
- salvaged a small ship (grants an additional enforcer-type ship)
- won a lottery (grants a random sum of money)
- obtained an ASN access card (gives access to all Automated Storage Facilities)

Options are somewhat balanced (trust me - you`ll need that ASN card if you wish to go for piracy) and add some extra juice to the gameplay (in fact - they even point towards various career options).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 24, 2013, 09:52:16 AM
What do you think of unique faction-based mods that can be installed for a price at faction`s ship yard/military base?

Like putting up on a ship a cool RSF Powered Armour that reduces energy damage by 20%.

Or ISA Achiles Guidance Unit that increases missile damage by +20%.

Mods will require good relationship (or even better - be friends with military) and will cost some resources (low-tech/high-tech). You can put any mod on any ship regardless of faction or ship class.

Other means of obtaining these mods will be impossible.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 24, 2013, 09:57:52 AM
I'd say it should be limited to a ship of the same faction. Unless there's methods to stop un-enlisting and then signing up for another military, one could just go around and collect the unique hullmods of each faction onto one ship.

If it's possible, you could also make these hullmods standard on the faction's ships in their fleets, while ones sold to the player do not have them. Potential issue is using the variant lists to just load the hullmod onto a ship for free.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 24, 2013, 11:38:23 PM
Tested a bit a variant of the mod where you start as a mere owner of a simple shuttle. Man its cool!

Hauling small quantities of resources in this fastest civilian ship might be boring a bit, but you can always buy a cheap enforcer ship or a fighter wing. With those you can go punish some pirates to get some salvage. Or start pirating yourself - there are plenty of unguarded traders running all over the sector.

I even managed to start robbing the unguarded traders with the staring shuttle. It has a single small mount which in most cases is a ballistic type. With a 76mm cannon or other HE equivalents you can easily take down any freighter (and shuttle`s speed guarantees that you will be able to catch your prey and run away from any enforcers).

You can get a cheap freighter after a couple of resource runs. Its cargo capacity will get you the ability to freight more resources and thus get more money. Though in this case pirates start to become a problem as transports are pretty slow in the mod.

After you get some skills in repair and some crew - you can start exploring the unclaimed space for the abandoned stations and wrecks. You can try to hack supply depots if you are good with computer systems - this will grant you some almost unlimited fuel and supplies that you can dump from the depot and sell somewhere.

You can start international trading by buying XLE ores and hauling them to ISA factory, buying there some low-components and hauling them to UIN ship yard, then getting cheap UIN hig-tech components and bringing them to XLE space yard. You`ll have to pick your route carefully as there are at least two pirate bases along this pretty long route.

If you`ve got enough experience in combat skills - RSF military will gladly accept you into their ranks. If you are good with commanding skills - you are welcomed in ISA military. UIN will gladly accept technicians and XLE  will heartily welcome skilled helmsmen. There is always an option to pay a high price for getting into military ranks and an `easier` way to bring in a highly valuable data core with alien tech research data from... a place abandoned long ago :) Joining military is the only way to buy military ships of the given faction. You can get them by assaulting military fleets.

If you have enough credits - you can 'buy' your membership in pirate 'community'. This will render you an enemy to everyone, but will grant you access to all pirate bases in the sector. This will be a one way ticket for now as there is no way to get forgiven for your crimes by just paying in credits.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on September 25, 2013, 02:22:09 AM
Sounds totally amazing Okim, Really can't wait!!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 25, 2013, 02:35:46 AM
I`ve just finished populating the sector with factions. Need to put in pirates and menaces now. Then after all this i`ll start testing the various scenarios and options.

And only after some play testing will i release the new vertion  :P
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 25, 2013, 10:01:47 PM
Ok. I`m starting testing the mod now. This means that i`ve put in it everything i wished it to have in its current version.

And i have successfully tested ship hull conversions. This leads to a whole bunch of new ideas like making a pirate modified RSF civilian freighters and other fancy things.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Everfades on September 26, 2013, 02:46:45 AM
UIN should get a "combined efforts" battleship. The united interstellar nations are something like europe after all.  Maybe make it a battleship with the size of the Michigun, with alot of "neutral" small and medium pods and instead of large slots add most of the premounted larger weapons in a weaker version. (like a weak version of the United Kingdom battle cruiser premounted and all the others) It would fit the into the the the whole UIN theme and it's logical to have the "pride" of the faction be a ship that combines everything from all large nations in the UIN. Currently in real life europe is doing a team effort to get fusion energy working. (see CERN for more information) This technology might be adapted as a weapon for this ship to use as it's special ability. Make it shoot a fusion bomb/stream/bullet/blackhole which causes alot of destruction but needs 5-10 seconds after activation before it shoots and disables all other ship weapons for the time it's loading up. Make it 1 shot per battle only and you might have a superweapon which is still balanced. Maybe instead of dealing massive amounts of damage make it suck in everything in the direction of it's core which makes the ship collide into each other and getting damaged that way instead of simply being another splash nuke.

Make the ship overload after shooting for a few seconds, that would give all enemies the opportunity to shoot out a salvo of missiles before they get hit by the weapon. This makes this weapon only useful against large ships which can't evade the attack and wouldn't make the weapon a "works every time" solution due to the fact that smaller ships could just evade the weapon and even get the benefit of shooting your overloaded ship.

Just an idea, but I really think the UIN needs at least something like that. They would want to make all enemies fear their largest and higest creation. Which isn't just a one themed ship but combines everything the UIN has to offer.

Great mod btw, will become really interesting later on, with the final version of the game which will add new features and more mod support which creates more possibilities for this mod. :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Captain Draco on September 26, 2013, 03:18:42 AM
How about giving an option to join factions from start and play as Privateer? Nothing wrong with giving player more options.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 26, 2013, 03:32:53 AM
Everfades, UIN UK will be the only capital ship of UIN. It kinda already 'includes' all the faction`s pride (hell, two siege drivers of this beast surpass anything that even battleships can offer).

And UIN have no enemies in the mod except for Alien abductors constantly harassing their borders. And those are easily dealt with by UIN Germany/Greece ships with escorts.

The same goes for XLE - aside from few AI raiders and very rare Rock Fly intrusions - they have no major enemies. And thus no need in large ships capable of beating orbital stations.

Only RSF and ISA have a long history of conflict with casualties from each side taking place every day. Thus their military development is so advanced and various. And thus there is so many station wrecks and abandoned stations in their space ;)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 26, 2013, 03:37:01 AM
How about giving an option to join factions from start and play as Privateer? Nothing wrong with giving player more options.

That`s gonna be far too easy to start with. Getting access to military-grade ships from start will make you cut everything the sector can offer with boring ease.

Now to get access to those military toys (and those include large-sized and advanced weapons, btw) you need to work hard. And this IS interesting.

You can always hunt down military supply convoys or even try to attack a military patrol to get some of the 'locked away' stuff. But that will be very difficult and risky.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Silver Silence on September 26, 2013, 05:40:48 AM
UIN should get a "combined efforts" battleship. The united interstellar nations are something like europe after all.  Maybe make it a battleship with the size of the Michigun, with alot of "neutral" small and medium pods and instead of large slots add most of the premounted larger weapons in a weaker version. (like a weak version of the United Kingdom battle cruiser premounted and all the others) It would fit the into the the the whole UIN theme and it's logical to have the "pride" of the faction be a ship that combines everything from all large nations in the UIN. Currently in real life europe is doing a team effort to get fusion energy working. (see CERN for more information) This technology might be adapted as a weapon for this ship to use as it's special ability. Make it shoot a fusion bomb/stream/bullet/blackhole which causes alot of destruction but needs 5-10 seconds after activation before it shoots and disables all other ship weapons for the time it's loading up. Make it 1 shot per battle only and you might have a superweapon which is still balanced. Maybe instead of dealing massive amounts of damage make it suck in everything in the direction of it's core which makes the ship collide into each other and getting damaged that way instead of simply being another splash nuke.

Make the ship overload after shooting for a few seconds, that would give all enemies the opportunity to shoot out a salvo of missiles before they get hit by the weapon. This makes this weapon only useful against large ships which can't evade the attack and wouldn't make the weapon a "works every time" solution due to the fact that smaller ships could just evade the weapon and even get the benefit of shooting your overloaded ship.

Just an idea, but I really think the UIN needs at least something like that. They would want to make all enemies fear their largest and higest creation. Which isn't just a one themed ship but combines everything the UIN has to offer.

Great mod btw, will become really interesting later on, with the final version of the game which will add new features and more mod support which creates more possibilities for this mod. :)
Putting aside it's unique massdrivers, the UK has one large gun mount and two large missile mounts. Everything else is medium/small energy/universal slots
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 27, 2013, 11:19:21 AM
Hi guys.

Wanted to make a full list of things that you`ll get in Ironclads 6.0:

- first of all its a huge map with 20 faction systems and ~10 unclaimed systems
- simple map with faction systems being represented by faction colour
- an informative sector map popping up on interactions with the jump points
- 6 types of stations with its own cargo and ship options
- freighters, 1-ship traders, supply convoys and cargo haulers that do their own bussiness
- system security forces that constantly hunt pirates in systems and hyperspace
- military fleets that defend home space, scout, raid and attack the enemies
- massive pirate faction containing 5 subfactions that fly thier own fleet setups (depending on local factions)
- alien, AI and Rock Fly invasions into factions space and constant pirate raids on trade lanes
- fully fledged trade system with 7 different resources and prices set per base
- randomly generated station wrecks, abandoned stations, automated storages and supply depots that you can interact with
- various special items like mineral scanners that you can buy, salvage, use and gift to factions to improve relationship
- complex asteroid mining system with a set of specialised mining ships and 3 types of minable resources
- ship convertion options per faction both for military and civilian ships
- harsh starting conditions that put you into the game with just a small shuttle
- ability to become a hated pirate or member of one of the factions military with various unlocked possibilities like ship conversions or access to advanced ships and weapons

The mod will be delayed until 0.61a comes out as currently due to a bug in 0.6 the majority of mod`s fleets can`t spawn properly

EDITED: forgot to mention - all systems have their own backgrounds (5 sets)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 27, 2013, 11:29:50 AM
What is planned for the future:

- interactable planets and asteroids
- station upgrades to make them mine or produce resources
- station combats and boarding actions
- research stations that unlock prototype ships based on alien technology
- unique ship mods that can be installed at research stations
- more ships
- more systems
- new neutral to all faction with its own ships
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Uomoz on September 27, 2013, 12:35:56 PM
This is really amazing.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 27, 2013, 12:48:54 PM
I just hope that i`m not jumping over my head with all these possibilities.

It gets harder and harder to keep everything balanced and testing it... well, i now start to understand why Alex waited so long before releasing 0.6.

Though in my case the amount of stuff added is definitely much much smaller, so there is some hope to put Ironclads back on regular update basis ;)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Anysy on September 27, 2013, 01:51:13 PM
knowing Alex's release schedule, we might be sitting on this for a while now.. :(
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 27, 2013, 01:57:50 PM
I might release the current version, but it wont be that interesting with only 9 systems out of 20+ spawning fleets.

And in fact i might need some testers to check the trading system and other stuff :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on September 27, 2013, 05:33:00 PM
*Only* 9 systems?  That's a whole lot more than most of us play with, Okim. :) Even with Exerelin, I personally play with 4.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: oddballartist on September 27, 2013, 09:18:43 PM
let me know if you need a tester i still play acm on swots. sworts 2 idk doesnt have that same fun as one did.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: dreamixpl on September 28, 2013, 08:47:23 AM
http://www.youtube.com/watch?v=CXYbLXY8gTw (http://www.youtube.com/watch?v=CXYbLXY8gTw) - One weapon is too good.


Also I can test things if you want. I just registered, but i were reading this forums for month or more. I play games a lot, and when i start playing, I stop dozen or so hours later (english is not my first language but somehow im doing).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Jonlissla on September 28, 2013, 09:09:26 AM
The mod will be delayed until 0.61a comes out

Guess we'll get it in 2014 then.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on September 28, 2013, 09:13:03 AM
.61a is just a follow-up patch - usually about a month, month and a half if all goes well.  So expect the new version to come out then. :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 28, 2013, 12:26:30 PM
Ok then. You want it - you`ll get it:

http://www.lordsofthestars.com/other/Sector/ironclads6.0a.exe
http://www.lordsofthestars.com/other/Sector/ironclads6.0a.7z

But be warned - even if managed to get all main trade systems of each faction to spawn fleets - these get lost once they enter their destination system (and will insta-spawn at jump point once you enter the system). So expect the local space to become pretty empty quite fast. You can always 'reset' these fleets by getting into system and waiting for a bit.

Also I haven`t tested the trading and conversion for to long, so I can`t be sure if it works properly.
The same goes for station activation and wrecks salvage. There might be something that I`ve missed.
And joining the military might also be problematic due to lack of testing. Options are there, but I haven`t reached the requirements for them.
Not all resources and ships have proper descriptions (weapons components and industrial equipment use placeholder art).
No Rock Flies and Alien abductors/mothership for now. Aliens do send some scouts as do the AI.
And the last - currently only RSF ship yard converts ships and most of these conversions require friendly relations with military.

Mod REQUIRES LazyLib. And you must erase all saves related to it and all mod`s data.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on September 28, 2013, 02:44:47 PM
Well, can't get past character creation nonetheless.  Says something about a planet "rocky_metal" and a nice log for you.

http://www.mediafire.com/?m8f19wu69xtgl1j
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: E1nigm3A on September 28, 2013, 03:22:07 PM
Possible fix.

Go to the \Starsector\mods\ironclads\data\scripts\world\ISA\,
Find the  Argus.java file and open in notepad++ etc,
Search for this line "PlanetAPI a2 = system.addPlanet(star, "Argus 2", "rocky_metal", 90, 100, 3500, 160);"
Replace "rocky_metal" with "rocky_metallic"

Sorry if I over stepped my bounds by posting this.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 28, 2013, 03:51:18 PM
Good catch. Reuploaded the archives.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on September 28, 2013, 04:00:33 PM
Much appreciated, to both of you. :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Anysy on September 28, 2013, 04:14:48 PM
Couple of questions;

 what factions does each color represent? I seem to notice two different RSF colors (a pink and a dark red) Do they share relations? Does the RSF navy (the redder ones?) care if i randomly attack RSF civilian (the pink ones?) ships?

There seems to be a bug with hostiles deploying forces - My RSF shuttle engaged a small pirate group (one wyrm, one dart wing). In four rounds of combat they deployed nothing against my shuttle. I assume it is a bug of some sort with deployment logic (iirc ai tries to deploy twice your forces - shuttle has 1 deployment point, dart wing is 3), and it doesnt seem to recognize that deploying nothing doesnt work).
On the other hand, this makes an interesting dynamic - you cant actually get forcibly destroyed as a shuttle pilot. I am not sure if this is a good or bad thing yet. On the other hand, it potentially 'breaks' combat involving the shuttle. This might be more of an issue if you have multiple shuttles - harrying reserves while only deploying a small, unanswerable combat fleet seems like a pretty big exploit.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on September 28, 2013, 05:14:21 PM
Hm, seems like I can't get a start.  I tried to get different parts to sell, but I can't find them anywhere in any station.  I've tried the Trade Network in the stations, sometimes I start a game and there's nothing there.  Hm.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Omez on September 28, 2013, 07:44:54 PM
I'm not 100% sure if you want people to post issues with this release as things are clearly not finished but I thought I'd post a thing or two just in case.

The Automated Storage Network access cards unlock all options for every station, including military stations letting you buy military ships and whatnot without joining their faction, and you can apparently buy military ships from the shipyards of the faction your start with to begin with. They also unlock station wrecks as well.

I found a super easy trade route. I assume you'll be going over all this anyway but at the UIN Achiles system you can literally buy low/high tech components at the orbital factory and sell them at the security station orbiting the same planet for an easy and quick profit.

I'm also getting a null error when I try to "browse special item offers" with more than 30000~ credits

Spoiler
[Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.m.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.D.oOOO.addOption(Unknown Source)
   at data.scripts.IroncladsStationInteractionDialogPlugin.optionSelected(IroncladsStationInteractionDialogPlugin.java:791)
   at com.fs.starfarer.ui.D.private$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.D.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 28, 2013, 10:53:39 PM
Couple of questions;

Quote
What factions does each color represent? I seem to notice two different RSF colors (a pink and a dark red) Do they share relations? Does the RSF navy (the redder ones?) care if i randomly attack RSF civilian (the pink ones?) ships?


Darker colour is for navy, pale one is for civilians. And for now navy doesn`t care about your agressions against civilians.

Quote
There seems to be a bug with hostiles deploying forces - My RSF shuttle engaged a small pirate group (one wyrm, one dart wing). In four rounds of combat they deployed nothing against my shuttle. I assume it is a bug of some sort with deployment logic (iirc ai tries to deploy twice your forces - shuttle has 1 deployment point, dart wing is 3), and it doesnt seem to recognize that deploying nothing doesnt work).
On the other hand, this makes an interesting dynamic - you cant actually get forcibly destroyed as a shuttle pilot. I am not sure if this is a good or bad thing yet. On the other hand, it potentially 'breaks' combat involving the shuttle. This might be more of an issue if you have multiple shuttles - harrying reserves while only deploying a small, unanswerable combat fleet seems like a pretty big exploit.

Can you increase shuttle`s seployment points to 2 and check if it helps? I noticed something similar, but never actually bothered.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 28, 2013, 10:59:31 PM
Quote
I'm not 100% sure if you want people to post issues with this release as things are clearly not finished but I thought I'd post a thing or two just in case.


Yeah, post it here. Will help me to find them and fix.

Quote
The Automated Storage Network access cards unlock all options for every station, including military stations letting you buy military ships and whatnot without joining their faction, and you can apparently buy military ships from the shipyards of the faction your start with to begin with. They also unlock station wrecks as well.

An odd bug, but easily fixable.

Quote
I found a super easy trade route. I assume you'll be going over all this anyway but at the UIN Achiles system you can literally buy low/high tech components at the orbital factory and sell them at the security station orbiting the same planet for an easy and quick profit.

Intended and will be declared once i get the mod finished. This is mainly designed for those who got ruined by trying out economy. The price difference there does not allow you to get a lot of money out of your runs, but it is always a profit.

Quote
I'm also getting a null error when I try to "browse special item offers" with more than 30000~ credits

Bug. Will see to it.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 28, 2013, 11:18:05 PM
Hm, seems like I can't get a start.  I tried to get different parts to sell, but I can't find them anywhere in any station.  I've tried the Trade Network in the stations, sometimes I start a game and there's nothing there.  Hm.

Can you name the specific station that has no goods?

Goods are only available through the trading system. Everything that civilians transfer to their bases is instantly deleted once you visit it.

You can sell the goods via basic 'buys supplies, fuel' system, but this wont grant you the profit.

Mining stations sell minerals (currently resources) and buy industrial equipment.
Orbital Factories sell low-tech and high-tech components and buy common and rare resources.
Ship Yards sell weapon components and industrial equipment. They buy low-tech and high-tech components.
Security stations and military outposts sell nothing, but will buy components and sometimes exotic ores.
Trading stations buy/sell whatever faction has in shortage/abundance. They do that with a 5% price drop/increse (but are usually very close to other factions).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Anysy on September 29, 2013, 01:03:42 AM
Funtesting~
against a catapult, 10 deploy, and a raider, 5 deploy..

2 deploy points seems too low to fight a single frigate.
3 deploy points, same problem.
4 deploy points, the catapult class ship engaged me. And by engaged me, I mean blew me up in a single volley. This ship sucks. (thats probably the point, granted)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 29, 2013, 02:19:50 AM
Odd. I`ve just tested 3 point deploy costs and got my ass handed to me by ISA pirate destroyer (which needs far more points to deploy).

Seems that just 1-2 is not enough for AI to proper do the things.

Oh, and Marauders are not the type of pirates you really wish to meet in early game. Surely not when riding a Messenger :)

Wordbearer (convertion of Messenger) might come out victorious, but not against Catapult.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Anysy on September 29, 2013, 03:13:33 AM
dunno why they didnt deploy then. Unless its dependant on their cr-to-deploy? I didnt check those particular ships. Really not sure why it didnt deploy the raider earlier, at 3 deploy points that should have been enough given what I know about deploy logic. I should maybe report this on the bug reports forum?

Really, I wasnt looking for a real fight.. I was just looking for something to blow me up :p

edit; there seems to be a rather gamebreaking bug where nothing shows up in the trading menus.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Demonocolips on September 29, 2013, 08:38:53 PM
um just a little bug report with the version available for download

while save skumming the resources on all the stations disappeared.

no crash so far but shuttles are really crappy and it takes forever to start having fun with the mod
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 29, 2013, 09:57:58 PM
Trading menu - currently you can buy resources at a fixed quantity. 10 for the majority, 5 for high-tech components and 1 for exotic materials.

If you have no available credits/number*price_per_unit - you`ll get no options in the menu.
I`ll make all the options visible, but greyed out with tooltip explanation what is needed, but that a ton of extra code lines and will take a lot of time to do.

Sliders don`t work well with numerous buy/sell options and require a hell lot of time and code to make, so they wont be used. At least for now.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 29, 2013, 10:01:52 PM
um just a little bug report with the version available for download

while save skumming the resources on all the stations disappeared.

no crash so far but shuttles are really crappy and it takes forever to start having fun with the mod

What do you mean by disappeared? No trading options?

If you mean that normal stations lose whatever resources you sell to them via 'buy/sell cargo' - its intended. Resources are removed each time you visit the station (new version will have a 'sort' command in the code that makes station`s cargo defragmented after that truncation procedure).

If by some chance an abandoned station or storage facility lose their resources - it might be a bug.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Anysy on September 30, 2013, 12:59:05 AM
No, the dialog menus just have no content. None of them it seems.

The trade menus never list anything for sale (over multiple stars). They never list anything for purchase. They dont mention anything about upgrading ships.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 30, 2013, 01:08:09 AM
Can you make some screen shots? I have no such problem on my side - only if i don`t have enough credits i can`t see the options for buying stuff. Sell options are always in there.

If a resource that you have in your cargo is listed in 'This Station buys' text block - it must appear as a sell option. In other cases station is not interested in your stuff, but you can sell it for its base price via standard cargo buy/sell menu.

Upgrade options are currently available only for RSF and only for Messenger shuttle. If you are friends with RSF navy - you`ll get some extra upgrade options (this is not tested as well as joining military).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 30, 2013, 01:49:44 AM
um just a little bug report with the version available for download

while save skumming the resources on all the stations disappeared.

no crash so far but shuttles are really crappy and it takes forever to start having fun with the mod

RSF start.

Get to Stalevar and buy some low-tech parts that you can bring to Gagarin`s Heritage either to Ship Yard or Security Station. There (at Ship Yard) you can get industrial components or weapon components. The first is required at Vega mining Facility - the second - at any Military Outpost.

If you wish to make easy money - you can start transporting weapon components in Gagarin`s Heritage system from Ship Yard to Security Station.

XLE Start.
Go to Procyon and stuff as much rare and common ores as you can. Unlocking extended cargo bays may help a lot here. Bring those to Uomoz system and buy there low-tech components or high-tech components if you can allow them. Haul them to Wyvern`s Lair or unload at Procyon Military Facility. Try to pick the shortest route possible as XLE ships burn out fuel at extreme rates (though they are the fastest travellers out there).

For an easy run you can transport low-tech components from Orbital Factory to Security Station in Uomoz system.

UIN Start.

The same as everywhere else. Haul minerals from Solarian to Achiles, pick there low-tech components and bring them to Gianopolis, buy there industrial equipment and bring it back to Solarian.

Easy money are available at Achiles where you can quickly get some credits for transporting low-tech components from Orbital Factory to Security Station.

ISA Start.

The same strategy involving Darloth, Pax, Argus systems. The lowest prices for exotic minerals makes it possible to start trading them from Darloth to Grant or Centauri military outposts for some profit.

Easy run is currently not available.

---

Get some runs to increase your funds. Once you have a sum of at least 5000 cr - you can start international trade or buy a simple gunship with which to hunt down the freighters.

If you wish to fight the pirates - you`ll need some more combat-capable ships. Note that pirates always have some loot, so shooting down at least half of their fleet and forcing them to run - is already a significant salvage to pick through after fight (some may even contain rare weapons and expensive resources like valuables or exotic minerals).

NOTE! These are the best international trading routes knowing of which may break the immersion and fun of the mod!

Spoiler
Best buying price for Low-tech components is at Stalevar Orbital Factory. Gianopolis Ship Yard (UIN) will pay the best price for them.
Best buying price for High-tech components is at Achiles Orbital Factory. Move these to Wyvern`s Lair Ship Yard (XLE) for maximum profit. Procyon sells the cheapest common and rare resources. ISA will pay a lot for common minerals at Pax system while UIN will give you the best price for rare minerals at Achiles Orbital Factory.
Exotic minerals have the best buying price at Darloth Mining Facility. Procyon Military Station (XLE) gives the best price for them.
Industrial Components are highly valued by Vega Mining Facility and have the lowest price at Argus Ship Yard.
Weapon Components can be bought for the best price at Gagarin`s Heritage Ship Yard and brought to Procyon Military Outpost for the maximum profit.
[close]
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 30, 2013, 01:58:16 AM
Once you can allow at least 25 crew members - you can start exploring station wrecks in unclaimed systems. This will grant you some low-tech and high-tech components at a price of several crew casualties. Crew experience and your command skills will reduce the casualties and field repairing skills will ensure the larger loot.

75 crew members will grant you an ability to access wrecks` cargo or docking bay, but at a higher casualty rates. Wrecks usually contain some DE-sized ship and lots of weapons. In some cases - datacores that will grant you an ability to joing any military forces you wish.

If you have good computer skills - you can hack Automated Supply Depot and start sucking fuel out of it for profit. Note that there is a chance that you`ll be disconnected from this endless money source (by a random chance).

Computer/repair skills will allow you to reactivate abandoned stations at lower costs than usual. These always contain cargo and ships that you can pick for free. Station can be used for storing cargo and ships for free (and as an insurance in case of being wiped out in combat). You can empty the station and take its Control Chip to reactivate another station for its loot.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Anysy on September 30, 2013, 01:59:29 AM
https://dl.dropboxusercontent.com/u/3569927/screenshot002.png

Thats what im getting for basically every menu, everywhere.
edit; is 'blocked' supposed to be a thing? I have three of them. (0 ton data chips I got from station wrecks that cost me nothing to search)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Jonlissla on September 30, 2013, 03:46:41 AM
Thats what im getting for basically every menu, everywhere.
edit; is 'blocked' supposed to be a thing? I have three of them. (0 ton data chips I got from station wrecks that cost me nothing to search)

I do have the same issue as well. Is it because of a outdated LazyLib perhaps?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 30, 2013, 03:47:09 AM
1. nothing-to-cost-for-search wreck is abnormal. Well, unless you have all veteran/elite crew and marines.
2. 'blocked' is a current flag-based item used to control whether or not a wreck was explored. The fact that you somehow got them - is unusual. This will be eventually replaced by flag in save game per station once i get time for it.

I wonder what did come wrong if you managed to get 3 of them... Did you get them all from a single station or a couple of them? And how exactly did you get them? Via cargo salvage or somehow after two other options?

In any case this item has nothing to do with anything except for wrecks, abandoned stations and supply depots. So i see no reason why you get empty trade menus.

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 30, 2013, 03:48:40 AM
Thats what im getting for basically every menu, everywhere.
edit; is 'blocked' supposed to be a thing? I have three of them. (0 ton data chips I got from station wrecks that cost me nothing to search)

I do have the same issue as well. Is it because of a outdated LazyLib perhaps?

No, Lazy Lib has nothing to do with dialogs. It is used for mining only (and will be replaced eventually by the asteroid interaction dialogs).

Do you also get 'blocked' items in station`s inventory?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Jonlissla on September 30, 2013, 03:51:53 AM
Do you also get 'blocked' items in station`s inventory?

Indeed I do. Reloading a game removes all trade dialogue from stations, and I can see a "Blocked" item in Station Wrecks.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 30, 2013, 04:47:36 AM
That`s odd. I see no apparent reason for this to happen in my code. I keep checking it, but can`t reproduce.

Perhaps there might be a memory issue due to the sizes of save games Ironclads produce, but i doubt it.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: NoImageAvailable on September 30, 2013, 05:17:36 AM
I also have the reload issue. Furthermore, while testing I found out that reloading in the ISA starting option displaces the background.

[attachment deleted by admin]
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: goduranus on September 30, 2013, 06:13:39 AM
Hey it's Okim with another awesome mod!

I am also having this problem

No, the dialog menus just have no content. None of them it seems.

The trade menus never list anything for sale (over multiple stars). They never list anything for purchase. They dont mention anything about upgrading ships.

After being crashed out after clicking "Special Offer" with more than 30K, I reloaded the previous save. Most of the dialogue-based interactions is gone. Abandoned stations can be used for free, military stations no longer allowed elisting, and trade options don't appear any more.


Also fighting the AI scout results in a crash
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on September 30, 2013, 01:01:43 PM
Found the problem. Fixing it now.

For some unknown reason a method that i`m using to check for station type (if station.getName == "type") works only for the initial game creation. It does not work with loaded games for reasons unknown.

Had to make this check more complex and it seems to be working for now (even for old saves).

Have no idea why the game crashes on special menu with 30000, but apparenty for the same reasons.

Fixed version will be available in few days and will probably be save compatible (re-enabling all the lost options in your games).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 01, 2013, 01:26:15 AM
Quote
Fixed issue where an AI-controlled fleet would engage and then immediately retreat without deploying anything

    Would occur when the only available ships were freighters, most visible with the Pirate Plunder Fleet and other convoys
    Fix is twofold:
        Mothballed ships don't count against the maximum fleet size that can try to escape
        If the number of freighters is so large that it exceeds the maximum escape deployment battle size, some freighters will be deployed for battle
Taken from 0.6.1a changelog (in-dev).

I believe that this is what`s causing pirates to not deploy against shuttles in Ironclads. At least it seems to be related.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: LazyWizard on October 01, 2013, 02:55:43 AM
For some unknown reason a method that i`m using to check for station type (if station.getName == "type") works only for the initial game creation. It does not work with loaded games for reasons unknown.

Are you actually using ==, or .equals()? For Strings (and anything else that's not a primitive type (http://docs.oracle.com/javase/tutorial/java/nutsandbolts/datatypes.html)) == only checks if the reference is the same (in other words if both sides refer to the same object in memory), whereas .equals() checks contents and is what you should use for comparing Strings.

Strings also have an .equalsIgnoreCase() method that will return true for things like "abanDoNed oRBitAL StATiOn".equalsIgnoreCase("Abandoned Orbital Station"), if you don't want to worry about getting the capitalization exact.

One minor thing, when using equals() you should get into the habit of always placing the value you know is not null on the left (ex: if ("type".equals(station.getName())). This avoids a null pointer exception if station.getName() returns null.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 01, 2013, 03:10:32 AM
Thanks, Lazy. My skills in coding are limited and i didn`t actually know about equals. Surely will be helpful in the future.

I`m currently using .getFullName().toUpperCase().contains("part_of_station_name_in_caps") to check for station type. Works well for me.

BTW, Lazy - is it possible to advance game time in dialogs? Say - force a single day to pass in the whole sector with all its supply consumption and fleet movements/battles after hitting one of the options.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: LazyWizard on October 01, 2013, 03:30:34 AM
BTW, Lazy - is it possible to advance game time in dialogs? Say - force a single day to pass in the whole sector with all its supply consumption and fleet movements/battles after hitting one of the options.

It's not possible, unfortunately.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 01, 2013, 03:43:35 AM
Yeah, as i thought. That`s a pity actually.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: dreamixpl on October 01, 2013, 09:20:08 AM
I want to report a bug. After starting new game, trade system (low-tech, minerals...) are normal, but when loading the same (or another) game, I can't buy or sell any goods. I tryed this with exiting game, loading older save (when in game). Disappearing items in resource trade network happens only after loading.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 01, 2013, 11:08:03 AM
Thanks.

Already reported mutliple times and already fixed (in dev).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Shoat on October 01, 2013, 11:10:43 AM
Thanks, Lazy. My skills in coding are limited and i didn`t actually know about equals. Surely will be helpful in the future.

Sounds like you never had any programming lessons but just taught stuff to yourself.
You do know that this just makes your work even more impressive, right? :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 01, 2013, 11:26:01 AM
Well, all this stuff happend thanks to Alex with his awesome javadoc and active support in forums, Darloth with his great JAR tutorial and Uomoz for his exapmles of custom interactions with stations.

And whoever made InteliJ IDEA program surely knew what they were doing :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 01, 2013, 11:29:42 AM
Guys there is an issue with wrecks and one-time visits to pirate stations where you are asked to chose either cargo or docking bay.

Currently 0.6 does not support an ability to disable the bottom menu, so once you chose to salvage cargo in wrecks you can actually visit everything on it including refit screen. That is not intended, but can`t be avoided by any current means possible, so play fair ;)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Vinch on October 01, 2013, 12:57:25 PM
Hi!

I just tried the new version of the mod and i came across some "little" bugs:

I did some trade runs until i hit 100k Cr, then i headed to Gianopolis to enlist in the military. I paid 50k and received a frigate but the station dialog remain unchanged...
So I clicked few more times on the "contribute" option and... ended up with 10 bulgaria,  a -500k treasury and still no access to the military outpost!  ;D

In another game i was able to pick an alien ship with some weapon on a wreck station without any special dialog or things to pay (had them for free!!)

I have the feeling that once finished your mod will be the closest of a starsector 1.0, good work!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CookieJarvis on October 01, 2013, 01:38:12 PM
Some guy sed hes played the new version where do i get it?
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Vinch on October 01, 2013, 02:06:22 PM
Page 109 I believe... But be warned! The release was planed for 0.6.1a so there are some bugs.

Basically its a ninja-update  ;D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 01, 2013, 02:12:02 PM
Some guy sed hes played the new version where do i get it?

Yeah, a ninja update. A very buggy one i must say.

Due to my lack of java-coding skills i`ve made a couple of simple mistakes that managed to break the whole station interaction system apart.

I`m currently testing the total rehaul of all station interaction dialogs that were introduced. So far no problems with disappearing options on save game load. It still needs some more testing to ensure that at least 50% of available options are working normal.

I`ll release a new version in a couple of days (with new ships for XLE and UIN, new art for resources and new conversion options for ISA, UIN and XLE).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Omez on October 01, 2013, 03:29:55 PM
I`ll release a new version in a couple of days (with new ships for XLE and UIN, new art for resources and new conversion options for ISA, UIN and XLE).

What new ships did you decide to add to XLE and UIN? I mean the XLE obviously could use more frigate variety and maybe a destroyer or two but the UIN rooster seems pretty fleshed out. Of course they could also use another destroyer as well now that I'm comparing them with RSF/ISA. Do you intend to expand upon their fighter/bomber craft as well or leave them as they are?

 I also noticed a lot of different pirate groups on the campaign and a modified version of the Rostov-gunship in the Codex (Blazer-class). Do you intend to give all the pirate groups a unique ship like the Crimson Snakes, that is essentially a modified version of an existing ship? Is each faction getting their own pirate faction to raid their mini-sectors?

I was thinking the ninja-update would satisfy my curiosity of the upcoming full update but it only made it worse  :(
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 02, 2013, 01:56:16 PM
Plans for XLE:

Rattlesnake - fast gunship with med and small ballistic hardpoints and 2 small missile launchers. Added, uses a unique design.
Fire Drake - a modification of current version with two large ballistic hardpoints instead of one large energy.
Komodo - a converted Drake that has its hull reconfigured into a small launch bay. Can support one wing.
Runner - light freighter based on Wurm (essentially - a Wurm with just a single turret and a couple of cargo pods on its tail).
Turtoise - heavy freighter. Really heavy.
Rex - a bomber-class fighter armed with micromissiles and multilasers for defence.
Python and Python II - miner ships. Added (in 6.0).

Plans for UIN:

Bulgaria mk.2 - a new version of the current frigate with a single large ballistic hardpoint and a couple of small guns. Added.
Bulgaria-EMP - another modification that has the majority of its guns replaced by a powerful EMP emitter (that fires 3 lightnings).
Hungary - a drone carrier built over France. Carries Devastator drones. Added.
Micro - a very fast (for its kind) light transport. Added (i believe it is already in 6.0).
Rockmaster - a miner ship. Added (in 6.0)
Manta - a heavy freighter capable of acting as a carrier.
Drone fighters and drone torpedo carriers (unmanned fighter wings).

The goal is to meet a predetermined condition of having 5 conversion options per faction. XLE and UIN will have those with their new Drakes/Bulgarias and Hungary. RSF and ISA already meet all these conditions.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 02, 2013, 02:03:12 PM
As for pirates - there are 5 groups for now each having their own fleet composition based on factions they usually raid. All of them are just a single faction - PIRATES.

Currently only Marauders and Crimson Snakes have unique ships. I think i`ll make others also have some unique ships, but that`s not a priority. Botth current factions will get their unique ship conversion options at their stations (yeah, you`ll finally be able to salvage Rostov`s and convert them to Raiders!).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Trylobot on October 02, 2013, 02:23:33 PM
FYI Nomads uses Komodo and Rattlesnake; I take no issue with use of the names (as they're generic animal names anyway) and there's no real conflict since your mod is a total conversion mod

but

I thought I'd let you know, one artist to another, in case uniqueness was important to you creatively. Otherwise carry on!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 02, 2013, 02:27:52 PM
BTW, i was going here to post a small report on current test game.

ITs April, 24th. I`m a commander of a moderate pirate fleet that consists of various XLE, UIN and ISA ships. All started in Shington where i was put after player generation with a small Pigeon shuttle and 2000 Credits.

After some local trade runs i`ve got enough credits (4000) to buy a Micro freighter of UIN design. This ship eats only 0.9 fuel per day and has a very good burn value. So its a good choice (actually the best one) for international runs. I was thinking to get a Crawler or even its XT versions, but those would fall into pirate hands near Stormpt-Nexus-Centronom sector pretty easy due to its low burn.

ISA are the best industrial equipment ans exotic ores sellers and the best common ore buyers. Giving the fact that i start as a friend of ISA civilians - i get a 10% discount on all their products. So buying cheap exotic ores and hauling them to XLE and then bringing back rare ores became my primarly trade route. Sometimes i used Achiles-Wyvern`s Lair high-tech route to get a bit more variety in runs.

After i made a couple of runs and got my first 10k credits - i`ve picked my favourite UIN Peacekeeper gunship and... started to raid UIN civilians. My base was in Nexus where i sold all the loot i`ve gathered. The day when i attacked my first civie - i`ve got a message that i`m now an enemy of the whole Union (UIN). I never actually bothered about this as UIN Military is busy fending off Alien scouts and abductors in Gianopolis and Solarian systems.

Once i got used to my new ship and obtained a powerful streamgun for it - things became way too easy. So i decided to attack my first UIN cargo hauler fleet with UIN Peacemaker, Peacekeeper and Enforcer escorts. Mostly loosing everything i managed to kill off all the escorts (i had a viper wing and a Peacemaker gunship with me) and destroy all the freighters. The loot that i gathered made me rich!

Now i`m a poud owner of ISA Monitor destroyer and a whole fleet of XLE and UIN gunships. Recently i hauled 10 looted valuables to Stormpt pirates and they gladly accepted me into their ranks (granting access to their salvag UIN/XLE toys and ships). Now even UIN and ISA police run away as soon as they see me. I`ve made peace with UIN paying them 25000 credits at security station as a compensation for my crimes. I`m still an enemy of UIN military, but that`s not a problem at all.

My next goal is Laswis system and its sacred datacore that will make me a number one persom for any military i choose...
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 02, 2013, 02:28:51 PM
FYI Nomads uses Komodo and Rattlesnake; I take no issue with use of the names (as they're generic animal names anyway) and there's no real conflict since your mod is a total conversion mod

but

I thought I'd let you know, one artist to another, in case uniqueness was important to you creatively. Otherwise carry on!

Core uses Mules and Oxes as well :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 02, 2013, 02:54:39 PM
***, i forgot that once you became an enemy to any military - you have no way to make peace with them. So i have no use in Laswis datacore (and instead would get Alien ships as a reward for my exploration efforts there).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Panzeh on October 02, 2013, 02:58:51 PM
Look forward to seeing the latest version!
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 02, 2013, 03:13:44 PM
Everything seems to be working pretty good, so you might expect it tomorrow. If i wont uncover smth gamebreaking ofcause :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: CrashToDesktop on October 02, 2013, 03:29:18 PM
Does that include the new patch? ;)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 02, 2013, 11:15:09 PM
Well, i`ve just came here and saw the patch notes. So... i have to download it tonight (currently its morning here in Moscow), do some testing and probably some tweaks. If everything is going to work fine - an update might be midnight or probably tomorrow.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on October 03, 2013, 03:49:35 AM
Good to hear dude, I've got a free period for 5 hours (stupid university timetable) so I'll get in and play with current version for a while as (hopefully) mining will work properly now :D

*EDIT:

Note to all, I had to delete the missions folder to get ironclads loading in 0.6RC2

**EDIT:

Feedback on mining:
After slaving my way into a rockmaster I've found mining...   disappointing.  The cost of 15 supplies nullifies any profit that might be made even with your low supply cost vs vanilla.  Either the rockmaster is at fault given the mining efficiency or values are to blame.  Will you be introducing industrial skills soon to offset the imbalance here?

Either way, good work dude! :D
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 03, 2013, 04:38:47 AM
Got my hands on 0.6.1 now. Updated missions so that they wont cause problems, updated some minor mod stuff for 0.6.1.

Testing it now.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 03, 2013, 04:43:38 AM
New ships that are in current mod`s version.

(http://www.lordsofthestars.com/other/Sector/xle2-frg-rattlesnake.png)(http://www.lordsofthestars.com/other/Sector/xle3-de-firedrake.png)(http://www.lordsofthestars.com/other/Sector/xle3-de-goldendrake.png)

(http://www.lordsofthestars.com/other/Sector/uin2-frg-bulgaria-mk2.png)(http://www.lordsofthestars.com/other/Sector/uin3-de-hungary.png)

Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on October 03, 2013, 05:08:47 AM
OHMYGOSH*OHMYGOSH*OHMYGOSH!!!!!

Okim answers my prayers for a UIN escort carrier!!!!!

 :'(

^^  Tears of joy
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 03, 2013, 05:23:28 AM
Its a drone carrier, not a standard carrier.

UIN still have to rely on Germany cruiser for carrier support.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on October 03, 2013, 05:36:56 AM
Aww Okim, that's SO EXPENSIVE!!!

At least the rockmaster has a flightdeck and it's only 18k  ::)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 03, 2013, 06:19:21 AM
The same goes for RSF - they too get a powerful carrier at cruiser level (not counting Scimitar ofcause).
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Gabriel_Braun on October 03, 2013, 06:39:27 AM
Yeah don't worry dude it's your baby after all it's just that I love being a carrier *** and the Germany is in that elite price bracket:  When you can afford one, you've basically won anyway!

How hard would it be to generate fleets targeting the player made up of
-Moved to new thread :)
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 04, 2013, 08:31:14 AM
Ironclads 0.6.1a is released (http://www.lordsofthestars.com/other/Sector/ironclads0.6.1a.exe).

For the full list of changes use this file (http://www.lordsofthestars.com/other/Sector/readme.txt).

You should expect a working trading system with prices set per station, 3 ways to join military of any faction, enemy-of-the-state system (when navy becomes hostile for crimes agains its civilians), pardon system that allows to reset rels with civilians to neutral (at security stations), lets-be-friends system that allows a player to set rels to friendly at any civilian station (for a price), one-time-visit system for pirate stations, joining pirates for money or valuables, bounty system (exchange salvaged armour plates with emblems for money), discount system (10% resource buying prices for friends), 4 hidden salvagable datacores (a key to any non-hostile military in the game), reworked wrecks salvage (that is done fully by dialogs), improved hacking for supply depots, asteroid mining system, 5 conversion options for each faction (with 1-2 of them being civilian and some available only to military friends), new ships and systems. The whole sector will be overpopulated with numerous traders, patrols, police and pirates running all around doing their own business. Mohership and Rock Fly are now in game.

The version wasn`t tested enough, so expect it to have problems. And don`t forget to report them.
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: echosierraalpha on October 04, 2013, 08:42:17 AM
link doesn't work for me  :(
Title: Re: Project Ironclads, version 5.2 (0.54.1)
Post by: Okim on October 04, 2013, 08:49:06 AM
Fixed.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Gabriel_Braun on October 04, 2013, 08:58:24 AM
Sweet, just in time for the weekend!  Thanks Okim :D
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: echosierraalpha on October 04, 2013, 08:58:52 AM
Indeed. Huzzah!
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 09:13:25 AM
Hope its less buggy than previous Ironclads version ;)
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Gabriel_Braun on October 04, 2013, 09:19:34 AM
You had to jinx things didn't you  :D

Spoiler
647484 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.RSF.VegaMinersSpawnPoint.spawnFleet(VegaMinersSpawnPoint.java:45)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

*EDIT:

Has happened 3 times now during normal gameplay.  Once visiting a station, once jumping into hyperspace and lastly just flying in solar space
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 09:36:08 AM
Sorry.

Replace in VegaMinerSpawnpoint file 'Silent' with 'Silent Lands'
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Gabriel_Braun on October 04, 2013, 09:41:46 AM
Hey don't apologise man, got to catch them all!

Also, UIN "Mechanical Engineer Test" exploitable for unlimited free Bulgarias :D
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 11:06:08 AM
How is that? You just don`t register as UIN friend or what?

EDITED: found and fixed. That`s what happens when there is many things added at such short period of time.

Get me one more bug and i`ll release a fixed version :)
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Gabriel_Braun on October 04, 2013, 11:15:46 AM
Haha okay, it's a deal :D

AAAAAND:

Spoiler
   java.lang.RuntimeException: Ship hull variant [AI-gunbot_variant] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.combat.systems.do.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.systems.do.advanceImpl(Unknown Source)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

[close]

Also the same AI scouts often forget to raid and just sit in position north of Uomoz :)
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Jonlissla on October 04, 2013, 11:34:59 AM
I have tried two different characters, each end up with a corrupted save after a short while.

Spoiler
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.convertXNIQNametoJa vaxQName(XMLStreamReaderImpl.java:1267)
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.getName(XMLStreamReaderImpl.java:918)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullElementName(StaxReader.java:79)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:152)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
[close]

And...

Spoiler
java.lang.OutOfMemoryError: Java heap space
   at com.thoughtworks.xstream.io.path.PathTracker.pushElement(PathTracker.java:88)
   at com.thoughtworks.xstream.io.path.PathTrackingReader.moveDown(PathTrackingReader.java:38)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:282)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
[close]
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Taverius on October 04, 2013, 12:03:48 PM
Looks like you're using deployment points the old way for civilian ships like cargo haulers.

These days they don't limit the amount of ships you can have in a fleet, so, for example, 5 DP for a shuttle of cargo frigate is far too high.

It won't limit how many a player can have in fleet, but it will be counted by the AI when deciding whether to engage in battle. Right now enemy fleets might run away from you just based on the number of civilian ships you have because their DP values are too high.

These days DP should only be based on combat effectiveness, so, for example, 5 points for a Pigeon is ludicrous. 1 is appropriate. 2 or 3 for a Crawler, since it has 3 small mounts.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 12:30:53 PM
1, 2 and 3 DPs are forcing AI to not deploy anything in combat against single ship.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 12:32:31 PM
I have tried two different characters, each end up with a corrupted save after a short while.

Spoiler
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.convertXNIQNametoJa vaxQName(XMLStreamReaderImpl.java:1267)
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.getName(XMLStreamReaderImpl.java:918)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullElementName(StaxReader.java:79)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:152)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
[close]

And...

Spoiler
java.lang.OutOfMemoryError: Java heap space
   at com.thoughtworks.xstream.io.path.PathTracker.pushElement(PathTracker.java:88)
   at com.thoughtworks.xstream.io.path.PathTrackingReader.moveDown(PathTrackingReader.java:38)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:282)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
[close]

Have no idea what this all about. I guess that the game has troubles with such huge saves that Ironclads produce.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Alex on October 04, 2013, 12:35:45 PM
Have no idea what this all about. I guess that the game has troubles with such huge saves that Ironclads produce.

Yeah, that's probably it. Can you turn on save file compression (in settings.json) and see if that helps?

Edit: you could also edit vmparams to increase the amount of memory available (change both 512's to 1024's, perhaps) just to get it to load, so you can re-save it with compression on.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Jonlissla on October 04, 2013, 01:08:45 PM
Yeah, that's probably it. Can you turn on save file compression (in settings.json) and see if that helps?

It allowed me to reload an earlier save, but unfortunately it happened a few minutes later. Same error as before: "GC overhead limit exceeded"

Started a new game as well and had the same issue.


Quote
Edit: you could also edit vmparams to increase the amount of memory available (change both 512's to 1024's, perhaps) just to get it to load, so you can re-save it with compression on.

This seems to have done the trick. I can now reload all my saves normally. I will continue playing and see if the problem persists lategame.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 01:19:11 PM
Man... I actually did jump over my head with all this stuff in Ironclads ;)
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Gabriel_Braun on October 04, 2013, 01:25:55 PM
So are we looking at a hotfix?  ;D
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Blade Skydancer on October 04, 2013, 01:36:30 PM
Getting a fatal: null error apparently when mining fleets in Vega spawn. This is after starting a new game in RSF territory, and having managed to visit Vega once.

Spoiler
Code
java.lang.NullPointerException
at data.scripts.world.RSF.VegaMinersSpawnPoint.spawnFleet(VegaMinersSpawnPoint.java:45)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Gabriel_Braun on October 04, 2013, 01:47:23 PM
Sorry.

Replace in VegaMinerSpawnpoint file 'Silent' with 'Silent Lands'
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Blade Skydancer on October 04, 2013, 01:53:11 PM
Ahh, okay. Thank you.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 02:19:50 PM
Hotfix: http://www.lordsofthestars.com/other/Sector/ironclads0.6.1a.exe

Actually - its just the same archive being overwritten. Saves are compatible.

Fixed Vega crash, AI gunbot crash (not tested), UIN/XLE skill join and odd AI behavior in hyperspace (not tested).

Report anything odd that you may find.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Gabriel_Braun on October 04, 2013, 02:48:41 PM
UIN Skill join doesn't appear to be fixed Okim.  Going to mod up chargen and test XLE now too.

EDIT:  No, XLE skill join doesn't work either.  Let me re-download the archive again to make sure it's not me
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Alex on October 04, 2013, 04:12:18 PM
Man... I actually did jump over my head with all this stuff in Ironclads ;)

The only way to go when making something cool, right? :)

This seems to have done the trick. I can now reload all my saves normally. I will continue playing and see if the problem persists lategame.

Glad that worked. Hopefully it'll hold up until the vanilla Sector starts to catch up in size and I'm forced to do a bit more optimization.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Turdicus on October 04, 2013, 04:31:07 PM
This...is hard. I find it difficult to maintain a profit after buying fuel to trade between systems. Anyone got any starter tips?
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Krippakrull on October 04, 2013, 05:02:07 PM
I am just starting out too, though I can say that there is at least one in-system trade route on the map(is this by design Okim?)... Fuel is a non issue when you never have to enter hyper space. ;)

Will report back if I find any bugs, and mod seems awesome so far!
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Vensalir on October 04, 2013, 05:09:50 PM
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)

Also, a couple things for Okim :

In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.

Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.

Hope this helps :)

As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Taverius on October 04, 2013, 05:37:12 PM
1, 2 and 3 DPs are forcing AI to not deploy anything in combat against single ship.
So? :D

The reason the Ox Tug is 2 DP and marked NO_COMBAT is because it should not be used in a fight.

Marking your mod's civilian, non-combat ships the same way and giving them similar DP costs is the way you ensure the enemy admiral AI is able to take the correct decisions vs engage or run away.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: dogboy123 on October 04, 2013, 06:23:34 PM
How would one go about installing a Starsector mod that's in .exe form?
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: CrashToDesktop on October 04, 2013, 06:34:02 PM
You can always just right-click it and open with 7-zip.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: dogboy123 on October 04, 2013, 07:23:47 PM
You can always just right-click it and open with 7-zip.
Dur, I don't know why I didn't think of that. ???
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 11:29:41 PM
Starting tips for trading: http://fractalsoftworks.com/forum/index.php?action=post;msg=114380;topic=431.1635;sesc=4c7148d458f87526c078073a19d36cc7

Mining. If you got only green crew - you`ll get a -20% mining efficiency. Regular uses basic values, veteran - a bonus +20% and elite - an even greater bonus. Rockmaster is the best miner regarding supply consumption. Other miners have worse supply consumption raising to 60 for XLE Python (however it gets the best mining efficiency in the mod).

The more miners you get - the better is the output and odds to find exotic ores. Overall mining efficiency less than 1 results in mining failures and mostly common resources. This can be profitable if you haul these commons to Pax system (max selling price for common minerals).

I`ll soon introduce a Mining scanner that will give an extra bonus.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 11:38:26 PM
1, 2 and 3 DPs are forcing AI to not deploy anything in combat against single ship.
So? :D

The reason the Ox Tug is 2 DP and marked NO_COMBAT is because it should not be used in a fight.

Marking your mod's civilian, non-combat ships the same way and giving them similar DP costs is the way you ensure the enemy admiral AI is able to take the correct decisions vs engage or run away.

I was unaware of this. Will try to do that for the next update.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 04, 2013, 11:44:29 PM
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)

Also, a couple things for Okim :

In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.

Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.

Hope this helps :)

As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !

Short trading routes are intended. Mostly for the case when you got ruined by some random pirate popping out of nowhere and blasting your shuttle with precios cargo. A way where you can continue playing without the need to restart.

Look at the bottom of the log file in starsector-core folder after you get a null error. By 'more trading options' you mean 'browse special offers?".

Just to make sure - there was a hotfix yesterday that fixes some errors - did you get it?
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Vinch on October 05, 2013, 12:51:59 AM
I tried UIN skill and $ join after the Hotfix with new and old savegame .

I received a bulgaria but the station behave like i didnt enlist .

Didnt have time to tried other faction.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Jonlissla on October 05, 2013, 01:10:07 AM
I tried UIN skill and $ join after the Hotfix with new and old savegame .

I received a bulgaria but the station behave like i didnt enlist .

Didnt have time to tried other faction.

I can confirm this. You can join ISA and problably RSF (haven't tested them yet), but not UIN. Judging from what Gabriel_Braun wrote earlier I presume that XLE doesn't work either.

Is there a another way to join? Paying any of them only seem to reset your relation, and I haven't found any "alien technologies" yet either.

Edit: Selling them a datacore didn't work either.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Vensalir on October 05, 2013, 02:01:59 AM
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)

Also, a couple things for Okim :

In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.

Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.

Hope this helps :)

As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !

Short trading routes are intended. Mostly for the case when you got ruined by some random pirate popping out of nowhere and blasting your shuttle with precios cargo. A way where you can continue playing without the need to restart.

Look at the bottom of the log file in starsector-core folder after you get a null error. By 'more trading options' you mean 'browse special offers?".

Just to make sure - there was a hotfix yesterday that fixes some errors - did you get it?

Yes, sorry, I meant "More trading options" :)

I'll post the log results next time I get an error, but truly that's the only bug I've found so far, mod otherwise runs smoothly for me.

And yes, I was running the hotfix :)
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 05, 2013, 02:17:38 AM
I think i found the problem with joins and special offers. Testing its fix right now.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 05, 2013, 03:31:01 AM
Ironclads v. 6.2 is ready now (http://www.lordsofthestars.com/other/Sector/ironclads0.6.2a.exe)

It fixes military join procedure and should fix 'special offers' on civilian stations. If not - let me know.

What do you think about 'manual' type items that contain tips on various assets of the mod? Like a 'mining manual' that expains bonuses for mining efficiency and supply consumption. Or 'wrecks manual' that tells you how dangerous it is to board a wrecked station, but how profitable it can be.

These items would be put into player`s inventory on start up (taking no cargo capacity and costing a few credits). Or should i just write a manual for all the stuff in the mod in one file?
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Captain Draco on October 05, 2013, 03:49:56 AM
How about Galaxy Map and trade routes and charts for beginners? The Fuel is too expensive to blindly explore the star systems. 
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Mavolio on October 05, 2013, 03:50:54 AM
What do you think about 'manual' type items that contain tips on various assets of the mod? Like a 'mining manual' that expains bonuses for mining efficiency and supply consumption. Or 'wrecks manual' that tells you how dangerous it is to board a wrecked station, but how profitable it can be.

These items would be put into player`s inventory on start up (taking no cargo capacity and costing a few credits). Or should i just write a manual for all the stuff in the mod in one file?

Is there a way to get it into the Codex? I'm not sure if its possible to create another top level group for them but that would be a good place to put them.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Gabriel_Braun on October 05, 2013, 03:52:23 AM
Yep that's sorted the join issue out Okim g/j

I can't say about the trade options bug as I was unable to force it before but will keep trying to break everything else :D


As for manuals, what about an ingame manual using that fleet conference beacon mod Darloth made?  Afaik that could work and also be another first for SS modding :D
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Jonlissla on October 05, 2013, 03:56:41 AM
Ironclads v. 6.2 is ready now (http://www.lordsofthestars.com/other/Sector/ironclads0.6.2a.exe)

Hmm, I can't run the .exe. Says it's not compatible with my version of Windows. I'm using Windows 7 64x.

Edit: Nevermind, I used Winrar to open it instead, and it worked fine that way.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Anysy on October 05, 2013, 04:38:20 AM
that reminds me - i dont suppose we can get the galaxy map on the hyperspace -> system gates too? Ideally id like some sort of system overview or information or something in that area, but I am not sure its modifiable in that degree.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 05, 2013, 04:40:43 AM
How about Galaxy Map and trade routes and charts for beginners? The Fuel is too expensive to blindly explore the star systems. 

Map is available each time you jump into HS. Most profitable charts, no-hyperspace-routes and tips for trading i`ve already wrote. The first page of this thread cntains a link to these tips in 'CAMPAIGN'.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Vensalir on October 05, 2013, 05:27:37 AM
Last hotfix fixed everything for me, both the "special offers" crash and the join military bug (for UIN), great job !
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Taverius on October 05, 2013, 05:42:10 AM
The first page of this thread cntains a link to these tips in 'CAMPAIGN'.
The link to the tips for trading is wrong, looks like you tried copying the address in your address bar while you were still writing the post. use this instead:

http://fractalsoftworks.com/forum/index.php?topic=431.msg114380#msg114380
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 05, 2013, 05:53:45 AM
Oh, man. I managed to bug even the simpliest link  :-[

Guess i need to take some rest now...
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Taverius on October 05, 2013, 07:09:25 AM
No worries man, get some rest.

By the way, the experience you grant with trading doesn't trigger level up. I think you're missing a step in the code that makes the game check if the player should gain a level, though I'm not sure what it is. Lazy Wizard can help, I'm sure :)

P.S. Medium stinger has 30 ammo, small has 2 ammo ... I think the latter might be a bug? :) Also the Rotary Assault Gun has enough ammo for 15 seconds of fire ... that's uh ... why would I ever mount it? :D
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 05, 2013, 07:58:40 AM
No worries man, get some rest.

By the way, the experience you grant with trading doesn't trigger level up. I think you're missing a step in the code that makes the game check if the player should gain a level, though I'm not sure what it is. Lazy Wizard can help, I'm sure :)

P.S. Medium stinger has 30 ammo, small has 2 ammo ... I think the latter might be a bug? :) Also the Rotary Assault Gun has enough ammo for 15 seconds of fire ... that's uh ... why would I ever mount it? :D

It does trigger level up. Its a basic exp gainage system used in the game.

Medium Stinger has 10 missiles. The large one - 30. The small one just two.

Rotary assault? Cause its cheap and makes for a good harassement weapon. Extended mags are the best friends of RAC and Reaper.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Barracuda on October 05, 2013, 08:02:17 AM
Hey Okim for some reason your latest hot fix for you installer isn't working for me. Saying that my version of windows wont work with it.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: CAPFlyer on October 05, 2013, 08:06:31 AM
Same here.  Can you upload as a normal ZIP or RAR instead of an executable?  There are too many issues with non-installer execuatables anymore.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Jonlissla on October 05, 2013, 08:08:26 AM
Same here.  Can you upload as a normal ZIP or RAR instead of an executable?  There are too many issues with non-installer execuatables anymore.
Hey Okim for some reason your latest hot fix for you installer isn't working for me. Saying that my version of windows wont work with it.

Right-click on it and use Winrar or any other extract software.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Barracuda on October 05, 2013, 08:11:46 AM
Thanks  ;D
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 05, 2013, 08:14:56 AM
Quote
By the way, the experience you grant with trading doesn't trigger level up. I think you're missing a step in the code that makes the game check if the player should gain a level, though I'm not sure what it is. Lazy Wizard can help, I'm sure

Hm.

Indeed it does not give a level. That`s odd.

I checked it in 0.6a and it worked...
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 05, 2013, 08:17:45 AM
Same here.  Can you upload as a normal ZIP or RAR instead of an executable?  There are too many issues with non-installer execuatables anymore.

Sorry, but my current system has only 7zip.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Taverius on October 05, 2013, 08:41:01 AM
7-zip can make standard .zip :)

P.S. version string in mod_info.json says 6.1 still.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 05, 2013, 09:43:00 AM
6.21 is about to be released with a fix to level-up problem.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Barracuda on October 05, 2013, 09:47:25 AM
I tried to right click it but their was no option to open with so I couldn't use my winrar :/
How is this version different the first hotfix worked perfectly.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Sidie Hawkton on October 05, 2013, 10:26:58 AM
Got a fatal null using 6.2...
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.ui.m.Object(Unknown Source)
   at com.fs.starfarer.ui.String.oOOO.addOption(Unknown Source)
   at data.scripts.IroncladsStationInteractionDialogPlugin.optionSelected(IroncladsStationInteractionDialogPlugin.java:1602)
   at com.fs.starfarer.ui.String.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Okim on October 05, 2013, 10:34:49 AM
1, 2 and 3 DPs are forcing AI to not deploy anything in combat against single ship.
So? :D

The reason the Ox Tug is 2 DP and marked NO_COMBAT is because it should not be used in a fight.

Marking your mod's civilian, non-combat ships the same way and giving them similar DP costs is the way you ensure the enemy admiral AI is able to take the correct decisions vs engage or run away.

Where did you get that 'NO_COMBAT' tag? If you mean 'CIVILIAN' tag in hull.csv (like OX in core uses) - all my ships already have this and 1,2,3 DP just make AI to withdraw without deploying anything.

What is the real problem with 5 DPS per freighter? AI runs away from your fleet or what?
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 05, 2013, 10:37:05 AM
Got a fatal null using 6.2...
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.ui.m.Object(Unknown Source)
   at com.fs.starfarer.ui.String.oOOO.addOption(Unknown Source)
   at data.scripts.IroncladsStationInteractionDialogPlugin.optionSelected(IroncladsStationInteractionDialogPlugin.java:1602)
   at com.fs.starfarer.ui.String.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Where did you get it? Station, faction, conditions. This error indicates something wrong with strings file, but its huge and more specific info would help a lot.

Thanks in advance.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Taverius on October 05, 2013, 12:22:25 PM
Where did you get that 'NO_COMBAT' tag? If you mean 'CIVILIAN' tag in hull.csv (like OX in core uses) - all my ships already have this and 1,2,3 DP just make AI to withdraw without deploying anything.

What is the real problem with 5 DPS per freighter? AI runs away from your fleet or what?
Yeah sorry I meant CIVILIAN, I got confused with a similar usage tag in another game I used to mod for.

CIVILIAN has no impact on how the enemy admiral AI considers the ship when deciding to attack or not.

This is why the civ destroyer-sized cargo ships in the stock game take 5-6 DP (Buffalo Mk.1, Tarsus) and the frigate civilian ships take 2-3 (Dram, Ox).

It should be used purely as a measure of combat ability, so that you don't get things like a 5-dp combat frigate running away from a shuttle with 1 light gun mount. If that's happening, and it is, you know the DP is set wrong.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 05, 2013, 12:48:43 PM
Well, as i wrote before - all freighters are civilians and setting DP below 4 seems to confuse AI somehow. So for now the minimal DP will be set to 5.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Taverius on October 05, 2013, 01:22:03 PM
I'll wait till that's fixed then, its frustrating enough finding fights without fleets running away because of my mighty cargo ships.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: CAPFlyer on October 05, 2013, 02:20:09 PM
Same here.  Can you upload as a normal ZIP or RAR instead of an executable?  There are too many issues with non-installer execuatables anymore.
Hey Okim for some reason your latest hot fix for you installer isn't working for me. Saying that my version of windows wont work with it.

Right-click on it and use Winrar or any other extract software.

WinRAR does not give the option to open with right click.

BTW, I'm using a Windows 7  64-bit OS if that has any bearing.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: Mavolio on October 05, 2013, 04:38:34 PM
WinRAR does not give the option to open with right click.

BTW, I'm using a Windows 7  64-bit OS if that has any bearing.

open winrar then just find the file you want to unzip instead. that was how i did it
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Bucktail on October 05, 2013, 05:35:19 PM
Instead of the enemy stations activate their weapons and are going to destroy you unless you pay a fee or leave you could possible fight it. A big battle against the station and the station would be a giant ship that can't move but has high shields and hull with lots of weapons and you would get a reward for beating it. And there would be different stations like a military outpost would be a lot harder to beat instead of a mining station.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Barracuda on October 05, 2013, 06:40:49 PM
Instead of the enemy stations activate their weapons and are going to destroy you unless you pay a fee or leave you could possible fight it. A big battle against the station and the station would be a giant ship that can't move but has high shields and hull with lots of weapons and you would get a reward for beating it. And there would be different stations like a military outpost would be a lot harder to beat instead of a mining station.

I wish we could but I don't think the game has that capability ATM. :(
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: LazyWizard on October 05, 2013, 07:25:50 PM
Instead of the enemy stations activate their weapons and are going to destroy you unless you pay a fee or leave you could possible fight it. A big battle against the station and the station would be a giant ship that can't move but has high shields and hull with lots of weapons and you would get a reward for beating it. And there would be different stations like a military outpost would be a lot harder to beat instead of a mining station.

I wish we could but I don't think the game has that capability ATM. :(

I believe the API actually does support that kind of thing now. We can start arbitrary battles from within a custom interaction dialog (InteractionDialogAPI.startBattle()), so the mod could create a special fleet that contains the station ship, then start a battle with it if you choose that option during the conversation. Then use the InteractionDialogPlugin's backFromEngagement() method to determine the outcome of the fight and give the relevant rewards/penalties.

Or at least, that's how it appears to work when looking at the API. I haven't actually messed around with interaction dialogs much yet.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: echosierraalpha on October 05, 2013, 08:55:00 PM
Hey Okim,

just realized that the Goliaph system doesn't have a wormhole. while I can enter it just fine once I unlocked navigation 10, it would be very nice if I could get back out...  :P
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: drakhades on October 05, 2013, 10:32:48 PM
lol, yeah i registered just now to post the same thing.   i saved once i entered the system, now i basically have to start over

btw, you should add a hint about adding the mem 1024 to the vm options, as otherwise you can't load the game after  asave
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 06, 2013, 01:06:45 AM
Instead of the enemy stations activate their weapons and are going to destroy you unless you pay a fee or leave you could possible fight it. A big battle against the station and the station would be a giant ship that can't move but has high shields and hull with lots of weapons and you would get a reward for beating it. And there would be different stations like a military outpost would be a lot harder to beat instead of a mining station.

I wish we could but I don't think the game has that capability ATM. :(

I believe the API actually does support that kind of thing now. We can start arbitrary battles from within a custom interaction dialog (InteractionDialogAPI.startBattle()), so the mod could create a special fleet that contains the station ship, then start a battle with it if you choose that option during the conversation. Then use the InteractionDialogPlugin's backFromEngagement() method to determine the outcome of the fight and give the relevant rewards/penalties.

Or at least, that's how it appears to work when looking at the API. I haven't actually messed around with interaction dialogs much yet.

That is in plans for the future of the mod. I wrote about this in pre 0.6 Ironclads release: http://fractalsoftworks.com/forum/index.php?topic=431.msg113683#msg113683 :)
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 06, 2013, 01:08:21 AM
Hey Okim,

just realized that the Goliaph system doesn't have a wormhole. while I can enter it just fine once I unlocked navigation 10, it would be very nice if I could get back out...  :P


So that` why i don`t see alien abductors in ISA/UIN systems :)

Thanks.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Jonlissla on October 06, 2013, 01:34:22 AM
The XLE and UIN Military Outposts seems to restock on fighters and weapons, but nothing else. No new frigates or destroyers or anything. Have not yet checked the other outposts.

I find it difficult to find fights, especially against XLE. You either have to fight a few ultra-fast frigates and a destroyer who can outrun you no matter what you do, or their System Defense Fleet. There doesn't seem to be any middleground between the two. Same thing goes for pirates and UIN, but not for RSF and ISA. They seem to have a good blend between patrols.

Speaking of balance, XLE are insanely fast on the campaign map and in combat. I find it almost mandatory to put points into Navigation in order to catch up to targets, or use XLE ships because of their speed.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 06, 2013, 02:10:56 AM
I`m aware of the fighter problem. I`m currently writing a new script for weapon, wings and hull destributions both for civilian and military sectors per faction. This will take some time.

The fact that XLE have nothing to fight against will be fixed. They have no proper enemies except for Rock Flies and pirates, so they don`t actually need anything in the middle between SDF and light patrols. Same will go for UIN. A couple of middle-sized patrols will be added.

The other fact that XLE are the fastest wont be changed. They are lore-wise being the swiftest and fastest, but extremely fuel burning. If you are to hunt them - you`ll indeed have to invest into navigation and drive mods. And probably use XLE ships on your own (but prepare to burn fuel extremely fast in this case).

Pirates have different random fleets of various compositions that never surpass DE-sized ships. Only Marauders have cr-sized ships, but they are the most powerful faction among all pirates and have sligtly different goals and ship sources.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: echosierraalpha on October 06, 2013, 04:30:19 AM
Hey Okim,

Is it possible to have more baseline destroyers? You made a brilliant addition with the ability to convert basic hulls into something else, but I can't find enough baseline destroyers (such as the Indiana mk1 or France) to make it worthwhile :/
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 06, 2013, 06:57:37 AM
Working on it right now.

Current supply convoy system seems to be a bit broken - the randomiser part of it seems to be unable to cover all the filters that are used to pick specific factions and hulls and just puts into each convoy tons of fighters.

Once i finish a new system - it will correctly pick a wing\a weapon\a hull from specific lists of civilian or military items. There will be more base line ships.

Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Erick Doe on October 06, 2013, 07:09:26 AM
*holds his fingers crossed for a Holland or Netherlands class destroyer*

Sorry, Okim. I just can't let go.  ::)


By the way, your conversion is getting better by leaps and bounds. I am very impressed and looking forward to what the future brings.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: BigMeatSpecial on October 06, 2013, 09:09:35 AM
Hey okim , I'm having a problem with loading my save games, every time I start a game and play for an hour or two is unable to load when I get on the game later. I already changed the save to compression but it still doesn't help.

Its just terribly frustrating to get a fleet together but I cant play the save anymore ???
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 06, 2013, 09:58:34 AM
Find a file called vmparams (where game exe is), open it with text editor and change all 512 (there are two of them) to 1024. This should do the trick.

Current Starsector version is not supposed to support huge mods like Ironclads, hence all the problems with the saves.

EDITED: added this info to the first post. It becomes too 'red' with all these warnings and instructions on how to set it to work...  :-[
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 06, 2013, 10:06:57 AM
*holds his fingers crossed for a Holland or Netherlands class destroyer*

Sorry, Okim. I just can't let go.  ::)


By the way, your conversion is getting better by leaps and bounds. I am very impressed and looking forward to what the future brings.

Well, there are 4 de ships that will be added to the game at some point. One per faction. Each of them will be based on alien tech. So... i might eventually end up with Holland. But no promises ;)

I haven`t yet decided what to do with these ships, but they will available only to friends of the navy and only at new research stations. I have two ideas how to make them to appear on the station - the first is just a random generation per week (month?), the second depends on the amount of alien tech that you sell to the station. There is a third one - convert something into it for alien-tech, but ships are gonna be unique, so there would be problems with picking up a proper conversion candidate for them.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: dreamixpl on October 06, 2013, 12:33:22 PM
Can you add Omnifactory in next mod version?
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 06, 2013, 12:46:14 PM
No.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Silver Silence on October 06, 2013, 01:02:52 PM
The Omnifactory is a utility mod, so it'll work with Ironclads regardless of whether Okim has it in the modpack or not. It'll just work as it does by default, though I'm not sure how it runs with multiple systems.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 06, 2013, 01:21:43 PM
There will be a station module that will make it possible to convert any reactivated abandoned station into ship production facility. Or a mining outpost or a component factory or fuel/supply fabrication base.

Plans are to slowly put in some items (like blueprints) that will allow you to build weapons and ships from weapon-, low-tech- and high-tech components.

That`s a complex thingy that i have to create, but i have an idea, inspiration, some examples and two powerful tools - Alex`s javadoc and Intellij IDEA application.

Note that this thing is next in plans after research stations, planet exploration, reworked mining system and prototype ships (alien-tech).
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: BigMeatSpecial on October 06, 2013, 03:59:57 PM
Thanks for the help Okim! that got it to load
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Darrow on October 06, 2013, 08:17:52 PM
Okim, I aswell can't extract the mod using WinZip or 7

There's simply no option to do it and running the .exe does nothing. Please fix this, thanks.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 06, 2013, 11:00:57 PM
Just wait a couple of hours, ok? I`ll release a 6.21 version in rar or zip or both...
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Jazzrish on October 07, 2013, 12:47:29 AM
error loading game, please have a check

Quote
111553 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/playerFleet/containingLocation/objects/lists/entry/list/JumpPoint/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/JumpPoint[93]/orbit/starSystem/objects/lists/entry[4]/list/CampaignFleet[3]/fleetData/members/FleetMember[22]/captain/stats
line number         : 393328
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[7]            : com.fs.util.container.repo.ObjectRepository
class[8]            : com.fs.starfarer.campaign.StarSystem
class[9]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[10]           : com.fs.starfarer.campaign.JumpPoint
class[11]           : com.fs.starfarer.campaign.Hyperspace
class[12]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[13]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[14]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 07, 2013, 01:12:46 AM
Please read the red warnings on the top of the first post.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: goduranus on October 07, 2013, 01:59:37 AM
Hi Okim, any chance you could change the mod to make it work with stock and Exerlin? The mods look pretty balanced with stock, and dynamic factions from Exerlin probably will lead to really interesting gameplay with your faction Ironclad ships.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 07, 2013, 02:10:38 AM
0 chances. Seriously, why should i do this? Ironclads is the largest self-sufficient 1-man made non-kitbashed total conversion mod available for Starsector.

I really doubt that any other mod would easily accept Ironclads` 30 systems, 100 ships and 150 weapons without having a huge impact on its own data. And making my mod 'compatible' means to reduce it just to factions. Hell NO.
Title: Re: Project Ironclads, version 6.2a (for 0.6.1a)
Post by: Okim on October 07, 2013, 03:36:26 AM
Releasing the 6.21 version (http://www.lordsofthestars.com/other/ironclads6.21a.rar) of the mod (in RAR this time).

It has a huge new script that controls all random per faction distribution of weapons, wings and hulls for navy supply convoys, international trading fleets, civilian cargo haulers as well as staring stuff of all stations be they civilian or military. No more 100500 wings of Vipers/Darts :)

The other thing that this version fixes is no-level-ups for XP received for trading. In addition - you / your crew now get XP for salvaging, hacking, joining military, selling bounty items and etc.

The last one - XLE and UIN got some extra fleet diversity (25 FP, 50 FP and 75 FP for UIN, 25/50 for XLE). More to come with future updates.

Fixed Goliaph jump points (needs a new game i believe).

All 1-ship traders were given some resources in order to make hunting them a bit more rewarding and profitable. Resources depend on their spawn station, so ambushing traders in Procyon will grant you some random minerals while taking over traders in Pax would result in some components loot.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 03:42:32 AM
If you spot an odd weapon or ship at any of the civilian stations - please report me.

Odd weapon = anything that deals HE damage or is large or is advanced missile (not Mosquito, Eel, Micro or Frag) for civilian stations. XLE, ISA and UIN are allowed to have beamers, microlasers, emp and blaster weapons.

Odd ship = military ship (except XLE) at civilian stations.

Trade stations and military bases are allowed to have other faction`s weapons and ships (yeah you may eventually end up with Moscow BB at Procyon outpost - it is OK as XLE and RSF are allies).
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: warponeyz on October 07, 2013, 09:00:06 AM
hey man made a account just to say how much i like the mod good work keep it up thanks for all the effort u put into it
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 09:26:08 AM
Oh, thanks! And welcome to the forums.

When i saw a topic reply notification in my e-mail i was kinda: 'heh, here comes another bug spotted in Ironclads...'. Glad to see that i`m wrong :)
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jonlissla on October 07, 2013, 10:59:07 AM
I found some ISA ships in the UIN station, but I don't know if that counts as a bug or not. Other than that, I must say that this is a really solid release. Great job.

Ships are now delivered properly in the military outposts, but weapon shipments feel rather rare. I spend most of my time searching stations for weapons or intercepting cargo transports in order to loot some.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 11:30:22 AM
Trading stations are supposed to have other factions` weapons and ships (civilian only). Military outposts contain some military ships and weapons of their allies (RSF-XLE, UIN-ISA).

There is a new set of civilian-grade weapons per each faction. Mostly its non-he, non-missile and non-energy restrictions with absolute NO to any large weapon. This is individual per faction and may contain exclusions (XLE beamers, ISA blasters and Eels etc.). If by low weapon amount you mean this - than its intended. If you mean that station has few weapon types and numbers per stack - that`s probably a randomiser gone crazy. This needs fixing.

I`d like to know which stations in your game have low amounts ofweps (all stations are supposed to have some with tradings stations and military outposts having the largest choice.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Vinch on October 07, 2013, 12:54:02 PM
The rarity of weapons is not a problem in civilians stations but  military outpost and security station ( UIN) are expected to have enough faction weapons to equip some ships.

Much like Jonlissla i struggle to find 4 bofors ...

Stability wise i didn't record a single crash in a ~ 3h game so gratz!  ;D
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jeff on October 07, 2013, 01:22:46 PM
Having changed all the settings recommended in the OP, I still get this error just as the initial loading progress bar is finishing up:
Code
49974 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:724)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@526aeaaa"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ISA/Grant.java, Line 18, Column 7: Imported class "data.scripts.world.IroncladsAdder" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 01:48:33 PM
It seems that your archive was corrupted. Redownload the archive, remove any previous versions of mod and reinstall it.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 02:16:34 PM
As a quick 'fix' for the low-weapon issue you can manually adjust the quantity value in the IroncladsAdded script (data/scripts/world). Its in the top of the file and consists of a random generator and a value (currently 1) that is always added to it. Play around these values as you see fit, but note that any changes will take effect only on newly spawned fleets. This means that you need to save your game, restart Sector and reload the game.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Anysy on October 07, 2013, 08:29:37 PM
The UIN Peacemaker frigate seems to have an extraordinary ability to vent flux - it has 200 dissipation stock.

Actually, all of the UIN ships have silly high dissipation:

600 capacity/ 200 dissipation on frigates
2500 capacity/500 dissipation on DE (2k/500 on drone de)
6000/900 germany cruiser
12000/900 greece cruiser
9000/1200 on the UK.

actually, flux values on a lot of these ships seem messed up. typical rsf is 10:1 ratio on flux/dissipation, which seems about right across all of their hulls. typical XLE seems to be 20:1.. actually, all of these conventions go straight out the window when looking at non-RSF ships.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 09:51:55 PM
What are you trying to say? That UIN are high-tech? Yes they are. As well as ISA.

Both factions rely on their shields, flux capacity and vents.

Look at deployment points of Kursk and France and their other stats. Kursk is sturdy as hell and does not require large cap/vents - its main guns are ballistic. France has to turn broadside toward its targets to unleash its full firepower - it needs powerful shields to protect its huge profile in this case. UIN energy weapons as well as ball are quite flux demanding.

XLE get good capacitors, but are forced to use thier ship`s speed to break off for venting. Otherwise they will quickly become overloaded and nailed down.

ISA have the worst hull/armour in the mod. But their ships have better weapon choices and weapons themselves are deadlier. They must use their shields, fighters and missiles to play good.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Darrow on October 07, 2013, 10:10:08 PM
Thanks for putting the Mod in .Rar format Okim.

So this might be stupid to ask.. But is there a tutorial or something? I feel like im doing something wrong... I've tried out all the faction starter ships and every single one of them I'm getting destroyed early game in.

I've tried going after civilian traders and freighters on their own and even they kick my ass. I've managed to outrange one or two however it's not easy. Even after that I don't gain alot and I get attacked by another larger group elsewhere.

So whats the deal.. Is there something I'm missing here.. because 8 new games and I'm still getting stomped without even changing ships once?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 07, 2013, 10:20:13 PM
Hey yo okim, love ya work. just wanted to point out that the great dragon description is the basilisks, and vice versa  :D
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Az the Squishy on October 07, 2013, 10:23:07 PM
I need a little help here, I've allready downloaded the mod, three times! Trying to get it to work, i've uninstalled, reinstalled, removed, Ironclads- a great mod by the way!  xD Very fun -but, i seem to constantly get the following error, similiar to the one at the top of the thread page currently.


Code
texture with id [graphics/ships/pir1-f-harpoon.png]
50604 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 226.62 MB of texture data so far
50605 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/pir1-f-harpoon.png (using cast)
50714 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@53abbb"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ISA/Grant.java, Line 18, Column 7: Imported class "data.scripts.world.IroncladsAdder" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more

I run linux, so maybe the file isn't named correctly? In the mena time i'll try an fix that if it's the case... But, checking things it doesn't seem to be... > , <;
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: NoImageAvailable on October 07, 2013, 10:25:57 PM
So whats the deal.. Is there something I'm missing here.. because 8 new games and I'm still getting stomped without even changing ships once?

Just do some in-system trading by ferrying weapon components between a shipyard and security station. Once you have a decent amount of money (~10k or so) buy a freighter and do some inter-system trading. Once you do that money will start rolling in real fast and you can join a military to get access to good combat ships and go from there.

For my RSF game I found the triangle of Gagarin's>Vega>Stalevar to be a pretty decent trade route, though there's probably better out there.

BTW Okim, could you post the sector map in the OP?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Darrow on October 07, 2013, 10:43:50 PM
So whats the deal.. Is there something I'm missing here.. because 8 new games and I'm still getting stomped without even changing ships once?

Just do some in-system trading by ferrying weapon components between a shipyard and security station. Once you have a decent amount of money (~10k or so) buy a freighter and do some inter-system trading. Once you do that money will start rolling in real fast and you can join a military to get access to good combat ships and go from there.

For my RSF game I found the triangle of Gagarin's>Vega>Stalevar to be a pretty decent trade route, though there's probably better out there.

BTW Okim, could you post the sector map in the OP?

I honestly wasnt even aware there was a actual trading mechanic in this game.. Mind explaining this abit more? Do i just buy the electronics and send them off to another station? How exactly do I know prior to buying the components which station will buy the stuff for more?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Anysy on October 07, 2013, 10:46:38 PM
What are you trying to say? That UIN are high-tech? Yes they are. As well as ISA.

Both factions rely on their shields, flux capacity and vents.
[more stuff]
I think all I am trying to say is that there used to be pretty specific ratios for flux and dissipation, and they seem to have straight up gone away. I was just wondering if that was by design that those ships dont really follow a ratio at all.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: warponeyz on October 07, 2013, 10:52:53 PM
i dont know if this has been covered before but i think its a lil silly that my cap ships frequently die to fighters not with wepons but by getting them to ram me and my sheilds after i mow them down i think something about this damage should be lowered
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Zaphide on October 07, 2013, 10:53:59 PM
I need a little help here, I've allready downloaded the mod, three times! Trying to get it to work, i've uninstalled, reinstalled, removed, Ironclads- a great mod by the way!  xD Very fun -but, i seem to constantly get the following error, similiar to the one at the top of the thread page currently.

Spoiler
Code
texture with id [graphics/ships/pir1-f-harpoon.png]
50604 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 226.62 MB of texture data so far
50605 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/pir1-f-harpoon.png (using cast)
50714 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@53abbb"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ISA/Grant.java, Line 18, Column 7: Imported class "data.scripts.world.IroncladsAdder" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more
[close]
I run linux, so maybe the file isn't named correctly? In the mena time i'll try an fix that if it's the case... But, checking things it doesn't seem to be... > , <;


File extension on that file (and MiningShip.Java) have an uppercase 'J''s. Does it work if you change that to a lowercase 'j'?

EDIT:
Having changed all the settings recommended in the OP, I still get this error just as the initial loading progress bar is finishing up:
Spoiler
Code
49974 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:724)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@526aeaaa"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ISA/Grant.java, Line 18, Column 7: Imported class "data.scripts.world.IroncladsAdder" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more
[close]

Jeff, this is potentially your issue too (I assume your playing on MacOSX or *nix?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: NoImageAvailable on October 07, 2013, 11:01:24 PM
I honestly wasnt even aware there was a actual trading mechanic in this game.. Mind explaining this abit more? Do i just buy the electronics and send them off to another station? How exactly do I know prior to buying the components which station will buy the stuff for more?

The game does not (yet) have trade, Ironclads does. You dock at a station and one of the options is 'buy trade items' or some such. There you can see the wares the station buys and sells and to what prices. Then you pick the dialog option to buy 10/5/1 tons of whatever ware you fancy and it enters your cargo hold. Just ferry it over to a station that buys these wares and sell them through the dialog menu (not the buy supplies menu). It's kinda tedious at first but it is pretty much the only way to get started at the moment since the starting ship is worthless and fuel kinda expensive so combat isn't really an option until you join the military.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 11:21:55 PM
So, big 'J' is probably standing behind these crashes... Fixed that one.

About trading - there are some tips in the OP in the Campaign description. There is also some mining tips (that will quite soon become absolute). I`ll add a map to the OP with proper legend (where-whats).

Starting ship is actually a quite powerful ship. Put a kinetic autocannon on it - and you are a already an upstart pirate! There are plenty of light freighters running unescorted here and there and your starting shuttle is faster than they. Just don`t pick fleets of the faction that you`ve picked - they are your only friends out there (and give you a 10% discount on their trading resources!).

I`ve added a new choice for the player creation system that allows you to pick an additional gunship or freighter or some cargo or a sum of money or an ASN card or just get extra affinity and skill point. This should make it easier for players to find their place in the Sector :)

Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 11:30:37 PM
A small WARNING!

Don`t click on 'browse special offers' if you are not friends with station`s owner and have more than 20000 credits. This will result in a crash (that is finally nailed down in dev version).

I`ve just lost my entire game where i had joined RSF, salvaged almost all wrecks, reactivated all RSF/XLE abandoned stations, earned about 1.5 million credits, scavenged a Greece CR in Laswis, lots of RSF DEs here and there, destroyed a Rock Fly, about 7 AI Protector and Pacifier fleets (yeah, large huge AI fleets) and Alien abductors... All this is now gone due to that nasty crash :(
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Taverius on October 07, 2013, 11:41:41 PM
Did it corrupt your save? Because I can't be the only one that F5's before a fight, after a fight, after undocking, etc :D
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Az the Squishy on October 07, 2013, 11:43:46 PM
HEHEHAHA!!! Allright, it WORKS! So, i'll have to remeber that more often then not... @~@;
Anyway! The mod works and I get the crappy music back, bleah, it's monotonous after a while... =3=;
I think i can just as easily move one music mod into this without problem, it's just moving the music.Json files i think... Right?
and by the GODS, this thread is active! O ~o;
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 11:50:55 PM
i dont know if this has been covered before but i think its a lil silly that my cap ships frequently die to fighters not with wepons but by getting them to ram me and my sheilds after i mow them down i think something about this damage should be lowered

Its intended.

Fighters are huge projectiles full of fuel and explosive ammo moving fast in space. If it`s husk kicks you - than it should be a serious kick - not just a glancing one. Its a fire-ship of some sorts :)

The problem is that after core 0.6a all fighters leave a husk after them. I find it pretty cool as i now have to not only kick out the fighter, but also to dispose or evade its husk.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: TimeDiver on October 07, 2013, 11:52:16 PM
A small WARNING!

Don`t click on 'browse special offers' if you are not friends with station`s owner and have more than 20000 credits. This will result in a crash (that is finally nailed down in dev version).

Don't suppose you can upload a small .rar update to say, MediaFire or Dropbox, with only the altered *.java/*.jar files included (ideally preserving the folder structure intact)?

Or hell, just post the file names and the necessary lines for the less-clueless end-users to alter accordingly (unless it has to be pre-compiled)?

Honestly, downloading the full freaking ~60 MB archive every time an incremental series of mainly-code-only update(s) are made is... excessive.

The most recent 2-3 updates do not indicate significant changes to the 'graphics' and 'sounds' folders (going by a quick check of the CRC32 checksums thereof), so unless including new/changes to ships/weapons, uploading 'data' + 'jar' folder(s)-only updates would be prudent.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 11:54:29 PM
Ok then. From now on we have a 1 full update per 1-2 weeks schedule.

These updates were unusual to Ironclads as i actually never upload broken and untested stuff. This 6.0 Ironclads release resulted in a mass of game-breaking issues needed to be addressed fast - that`s why you had to download everything again and again.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 07, 2013, 11:59:24 PM
Did it corrupt your save? Because I can't be the only one that F5's before a fight, after a fight, after undocking, etc :D

I`m one of those who always forget to save...

That`s why i now have to go back few month in the game. Or simply start a new one and test other options.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Az the Squishy on October 08, 2013, 12:18:29 AM
Okim, I personally, find the music that comes in game a little repeditive, so I added some code from a mod that enables me to introduce music from another mod, with your permission, may I post it here for anyone who cares to change the muisc? If not people can still do it on their own, but, for those that want to do it, they could go the thread here. :P

It wasn't much of anything really, but, I ask out of... nativity, I'm not that bright on fourms sometimes.

edit: Basically, I just took some code settings, put the files in the right spots an bam, was wondering if I could post that or let you post itanywhere, I don't care either which way and i'm shutting up now~!!! @~@ and going to bed.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 08, 2013, 12:45:10 AM
You actually can try to make an utility mod out of it. A music mod that adds nothing else. Utility means that any type of mod will be able to use it - be it a total conversion or a vanilla-based mod.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jonlissla on October 08, 2013, 02:24:20 AM
destroyed a Rock Fly, about 7 AI Protector and Pacifier fleets (yeah, large huge AI fleets) and Alien abductors

Where do you find the Rock Fly and those AI fleets? All I ever see are AI Scouts.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 08, 2013, 02:32:16 AM
Check the hyperspace map from time to time. You`ll notice bright purple fleets of AI and brownish Rock Flies.

AI are currently represented just by scouts.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: warponeyz on October 08, 2013, 07:27:03 AM
i dont know if this has been covered before but i think its a lil silly that my cap ships frequently die to fighters not with wepons but by getting them to ram me and my sheilds after i mow them down i think something about this damage should be lowered

Its intended.

Fighters are huge projectiles full of fuel and explosive ammo moving fast in space. If it`s husk kicks you - than it should be a serious kick - not just a glancing one. Its a fire-ship of some sorts :)

The problem is that after core 0.6a all fighters leave a husk after them. I find it pretty cool as i now have to not only kick out the fighter, but also to dispose or evade its husk.

umm well i mean it makes sense but those fighters do more damage then some heavy missiles and when u fight swarms of them from like pirate fleets and what not i lose some ai ships from it quickly and iv gotta be super care like i think its a good idea that it does decent damage i just think something that size should not hurt that much or at the very least it should take more to overload my shield on a capital ship

P.S. not trying to *** just trying to help
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jeff on October 08, 2013, 08:01:33 AM
Yup, renamed to IroncladsAdder.java and MiningShip.java and it loads okay now.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 08, 2013, 09:12:16 AM
Ironclads` own Reapers...

http://www.lordsofthestars.com/other/Sector/screenshot001.png (http://www.lordsofthestars.com/other/Sector/screenshot001.png)

HUGE image.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jonlissla on October 08, 2013, 09:44:23 AM
Ironclads` own Reapers...

Looks like a challenge. I've already beaten several defense fleets as well as the mothership and rock fly, so this should be interesting.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Az the Squishy on October 08, 2013, 10:26:35 AM
... I might just TRY to do that, I'll have to get permission from the athor of the mod though. He's he one that complied it an made it in the first place... hmm.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 08, 2013, 11:36:06 AM
loving the mod
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jeff on October 08, 2013, 05:29:40 PM
Even with the compression enabled, my savegames become un-loadable after a little while. And with each new game requiring so much time spent clicking between 2 stations buying/selling weapons components @ a margin of 100cr a pop to be able to have the CR and skills to get a ship that won't be wrecked by the cheapest pirate frigate in seconds, I'm gonna have to come back to this mod later :/
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Darrow on October 08, 2013, 06:07:05 PM
Loving the mod aswell.

Was finally able to to get going somewhat...

Completely skipped trading because it's just a long pointless process.. Got a Kinect weapon and just sat at 700 range punching freighters over and over again.


The mod for me atleast really seems to die down once I upgraded to the ships between 10k - 20k.

I've tried multiple ships and none of them are able to catch up to the freighters or are just at the 9burn speed so you can't catch them anymore.. you're still too weak to fight any real battles so I spend more time now trying to run into freighters than anything else.

Freighters in my opinion might need to be bumped down to 7-8 burn, the ships at the 10-20k range should be able to just outrun them.

Anyways love the Mod, just abit stale after the beginning, I'm sure it gets awesome with the higher tier ships.

Point being I guess it's more profitable to stick with the lower tier ships to gain cash? Simply because the ships from 10-20k range can't catch freighters which are the easiest source of income...
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 08, 2013, 07:06:15 PM
wow yall are getting a tough time? i found it extremely easy since okim made a nice post about how to get started.....here ill detail what i did for my UIN campaign .

TRADING/EARLY STAGE
     I got my little courier shuttle and hightailed it to achiles star system. There you can buy low tech parts and sell it to a station in the same system and repeat forever. I did that until i bought a trio of micro-freighters. Then i repeated the process until my little micros couldent hold any more components in their compartments. Then i bought a trio of hammerhead freighters (two cargo-one passanger) and some UIN police escorts. Then i traversed the stars looking for free loot.

EXPLORATION/SALVAGE STAGE
     I got EXTREMELY rich off traversing the system and selling salvage off broken stations. I always brought the maximum crew for salvage and usually you get one of two options after choosing what kind of salvage operation you'll take. You can Take a ship before the broken stations collapse, or take all the loot inside(there's sometimes the option to just take the datacore and run off with cash but, i wanted the salvage for the rare weapons that are hard to find from some factions if your not joined with their cause". The loot gives you more money, but the ships are usually rare variants of the factions ships(especially the XLE ones).

     Specifically Laswis and Rexx systems have these broken stations (hah wrecks at rexx) but there's one INSIDE uin territory....somewhere i dont remember. these three stations alone will give you either 3 quick cash salvage runs, or an advanced destroyer/cruiser fleet of 3. also you get a TON of high tech components that make BANK when you sell them at a shipyard. Trading them for a premium is way better then just hawking them off.

COMBAT/RAIDING PHASE

     I put most of my skill points dedicated to the burn drive and the advanced optics modification to stack with the targeting core. My cruisers may crawl on the battle field but i at least can get to the battlefield and out range a mother ship.  i explored every star system before i made a dedicated attack fleet, although most of the reason i took so long starting combat was both because i wanted to see everywhere first, but also because it was a pain to find some favorite weapons of mine and i refuse to configure my ships out of my own custom variations. Now i just raid RSF attack fleets and uin carrier groups both out of hyperspace all day.

      You can do the whole "patient trading and eventually gathering enough crew and cargo space to go after broken stations to get rich" thing with any faction really. There are a generous amount of station wrecks out there for all factions. i skipped mining all together but ill pick it up next time. My point is if you know where to sell components and you have a bit of patience with the trading and salvage operations you will make bank to fund all your operations for the rest of the campaign.

Tip 1- if you pay the fee at a pirate station you can make even more money than you paid for or at least get some of it back by picking up the "jolly rogers" item and selling it to any security station in the trading screen.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 08, 2013, 07:39:55 PM
P.S- my heavy fleet now consists of a pair of Greece heavy cruisers (called "The Grand Phalanx" and " The Wall" respectively.) With nothing but bofors defense guns on the small mounts, 2 bofors defence batteries, a single rotary support cannon with two heavy beamers with an emp beam. They are equipped with advanced optics and a targeting core for MAXIMUM HEAVY BEAM SNIPING along with advanced turret gyros and expanded magazines.

I have a huge problem with fighters, for one i get that they have fuel and all and would hurt slamming into my shield and hull, but after their destroyed with that little explosion animation doesn't that mean the fuel and ammunition would be burned at least a bit. How much could the little things carry anyway. Their more a threat to me dead than alive since the guns stop firing at the debris flying at me.

There was one instance where a pirate sparker wing collided with my shields and did 2000's damage WITHOUT exploding each! they bounced off the shield and stood there taunting me to move foreward an inch so they could do more damage. Needless to say it put a damper on my day as the battle was tough enuf with fighters refusing to stay dead and come back in waves of flying suicide bombers even with my insane amount of PD.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Frosty939 on October 08, 2013, 08:21:26 PM
so how do you get capital ships? I've joined XLE and have been exploring/blowing up ransom ISA fleets for almost a year, checking back at the military station every month or so. But still i never see one there. I did the same thing with UIN for a little less than a year.

And the pirate fleets are all super small and hard to find. They never seem to use anything bigger than a light cruiser.

Am i bugged or is the RNG just *** me?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Darrow on October 08, 2013, 08:28:49 PM
wow yall are getting a tough time? i found it extremely easy since okim made a nice post about how to get started.....here ill detail what i did for my UIN campaign .

TRADING/EARLY STAGE
     I got my little courier shuttle and hightailed it to achiles star system. There you can buy low tech parts and sell it to a station in the same system and repeat forever. I did that until i bought a trio of micro-freighters. Then i repeated the process until my little micros couldent hold any more components in their compartments. Then i bought a trio of hammerhead freighters (two cargo-one passanger) and some UIN police escorts. Then i traversed the stars looking for free loot.

EXPLORATION/SALVAGE STAGE
     I got EXTREMELY rich off traversing the system and selling salvage off broken stations. I always brought the maximum crew for salvage and usually you get one of two options after choosing what kind of salvage operation you'll take. You can Take a ship before the broken stations collapse, or take all the loot inside(there's sometimes the option to just take the datacore and run off with cash but, i wanted the salvage for the rare weapons that are hard to find from some factions if your not joined with their cause". The loot gives you more money, but the ships are usually rare variants of the factions ships(especially the XLE ones).

     Specifically Laswis and Rexx systems have these broken stations (hah wrecks at rexx) but there's one INSIDE uin territory....somewhere i dont remember. these three stations alone will give you either 3 quick cash salvage runs, or an advanced destroyer/cruiser fleet of 3. also you get a TON of high tech components that make BANK when you sell them at a shipyard. Trading them for a premium is way better then just hawking them off.

COMBAT/RAIDING PHASE

     I put most of my skill points dedicated to the burn drive and the advanced optics modification to stack with the targeting core. My cruisers may crawl on the battle field but i at least can get to the battlefield and out range a mother ship.  i explored every star system before i made a dedicated attack fleet, although most of the reason i took so long starting combat was both because i wanted to see everywhere first, but also because it was a pain to find some favorite weapons of mine and i refuse to configure my ships out of my own custom variations. Now i just raid RSF attack fleets and uin carrier groups both out of hyperspace all day.

      You can do the whole "patient trading and eventually gathering enough crew and cargo space to go after broken stations to get rich" thing with any faction really. There are a generous amount of station wrecks out there for all factions. i skipped mining all together but ill pick it up next time. My point is if you know where to sell components and you have a bit of patience with the trading and salvage operations you will make bank to fund all your operations for the rest of the campaign.

Tip 1- if you pay the fee at a pirate station you can make even more money than you paid for or at least get some of it back by picking up the "jolly rogers" item and selling it to any security station in the trading screen.

You make it sound really easy haha. I didn't know about the station wrecks and what not? Mind going into further details about what you do to find them and what kind of fleet I should have prior? Also you said they give you ships from them...?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 08, 2013, 09:36:31 PM
well **** My save game got crashed so i dont have a convinient reference for you two to awnser your questions with. Ill make a new profile right now and post screenshots and stuff about stations. Hope you dont mind a long detailed post okim =3. fair warning. Anyway in the mean time ill just leave this here

178699 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Irena_3784547052413990730\descriptor.xml]
181766 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Users\Owner\Desktop\Starwhatever\Starsector\starsector-core\..\saves\save_Irena_3784547052413990730...
285594 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
285619 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.ArrayList.<init>(ArrayList.java:112)
   at java.util.ArrayList.<init>(ArrayList.java:119)
   at java.util.regex.Pattern.split(Pattern.java:996)
   at java.lang.String.split(String.java:2292)
   at java.lang.String.split(String.java:2334)
   at com.fs.starfarer.campaign.save.E.unmarshal(Unknown Source)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 08, 2013, 09:38:44 PM
well for mr. frosty939, travel to the star sector "midlane" There should be some pirate armadas there for you to fight. there was for me anyway and as for capital ships mine were actually in great abundance so....idk. (thers a station wreck there too =3).

Now off to work on to that station wreck guide......
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jonlissla on October 08, 2013, 09:51:52 PM
Even with the compression enabled, my savegames become un-loadable after a little while. And with each new game requiring so much time spent clicking between 2 stations buying/selling weapons components @ a margin of 100cr a pop to be able to have the CR and skills to get a ship that won't be wrecked by the cheapest pirate frigate in seconds, I'm gonna have to come back to this mod later :/
well **** My save game got crashed so i dont have a convinient reference for you two to awnser your questions with. Ill make a new profile right now and post screenshots and stuff about stations. Hope you dont mind a long detailed post okim =3. fair warning. Anyway in the mean time ill just leave this here

I will quote OP;

Quote
WARNING! For proper work of this mod you need to set save compression to TRUE in data/configs/settings file. Save file that this mod generates otherwise may become corrupted due to it`s size.

WARNING!You should also change all '512' values to '1024' in vmparams file located in Starsector core folder (use any text editor to open it), otherwise you may still encounter problems with savegames.

Loading a game while playing might also cause the game to run out of memory, so your best bet is to save and exit and then reload.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 08, 2013, 10:01:11 PM
Yep. I too get out of memory when i load a game after playing for a long period of time. Relaunching the game does help. That seems to be normal and surely will get stabilized once core game will expand its systems further.

As i siad - the next update will have an additional option for player creation that will allow players to get a slightly easier start. It will also have better chances for weapons and ships at military, security and trading stations.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 08, 2013, 10:05:21 PM
so how do you get capital ships? I've joined XLE and have been exploring/blowing up ransom ISA fleets for almost a year, checking back at the military station every month or so. But still i never see one there. I did the same thing with UIN for a little less than a year.

And the pirate fleets are all super small and hard to find. They never seem to use anything bigger than a light cruiser.

Am i bugged or is the RNG just *** me?

Bad luck, that`s for sure, but i`ll force-add a cruiser or even BB to all military stations just in case.

Explore the sector. There are 30 systems and at least 10 of them have something to salvage/explore. This exploration part will grow further once i add planetary surveys in the mod.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 08, 2013, 10:08:47 PM
Quote
There was one instance where a pirate sparker wing collided with my shields and did 2000's damage WITHOUT exploding each! they bounced off the shield and stood there taunting me to move foreward an inch so they could do more damage. Needless to say it put a damper on my day as the battle was tough enuf with fighters refusing to stay dead and come back in waves of flying suicide bombers even with my insane amount of PD.

Ok. I`ll make a script that destroys 50% of fighter husk. At least i`ll try to do that.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 08, 2013, 10:29:38 PM
OKAY here ya go darrow.

     I started as uin blah blah blah, got money by traveling to Achiles system and trading low tech components from the orbital factory to the security station, yada yada yada. Until i made enough bank to hire 100 crew members and 3 large freighters

(http://oi42.tinypic.com/2ce6y52.jpg)

     NOW here's the meat. I went to the neighboring "solarin" system and theirs some station wrecks there! i went to it.

(http://oi41.tinypic.com/oat55c.jpg)

   Now after confronting the station your are given these three options

(http://oi40.tinypic.com/21ndxlk.jpg)

     From top to bottom determines how much crew you may lose during the salvaging. Top is the highest cost but most loot, last choice is the least costly but with less rewards. I always choose the top choice, Nothing ventured nothing gained. After your choice  you get this screen.

(http://oi43.tinypic.com/4gt6bk.jpg)

OK so ive found alot of low tech components and high tech components at the cost of 54 crew members. (thats why i bring so many.) Now i have a choice to Get even more swag in the form of advanced weapons and supplies, Or a ship. Here are the two results. (sometimes theres an 3 option to extract a raw datacore which lets you join whatever military you want)-as corrected by okim

the swag

(http://oi41.tinypic.com/s3nfac.jpg)
 
or the ship.
(http://oi41.tinypic.com/28cgk61.jpg)

if you ask me to go into MORE detail ill punch you.





Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 08, 2013, 11:19:44 PM
Nice one.

Though there is a little correction. 'Raw datacore' is a free access to any neutral military in the mod. If you have no money or don`t have enough skills to join the military - this is your choice.

BUT! Each such station contains a CR-size salvageable ship OR some highly advanced faction`s weapons (like Turbolasers and Plasma-Blast Cannons).

I will add a new research station at some point that will grant you a bonus for retrieving some datacores (or possible all of them). Something like 'bring that to us and we will give you a prototype destroyer based on alien tech!'.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 08, 2013, 11:22:22 PM
Also taking greens into salvage operations is a bad bad idea. They have almost 50% casualty ratio, while Elites and Marines will get killed only at a ratio 1/10.

On the other hand - the more greens lost their lifes - the more XP the others gain learning on their mistakes :)

Both values are modified by your commanding skills and may eventually lead to 0 chances of casualties (though the more you bring - the more will die and the further these '0-chances' will be pushed).

EDITED:

Looking at your example i can see that you`ve lost the same amount of crew. This is odd as there is a randomiser in place that gives slightly differentiating values.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 08, 2013, 11:28:37 PM
oh yeah your totally right about the core. I did the greens thing on purpose tho beacuse their you know.....cheap and they get promoted to regs without me paying for them.

i think the XLE get the sweetest ships out of their station wrecks. Them dragon variants are quite easy to handle and maintain as well as arm early on.

i would LOVE being rewarded with a unique ship choice for taking the time to explore the galaxy as i did.....aside from you know.....my riches.

would there be a faction specific alien ship as per each faction or will we just have to turn them over to the ISA. who seem to be the most active in alien research anyway.

either way that's an awesome idea
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 08, 2013, 11:46:25 PM
Faction specific with focus on faction`s alien encounters.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 08, 2013, 11:55:19 PM
AWSOME!

So will each faction take elements from either the AI's or the "aliens" or just the aliens, cause one presence is sometimes more heavily focused in some systems the the other.

I remember in the last version for ironclads i boarded a rock fly and captured it and named it omnom and i loved it to death. Couldn't pilot it to save my live though. This wont ever happen again as you've made clear but i love the idea of taking elements from alien factions into modern prototypes that my mind wanders to the possibility of a living ship.

I like that concept in general, even made a post about it for pitching a faction idea that hilariously, you posted a rock fly on XD.

im rambling, dont disclose your secrets! i want it to be a surprise what i find when your ready to incorporate this system.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Az the Squishy on October 09, 2013, 12:22:35 AM
I've to say we could be given a shot when starting out, even a simple frigate with three guns would be decent for a starting defense/raider if we find the right prey. AS it is i barely mange to survive- but i've found the trick with teh acilies system!


Anyway love the mod an more tempted to get the board game some-day, but... That's for some day. =3=

My christmas is a retron3~!
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: NoImageAvailable on October 09, 2013, 01:11:08 AM
Also taking greens into salvage operations is a bad bad idea. They have almost 50% casualty ratio, while Elites and Marines will get killed only at a ratio 1/10.

On the other hand - the more greens lost their lifes - the more XP the others gain learning on their mistakes :)

Both values are modified by your commanding skills and may eventually lead to 0 chances of casualties (though the more you bring - the more will die and the further these '0-chances' will be pushed).

EDITED:

Looking at your example i can see that you`ve lost the same amount of crew. This is odd as there is a randomiser in place that gives slightly differentiating values.

I'm curious, how exactly does salvaging work anyway? How does crew experience affect the outcome, how do skills? Which skills affect how much? etc.

BTW it might be a good idea to post some kind of basic tutorial to all the new features in the OP, so as to avoid more new people missing mechanics.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Anysy on October 09, 2013, 01:14:06 AM
So, a few questions on mining - What exactly do the ME and CR numbers mean? CR typically refers to combat readyness, and ME should be mining efficiency. I have a rockmaster thing, at 67% CR.. my numbers are ME: 1.0 and CR: 0.5. I actually ditched all of the non-essential people, and managed to get enough vet crew to get a 1.25 ME value. (minor note - should crew that is not related to CR actually REDUCE mining efficiency like it does?)

anyway, Im having extreme difficulty breaking even on mining runs, and I dont really understand why.
Title: Re: Project Ironclads, version 6.1a (for 0.6.1a)
Post by: zeno0010 on October 09, 2013, 01:29:38 AM
Here you are Lance



Mining. If you got only green crew - you`ll get a -20% mining efficiency. Regular uses basic values, veteran - a bonus +20% and elite - an even greater bonus. Rockmaster is the best miner regarding supply consumption. Other miners have worse supply consumption raising to 60 for XLE Python (however it gets the best mining efficiency in the mod).

The more miners you get - the better is the output and odds to find exotic ores. Overall mining efficiency less than 1 results in mining failures and mostly common resources. This can be profitable if you haul these commons to Pax system (max selling price for common minerals).

I`ll soon introduce a Mining scanner that will give an extra bonus.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 09, 2013, 02:17:04 AM
The current mining mechanics is simple:

- common minerals are mined at 30*ME - random*50 amounts
- rare minerals are mined at 15*ME - random*50 amounts
- exotic minerals are mined at 1*ME - random*50 amounts

ME here is your total mining effectiveness (of all of your miners). It gets a -20% penalty for majority of greens, +25% for majority of veterans and +50% for majority of elites.

Supplies are consumed at a rate showed in miner`s description per each miner in a fleet (that`s its confusing CR value, BTW).

Crew gain XP depending on types and amount of minerals mined.

---

Example:
A fleet with two Scrappers mod. 1 will have a total ME of 2, so its guaranteed at least 10 common resources, good chances for rares and still close-to-zero for exotic. If you have the majority of your crew being elites - its +50% to ME or 3 ME. In this case you have almost guaranteed rares, lots of commons, but still almost nothing of exotic (but there is a chance of 3/50 that you`ll get some!).

Scrappers will consume 30*2 = 60 supplies per mining day, so you`d better get some experienced crew to get profit out of mining.

Rockmasters would consume 15*2 = 30 supplies per mining day having the same mining efficiency, but they are expensive as hell.

Two Pythons will eat through supplies at extreme rate of 120 per day! But these beasts will get you 3 ME and 4.5 ME with elite crew providing the enormous amounts of commons and rares. Just pick a proper freighter for all the goods. You may want to upgrade it to Python II to cut supplies consumption in half.

---

I`m replacing the current mechanics with a new one based on asteroid interaction dialogs. It will be using several new stats in addition to current mechanics - richness of asteroid field and player skills. Values will be stored per system (not per asteroid!) and require a survey to be done first (either by using a mineral scanner or by sending crew to asteroids). Mining will also have two options - standard mining or overharvesting with a risk to get an incident. In both cases richness values will slowly degrade (overharvesting will eat them pretty fast).

Some asteroid fields will have special flags that will give them better richness values. These will be mainly based in distant unclaimed/pirate/menace controlled systems.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Anysy on October 09, 2013, 03:00:10 AM
I guess that would explain why I felt it was entirely unreliable.. That random*50 thing would do it.

When I got the second mining ship it suddenly became a lot more reliable and.. well, a hell of a lot more profitable.

It currently seems to be very harsh against a lone mining ship, but incredibly profitable for anything more than one. Looks like thats because on average two mining ships make ~35 common/day and ~5 rares a day, whereas a single mining ship makes ~5 common/day. One of those is sustainable
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: cuce on October 09, 2013, 04:49:55 AM
Hi I cant seem to solve this trade dialog issue.

there is only buy and sell options in shipyard, orbital factory and them being in different systems makes trading impossible.

Is there something fix I cant do to remedy this?

I have a fresh install of game.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 09, 2013, 06:33:43 AM
In order to buy something you`ll need to have at least 2000 credits. Otherwise options just wont appear (this is addressed in future version).

It is odd that you have no options in mining facility as it requires at least 80 credits to buy something there.

Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: warponeyz on October 09, 2013, 07:36:19 AM
from what iv played the easiest start is with the ISA then i just got to the nearest station grab a cheap group of fighters buy 5 green crew and it leaves u with almost no money then go over to the UIN and pick off their freighters with your fighters and shuttle (i find the UIN freighters to be the easiest to kill)
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Darrow on October 09, 2013, 08:55:38 AM
UIN Freighters are the easiest to kill.


Okim I gotta say this Mod is really better than the base game so far. It's amazing how much work you've put into this. Since I've started playing your mod I haven't even touched the Vanilla version.

Seems like though the only problem is confusion with your mod. As I posted before I didn't even really know about Mining or the trading system or even the station salvaging. You have all these cool features in and to be honest I feel like most people aren't even aware of them. You could really use a good update on your OP!

With that said... my god the ships you've made all amazing. They are so crisp and nicely detailed... it's exactly how you'd want them to be.

Couple of suggestions would be to balance out all those cool extra features you have (Mining, Salvaging Station, Trading). It almost feels like these are overlooked simply because they are abit too hard to figure out how to properly do them.

Fighters are another thing that I've noticed you've really nailed down. I love how the interceptors and fighters don't really do any actual damage to larger ships. This is awesome! However they also can't get close to large battlecruisers/cruisers etc. Realisticly they should be fast enough to avoid the larger weapons on the bigger ships... however I see it far too often an entire wing will get blasted away in 2 seconds if they get close to a battleship. In my opinion fighters should always be around and I think the only real way to balance the fighters is to increase their base speed so they can avoid the larger weapon mounts on the battleships/cruisers etc.

Love the mod, keep it up ;)
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 09, 2013, 09:17:22 AM
Thanks. I`m trying to do my best to make everything balanced. Though my vies of balance always was a bit different from those who play my mods :)

I`ll update the OP once i finish 6.3 (next update). Indeed it requires a total rehaul...
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: TrashMan on October 09, 2013, 10:32:06 AM
DAAAAAAAAAAYUM Okim.
You've been busy! ;)


I guess I should get of my lazy ass and update my mod.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Frosty939 on October 09, 2013, 10:34:21 AM
It was a couple pages ago, but thanks for the responses lol


And i forgot to say it in my other post, this is a great mod :D
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: darkova on October 09, 2013, 12:19:47 PM
do you have any plans to introduce faction specific tugs or do those not really fit in with ironclads?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 09, 2013, 12:44:01 PM
Yes. As wells as rigs. There is quite a lot of ships that await to be added to Ironclads actually.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 09, 2013, 03:19:18 PM
well, ill try to lurk on the thread to see who posts questions about difficulty and station trading, wrecks, or mining. Ill point them in the right direction with the posts I've saved and your explanation's because there seems to be....a lot of people confused.

should lighten the load

at least until 6.3. I know youll make the OP nice and pretty with the new ships you've added recently =P.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 09, 2013, 04:03:20 PM
I... want... to... have... some... rest...
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 09, 2013, 04:43:40 PM
Ok.

Finished a new mining system based on interaction dialogs. Its simple as hell, but effective.

Surveying the asteroid field. I`m using asteroid fields level rather than asteroids level for my mining script. This way i can store less data in saved games and reduce the need to visually remember the exact asteroid you have visited previously. So - DATA FOR ASTEROID RICHNESS IS SAVED PER SYSTEM.

http://www.lordsofthestars.com/other/scr1.png (http://www.lordsofthestars.com/other/scr1.png)

Initially we have a simple check if we have already surveyed this system`s asteroid field. YES - goto mining options, NO - pick up a survey option. There are two types of survey - using (consuming) an expensive Mineral Scanner or sending out survey teams. First provides the best values per mineral type. Second give mediocre results often ending up with very-close-to-0 chances of exotic minerals.

http://www.lordsofthestars.com/other/scr3.png (http://www.lordsofthestars.com/other/scr3.png)

Mining. I used my Mineral Scanner here and good pretty good results for common and rare resources. Exotic are extremely rare ocasion in this asteroid field (but may become more available the more miners i bring to the party). The new mining screen show some approximate values per type of mineral. All you need to know is that ABUNDANT means a value of 1 +- 0.25. This is good for mining as the new formula looks like this:  asteroid_richness*mining_efficiency*25 - Math.random()*25. So if you have a 0 for the type of the mineral - you`ll never get it from these asteroids.

There are two options for conducting mining operations. One standard that uses all basic values for mining and consumes exact amounts of supplies listed in ship`s description. It also has a 10% hit on combat readiness.

The second one is conducted at tripple rates. Basically it just tripples the first part of the formula making it easier to break the -25*random barrier. It eats additional 50% of supplies and reduces CR by 30%. But the most important part of this operation is its ability to trigger an incident:

http://www.lordsofthestars.com/other/scr4.png (http://www.lordsofthestars.com/other/scr4.png)

In my case i got a serious CR hit to one of my random ships in the fleet. It is the least dangerous incident currently available.

As you can see on the screen - i`ve mined quite a bunch of common ores and got some rares too. The bottom text displays my current cargo capacity, mining efficiency (Scrapper mod.2 has just 0.9 ME) and CR rating. I can afford another such overharvesting operation, but i decided to go on standard procedures.

http://www.lordsofthestars.com/other/scr5.png (http://www.lordsofthestars.com/other/scr5.png)

As you can see standard mining operations are not that profitable for a single low-ME miner. My crew is Regular and thus i have neither penalties nor bonuses to mining efficiency. However they are safe and will become profitable the more miners/better crew i get.


On the last screen i`m showing the exact amounts of minerals mined and a pic of the Mineral Scanner. I`ve consumed just ~90 supplies to get that amount of minerals (2 standard for 25 and one overharvesting for 37). Its a profit, especially if i bring it to ISA Orbital factory...

http://www.lordsofthestars.com/other/scr6.png (http://www.lordsofthestars.com/other/scr6.png)




I will experiment a bit more with the values so that 1 ship mining would be profitable even without mineral scanner. Eventually i`ll add mining skills to controll ME, supply consumption, survey results and visibility of these results.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 09, 2013, 04:52:22 PM
Found a typo in code that didn`t remove proper amount of supplies for overharvesting procedures :)

And i forgot to add - each mining operation reduces asteroid field richness by a very small amount. Overharvesting tripples that amount, so be careful about using it frequently - it may dry up the field quickly.

And another thing. The scr5 pic shows a tooltip about crew requiring some rest. Its a check for fleets CR rating that disables any operations if you don`t have enough CR for them.

I tried to make mining a bit dangerous in pirate inhabbited space, so after 3-4 mining operations you`ll have to recover your CR and this may lead to loosing your fleet to pirates :)
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: darkova on October 09, 2013, 04:57:11 PM
so do asteroid fields replenish with time? (new asteroids ending up in the field current ones collecting particles etc)
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Az the Squishy on October 09, 2013, 05:01:54 PM
quoting OP...

Quote
WARNING! For proper work of this mod you need to set save compression to TRUE in data/configs/settings file. Save file that this mod generates otherwise may become corrupted due to it`s size.

WARNING!You should also change all '512' values to '1024' in vmparams file located in Starsector core folder (use any text editor to open it), otherwise you may still encounter problems with savegames.

Now, WHAT FILEIS THAT?!?!?! What is it on linux?


EDIT: Figured it out, didn't know what it was, so, begun to look around the files, and edited the Starsector.sh script, it worked! So, to anyone who runs Linux it's the Starsector.sh you change this:
Code
 /native/linux -Xms512m -Xmx512m -classpath 
To this!
Code
/native/linux -Xms1024m -Xmx1024m -classpath
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 09, 2013, 06:18:41 PM
okim man.....get some rest. You should make a deadline or something so you dont overwook. like an update a month not a week......unless its game breaking and doesn't have a work around, which at the moment isn't dire. Should get you more time to update in large quantities of content and playtest to have some fun with your own mod.

Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 09, 2013, 09:55:16 PM
so do asteroid fields replenish with time? (new asteroids ending up in the field current ones collecting particles etc)

No, but they don`t lose that much per each mining operation.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 09, 2013, 09:57:07 PM

quoting OP...

Quote
WARNING! For proper work of this mod you need to set save compression to TRUE in data/configs/settings file. Save file that this mod generates otherwise may become corrupted due to it`s size.

WARNING!You should also change all '512' values to '1024' in vmparams file located in Starsector core folder (use any text editor to open it), otherwise you may still encounter problems with savegames.

Now, WHAT FILEIS THAT?!?!?! What is it on linux?

If the game`s structure is so different for Linux - you shoul ask Alex about where to look for the files.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 10, 2013, 06:35:47 AM
Testing a new expansion to fleet interaction dialogues.

It allows a player to scan other fleet`s cargo, demand/buy/ask for tribute/fuel/supply your enemies/neutrals/friends and conceal your fleet`s withdrawal with a Comm Scrambler device. Request/buy systems has a random amount of attempts (0-5), while demanding tribute can be done only once. Current demand check is pretty simple and is based on fleet size comparison.

Plans are also to make it possible to trade with other fleets and to demand surrender of his ships or cargo.

I`m also will be trying to make Comm Scrambler prevent players from getting relationship impact in case of total destruction of the other fleet (no run-aways to tell the story).

Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Darrow on October 10, 2013, 08:35:58 AM
Can you add a option to buy more than 10tons of resources at a time?

Currently buying low components with 200k and constantly clicking 10tons is not fun :P Plus the more you buy the more the screen fills and starts to lag after buying about 100k
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 10, 2013, 09:46:48 AM
Wow. Why do you need a 200000 tons of low-tech components??
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Gabriel_Braun on October 10, 2013, 10:03:23 AM
Lol Okim I assume Darrow means 100k credits worth of components...   Get some sleep bro ;)
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Darrow on October 10, 2013, 11:58:34 AM
Wow. Why do you need a 200000 tons of low-tech components??

In the Achilles system the Orbirtal Station is right beside the Security Station... so you spend 30 minutes with no risk and a 10 seconds travel time trading back and forth with those two stations...


Also question.. Does the uh.... what are they called.. The European faction have any carriers? Haven't found a single one yet?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jonlissla on October 10, 2013, 12:52:36 PM
Also question.. Does the uh.... what are they called.. The European faction have any carriers? Haven't found a single one yet?

UIN have one carrier; the Germany class. Costs around 60k if I recall correctly.

You're better off using the Austria and Hungary class though, their Drones are incredibly powerful.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Sproginator on October 10, 2013, 03:37:35 PM
I just don't understand what to do anymore now
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: jocan2003 on October 10, 2013, 08:08:07 PM
I take it this mod is not compatible with exrelin dynamyc campaign thing? If yes how would i go to include these marvelous ship into exerelin?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 10, 2013, 09:56:57 PM
Not compatible. Its a self-sufficient total conversion.

EDITED:

What do you lack in Ironclads?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 10, 2013, 11:46:37 PM
I just don't understand what to do anymore now

Yeah. At some point there is so much money gained and so many ships in your fleet that even SDF begin to run away from you.

I`m thinking on solving this somehow. The new dev version with an additional player generation choice will make thing even easier, i`m afraid...
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Nirahiel on October 11, 2013, 12:27:47 AM
I don't even know how to start.
I spawn with a shittey ship with only one small omnidirectional cannon that does no damage at all, and I can't boom anyone with this.
Help ?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jonlissla on October 11, 2013, 12:32:09 AM
What do you lack in Ironclads?







I don't even know how to start.
I spawn with a shittey ship with only one small omnidirectional cannon that does no damage at all, and I can't boom anyone with this.
Help ?

Going to the Achilles system and trading between the stations is the safest way to get money. It takes a while, but after some time you can get one of the local DE class and hunt some pirates if you'd like, or continue trading.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Sproginator on October 11, 2013, 12:33:51 AM
Okim,

I meant I don't know what to do.

I start with ships that have 1 small weapon.

A PD gun.......

What do I do with it? I can't take on anything!
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: TrashMan on October 11, 2013, 12:37:58 AM
You start the game in a civilian shuttle. Of course you can't take on anything. You RUN. And run fast.

Do trading runs untill you can afford a fighting ship.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Jonlissla on October 11, 2013, 12:55:50 AM
I start with ships that have 1 small weapon.

A PD gun.......

What do I do with it? I can't take on anything!

Accept the challenge.

(http://static.fjcdn.com/pictures/It_c63ba0_1108254.jpg)
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 11, 2013, 01:42:10 AM
Quote
  • More medium and large sized fleets to hunt, especially pirates. Should be a fleet which is smaller than a SDF but larger than a Attack Fleet. Also, full AI released, but this is already in the works if I understand correctly.

For that purpose there are Marauders in Midline-Grant-Barnard sector. They have some pretty deadly fleets running all around (should at least). There is even a base ship badass fleet guarding their hideout.

Quote
  • More weapons available in Military Outposts.

That`s fixed in 6.3.

Quote
  • Unique ships that be converted from basic hulls with alien parts.

That`s planned for past 6.3.

Quote
  • Natural enemies available to XLE and UIN. The latter have Aliens to deal with but they're quite rare.

XLE have Rock Flies and AI. AI already got some diversity and strength in 6.3. Rock flies might end up having some extra sizes. UIN get abductors in most of their systems and these are quite powerful even for a large fleet.

Quote
  • UIN Devastator Drones are hilariously powerful, I don't think there's a more powerful DE class in the game than the Hungary. Do the drones have both kinetic and HE weapons? If that is the case, maybe they should just have access to one weapon type. Right now I don't think they have any counter short of a EMP Emitter, and the only class that has one of those also belongs to the UIN (although I think pirates have one too).

Yep, they are damn powerful. But Hungary can`t operate for long (and will probably even be set to much higher CR deployment and lower operational time). Drones. Well, they are UIN and that says everything :)

Quote
  • Some more ship systems would be nice.

Ship systems - no, but a few mods are planned to be added. Mostly for non-combat usage (like Burn regulator, that reduces fuel consumption by 30%, but cuts the max burn by 1). Several armour improvement mods are planned (like getting 25% reduction of missile damage received at a cost of getting 25% more damage for energy).
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 11, 2013, 01:45:33 AM
Okim,

I meant I don't know what to do.

I start with ships that have 1 small weapon.

A PD gun.......

What do I do with it? I can't take on anything!

I think that i might release 6.3 today. It adds few extra starting options and does some balancing. It also adds few more ships, dialogue options for fleets, new asteroid mining system and new items.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: NightmareOwl on October 11, 2013, 02:00:39 AM
Wunderbar news, i like the mod idea and concept but i was crap trying to pew pew anything with the starter ship, also any tip where to ''farm'' some credits ?
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 11, 2013, 02:16:32 AM
Achiles is ideal for farming. As well as Gagarin`s Heritage and Uomoz. They all contain 2 stations that allows resource trading between them. Gagarin`s Heritage is being the most secure system as no pirates ever fare into that system.

Initial ship is actually a very useful one. It is fast and can outrun most of the pirates if you are a trader. It can catch up any freighter if you are planning to pursue pirate 'career'. Its weapon may seem to be useless, but buy any of the kinetic weapons (or energy in case of UIN/ISA) available at any station and you have a decent fighting craft that can take out most of the freighters out there (and what is the most important - be able to haul the loot to the nearest neutral station for sale).

A first successful combat - and you have extra credits and some loot to pick a better ship for your fleet. All stations have some civilian-grade gunships and even destroyers for sale.

Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: NightmareOwl on October 11, 2013, 02:25:16 AM
you sugest to wait for the new version (thats supposdedly coming today) or using actual? also mining is profitable enough? i've read your description but doesn't help me much on how to get started with that either. Thank you very much
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 11, 2013, 03:53:28 AM
I suggest to wait. If not today - than it will be available tomorrow eve.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Sproginator on October 11, 2013, 08:59:48 AM
Today please
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 11, 2013, 12:03:07 PM
get some ******* sleep!
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Maduk on October 11, 2013, 01:37:35 PM
I think you should take a look at the risk-reward balance of station wrecks. With just a crew carrier, a cargo ship, a hundred crewmembers and selecting the top option (boarding the station), I got materials worth almost a hundred thousands, along with a ship or weapons on top of that. That for the negligible costs of fuel, supplies and crew.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 11, 2013, 02:44:53 PM
Reworked the wrecks.

The same 3 options:

1. no-risk, low-yield
2. risky, grants the best salvage (components)
3. very risky, but gives only cargo OR a ship at random, no additional salvage (no components)

Datacores will be salvaged in addition to randomly picked cargo/ship
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Sproginator on October 11, 2013, 03:09:10 PM
Release! :D
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Az the Squishy on October 11, 2013, 03:23:18 PM
get some ******* sleep!

I agree with this fellow~!!!
Sleep is NEEDED!
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Sproginator on October 11, 2013, 03:28:48 PM
get some ******* sleep!

I agree with this fellow~!!!
Sleep is NEEDED!

But GOD'S do not SLEEP!
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Az the Squishy on October 11, 2013, 03:42:18 PM
I'm biting my tounge, hehaha!

Allright, so, really though, i can't wait to get the new release! Mining, ETC, AAAWWWEESSOOOOOOOOOOMMME!!!
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 11, 2013, 04:54:44 PM
I` balancing it out now. Will have to delay it until tomorrow due to some tiny bugs.
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: zeno0010 on October 11, 2013, 05:56:19 PM
YES, delays win the day!
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Gabriel_Braun on October 11, 2013, 10:24:23 PM
Just finished a nightmare of a week to find yet another Ironclads mod release!?!111
Come on Okim play cricket dude;

22 hours of lectures and tutorial time +
18 hours acquiring/outfitting a society homebase +
14 hours lab work/evidence collection +

// Work = 17:30 -06:00 Fri/Sat ¬ *Closed early (now)
Work 21:00 - 06:00 Sat/Sun

Sleeping sometime before the 20% grade app/math/theo exam at 09:00 Monday morning seems like a better idea



###Edit:

I'm not hating btw Okim, I'm just tired and your mod is one of the only things I play these days;-  Thanks btw :)

###Edit2:

get some ******* sleep!

^^ This :D
Title: Re: Project Ironclads, version 6.21a (0.6.1a)
Post by: Okim on October 11, 2013, 10:54:42 PM
Mod is out. Archive is here (http://www.lordsofthestars.com/other/Sector/ironclads6.3.rar).

Changelog file here (http://www.lordsofthestars.com/other/Sector/readme.txt).

I`m out for the whole day, so you are on your own regarding bugs and explanations. I tried to make dialogue options as detailed as possible, should not be a problem in finding out what does what.

P.S. Hackmaster is not yet operational. It and many other new items can be found at pirate bases (as well as military-grade weapons and some ships, btw).

Icons for new items use a single picture for now.

EDITED:

Updated OP with the majority of Ironclads options. Will get some pics there and update screenshots in a day or two.

Have a pleasant weekend, guys.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: zeno0010 on October 12, 2013, 12:26:27 AM
There is no man i love more for putting such dedication and work into his mod

There is also no man i hate more for putting so much love and dedication into his mod.

ill take you update okim.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Gabriel_Braun on October 12, 2013, 02:32:37 AM
Still unable to sleep so was doing research and reading forums and facebook until:



There is no man i love more for putting such dedication and work into his mod

There is also no man i hate more for putting so much love and dedication into his mod.

ill take you update okim.
ill take you on a date okim.

It's either lack of sleep or too much flash reading...   Probably both

My post is invalid  ::)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Railgun on October 12, 2013, 03:53:23 AM
Okim, you make absolutely fantastic mods; SotS's ACM was amazing and so is this.

I have a small question, though: once I enlist in the UIN military... what are my 'natural' targets? Aliens and Pirates are rare (or at least, too small and fast for my cruisers) and I can't find anything for my new battle fleet to fight :p.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: TrashMan on October 12, 2013, 06:23:53 AM
Oy! And I just finished updating VNS to your mod and you whip out a new version.

Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu >:(

*reads changelog*
Seems like very few imporant (for me) files are actually changed.
YAY! :D

Oh..the Tortoise is nice. And the option change is great.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Supernova on October 12, 2013, 08:03:42 AM
Love the mod, for what I can play of it. I cannot get the saving to work right and whenever I play a game I cant stop because if I do then I wont be able to go back to it since loading a file will bring up an error message. If I could maybe get help with the vmparams that would be nice, I found the file outside of the Starsector-core file and changed the 512's to 1024's then placed it in the core file and nothing has changed. Im sad that I cant play this mod for more than 20 minutes because of how awesome it looks.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Chronosfear on October 12, 2013, 08:59:09 AM
Love the mod, for what I can play of it. I cannot get the saving to work right and whenever I play a game I cant stop because if I do then I wont be able to go back to it since loading a file will bring up an error message. If I could maybe get help with the vmparams that would be nice, I found the file outside of the Starsector-core file and changed the 512's to 1024's then placed it in the core file and nothing has changed. Im sad that I cant play this mod for more than 20 minutes because of how awesome it looks.

Leave the file in the \Starsector folder. Just edit it there to 1024 and save.
Done this and works fine.

Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: noob_i_am on October 12, 2013, 10:47:34 AM
Is there any star system where all of the factions are present? Like in "vanilla" Starsector (pirates, the others and the others all in one)? Because im looking for fast cash oportunity because i hate the trading shuttle or whatever it is. Was hoping for something better, like it was in Sproginator's LP (dynamic action)...
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 12, 2013, 10:58:29 AM
Love the mod, for what I can play of it. I cannot get the saving to work right and whenever I play a game I cant stop because if I do then I wont be able to go back to it since loading a file will bring up an error message. If I could maybe get help with the vmparams that would be nice, I found the file outside of the Starsector-core file and changed the 512's to 1024's then placed it in the core file and nothing has changed. Im sad that I cant play this mod for more than 20 minutes because of how awesome it looks.

Sorry for that. I actually meant 'root' folder, but for some reason wrote 'core'. Leave the file where it is now. Make sure that editing it didn`t give it .txt or other extension. It must be as it is now - just vmparams.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 12, 2013, 11:03:14 AM
Is there any star system where all of the factions are present? Like in "vanilla" Starsector (pirates, the others and the others all in one)? Because im looking for fast cash oportunity because i hate the trading shuttle or whatever it is. Was hoping for something better, like it was in Sproginator's LP (dynamic action)...

Start as UIN and pick a 'hired a mercenary ship' option as the last choice of player creation dialogue.

The ship you`ll have will be better than the starting shuttle and will make it possible for you to take out pirates or become a pirate yourself. It has a shield and some better weapon choices.

XLE merc option gives you a crazy fast gunship with a powerful medium ball weapon. Quite a good ship that can easily take out RSF pirates, for example.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 12, 2013, 11:07:23 AM
Okim, you make absolutely fantastic mods; SotS's ACM was amazing and so is this.

I have a small question, though: once I enlist in the UIN military... what are my 'natural' targets? Aliens and Pirates are rare (or at least, too small and fast for my cruisers) and I can't find anything for my new battle fleet to fight :p.

Natural enemies for UIN are indeed just pirates and Aliens. But you can freely go out for hunting Rock Flies in Rexx or AI in Loner. Both can be a challenge. There are powerful Marauders in Midline who are the strongest pirate faction in the mod.

You can always change your military career by joining any other neutral faction. I usually go for UIN and then switch to ISA. This makes me an enemy to RSF and grants an ability to fight them and their civilians without punishment. After that a change to XLE military allows me to later join RSF and fight against ISA :)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 12, 2013, 11:12:02 AM
The most challenging path it joining the pirates, but you can always get neutral to civilians by paying some money at security stations.

Picking this path will permanently disable military career for you as there is no way to get neutral with military (only joining other military can reset your relationships).
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: zeno0010 on October 12, 2013, 12:54:02 PM
Still unable to sleep so was doing research and reading forums and facebook until:



There is no man i love more for putting such dedication and work into his mod

There is also no man i hate more for putting so much love and dedication into his mod.

ill take you update okim.
ill take you on a date okim.

It's either lack of sleep or too much flash reading...   Probably both

My post is invalid  ::)

That was beautiful, and 100% intentional.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Railgun on October 12, 2013, 02:40:16 PM
What's the point of blastguns? For 9 ordnance point, they're weaker than quite a few light ballistics...
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Supernova on October 12, 2013, 04:54:22 PM
Love the mod, for what I can play of it. I cannot get the saving to work right and whenever I play a game I cant stop because if I do then I wont be able to go back to it since loading a file will bring up an error message. If I could maybe get help with the vmparams that would be nice, I found the file outside of the Starsector-core file and changed the 512's to 1024's then placed it in the core file and nothing has changed. Im sad that I cant play this mod for more than 20 minutes because of how awesome it looks.

Leave the file in the \Starsector folder. Just edit it there to 1024 and save.
Done this and works fine.



i try saving changes and it wont let me because the vmparams file is read only.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sidie Hawkton on October 12, 2013, 05:07:33 PM
I got around it by doing save as... then just "rename" the file and remove the .txt extension again.  Bingo!
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Supernova on October 12, 2013, 05:21:34 PM
Well i just dont know what i am doing then because i cant in any way change the fact that its a text file, unless there is a file editor i dont have. i tried going into the file properties and changing it from there and that didnt work either. :/
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Trojan on October 12, 2013, 11:29:45 PM
Hey! Just checked your mod and it's awesome  ;D

Not sure if it's proper place but i found a game/mod crashing bug:

If you hover mouse over Combat readiness(after pillaging abandoned station) in fleet menu and press F1 game crashes.

Code
519516 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
705469 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.impl.J$1.void.String(Unknown Source)
at com.fs.starfarer.ui.impl.J$1.Oo?000(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.?o?000(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInput(Unknown Source)
at com.fs.starfarer.ui.O.preProcessInput(Unknown Source)
at com.fs.starfarer.ui.oOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Supernova try creating new file with same name in other directory and pasting original vmparams stuff in there (just be sure not to save it with .txt extension!) then paste/overwrite the original. Maybe that will work for you. I had no problems with editing and saving changes in vmparams myself.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 12, 2013, 11:55:41 PM
Hm...

That`s probably due to the fact that there is no check for getting a negative CR during salvage/reactivation. Will see to it.

About vmparams - open folder properties and uncheck 'hide known files extension'. This should show all .txt extensions and thus allow you to remove them.

About blastguns - they are the best ballistic anti-bomber weapons in the game. HE, proximity fuze, good blast radius = dead bomber withot the need to be accurate. It will also blast away any torpedoes/rockets the bomber it throwing at you, Bombers are armored and FLAKs don`t really much damage to them.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Wunder on October 13, 2013, 01:29:27 AM
Very Well Constructed mod! I fell in love with it, Though The game might be a bit slow with a Lack Of weapons on the stations, I am very Proud of my Russian Capital, Will there be any stage in the campaign where the Federation Class Russian Dreadnaught will come along? Or Was that in very early stages of the mod.

GGMC

Uomoz+Crazy Super Dreadnaught Idea= Prodigous

Genius Right?  ;D
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 13, 2013, 01:51:24 AM
Just mentioning.

I`ve made a small script that puts low and high tech components into salvage after battle (depending on the total DP of destroyed ships).

If the fleet belongs to AI or alien - instead of these components some exotic minerals and alien-tech components are given.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Jonlissla on October 13, 2013, 02:15:50 AM
Is it possible to make XLE and UIN hostile to eachother, or make two blocks alá West vs East?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 13, 2013, 02:28:30 AM
No, but you will be allowed to earn a special ops promotion that will make it possible to fight whoever you wish without getting thrown out off the military.

There is also a scrambler device that i`ll try to give the similar result (1-time use item that ensures no diplo penalty for fighting a fleet).
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sabaton on October 13, 2013, 06:08:36 AM
 Looks like the AI are getting some love, will you give them anything bigger than a destroyer?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sproginator on October 13, 2013, 06:14:30 AM
Okim, Add me on skype, I really can't understand how to do this stuff -_-'
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 13, 2013, 06:26:30 AM
Sorry, i`m no using Skype. As well as any other applications ;)

So, whats wrong? YOu can`t find you place in the mod or what?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sproginator on October 13, 2013, 06:31:46 AM
It just doesnt make sense, I chase down, and disable a small tanker. Then, when i win, the game asked me if i want to board it.

I say yes,

I don't get it, then the bloody thing gets away. WTF
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 13, 2013, 06:49:16 AM
That`s not me. That`s how the game works :)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Darrow on October 13, 2013, 06:54:27 AM
It just doesnt make sense, I chase down, and disable a small tanker. Then, when i win, the game asked me if i want to board it.

I say yes,

I don't get it, then the bloody thing gets away. WTF

Go to the Achilles system, then go to the Orbital Factory buy as much low tech components as you can then go to the Security station right beside it... sell your components and keep repeating that till you have infinite money.... buy a freighter aswell when you can.

Easy money, takes awhile.. usually about 20 minutes but whatever.

Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sproginator on October 13, 2013, 09:13:02 AM
But I want to blow stuff up!
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 13, 2013, 09:24:58 AM
As i said - pick a merc during player creation. With it you can hunt down freighters much easier a thus - get credits faster.

Once you have some credits - just buy a larger ship or a couple of similar small once.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sproginator on October 13, 2013, 09:55:34 AM
A merc? What options do i take to get that?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 13, 2013, 10:19:59 AM
Have you got a 6.3 version? There is a last question in player generation procedure that makes it possible to either get money or cargo or freighter or ASN card or merc ship or simply more skills.

EDITED: tons of typos, apparently i was drunk (which is imposible due to me never drinking) while writing it...
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sproginator on October 13, 2013, 11:29:00 AM
I got that version yes, Just got the police escort ship as-well or whatever.

But even with that, traveling to another sector is strange because I can't take on any kind of fleet :P
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 13, 2013, 12:26:53 PM
I got that version yes, Just got the police escort ship as-well or whatever.

But even with that, traveling to another sector is strange because I can't take on any kind of fleet :P

Man, i can`t help you with that if you can`t fight. Even a simple shuttle is more than enough to kill civilian freighter.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Gabriel_Braun on October 13, 2013, 02:45:20 PM
Lol sproginator I know trolling when I see it!

To keep to standards of forum etiquette though:  Spawn as before with the merc gunship and sell all your fuel and starter shuttle ensuring that it's crewed with regulars to the skeleton level and you have a hold full of supplies.  Leave the station and stay in system using time acceleration and checking the starmap every few seconds until you see a solo trader/tanker...   Go and kill it and since it's on path to the station there's no chance of a chase.  Once you have disabled the ship be sure to execute the innocent survivors of your act of terrorism (automatic) before stripping the husk of cargo.  Sell it at the station and pocket ~9500Cr for your crimes against the civilians of whoever you robbed and go from their depending on your personal preference :)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sproginator on October 13, 2013, 04:45:37 PM
I'm not trolling, Gabriel. I'm a long time fan of this game and this particular mod. Please don't jump to conclusions like that.

As for your suggestion, which tanker are you referring to? As the only ones I see in system are usually that of my allied faction?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: nikoarg26 on October 13, 2013, 06:16:34 PM
Hi, i have this error when enter in combat:

java.lang.RuntimeException: org.json.JSONException: JSONObject["tooltipSelectFlagship"] not found.
   at com.fs.starfarer.loading.StarfarerStrings.Ó00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getString(Unknown Source)
   at data.scripts.IroncladsFleetInteractionDialogPluginImpl.getString(IroncladsFleetInteractionDialogPluginImpl.java:1753)
   at data.scripts.IroncladsFleetInteractionDialogPluginImpl.updatePreCombat(IroncladsFleetInteractionDialogPluginImpl.java:1460)
   at data.scripts.IroncladsFleetInteractionDialogPluginImpl.optionSelected(IroncladsFleetInteractionDialogPluginImpl.java:595)
   at com.fs.starfarer.ui.D.private$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.D.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: org.json.JSONException: JSONObject["tooltipSelectFlagship"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   ... 15 more
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: thetrader4 on October 13, 2013, 08:24:26 PM
Where is the vmparams folder on a mac? I have tried to load my savegame, but I keep getting an error message saying that my save is incompatible, can anyone help?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: thetrader4 on October 13, 2013, 08:36:54 PM
EDIT: I found it, it is in /contents and is called info.plist
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 13, 2013, 10:09:41 PM
EDIT: I found it, it is in /contents and is called info.plist

Thanks, i`ve added this info to the OP.

Could you sent me this file, please? I`ll try to add both these files into archive to make mod instalation easier.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: NoImageAvailable on October 14, 2013, 01:29:29 AM
Okim, can you please fix the trading at some point so you can buy larger amounts at once? Loading 4000 exotic minerals one mineral at a time is really annoying and if its not fixed I'm gonna have to bill you a broken mouse button.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 01:52:31 AM
I might make a check that updates quantities ('buy 1' > 'buy 5' > 'but 10') if you have enough money, but 10 will still be the cap.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Anysy on October 14, 2013, 02:17:14 AM
any particular reason you are adverse to a 'fill cargo bay with this resource' button?

My main thought is that you dont intend for players to be able to print money quite as effectively,particularly from mining bases and factories (i can make ~30% profit on my entire bank account on a mining -> factory run, and another ~25% on hightech -> sy.. sy->mining is pretty low in comparison). The mechanics just arent there yet. How deep do you plan on going with it? Will stations store these resources and actually build their outputs with them over time?
are resources intended to be sunk somewhere other than trading, with some minor sy interactions? (is there a sy interaction self help menu somewhere?) and abandoned stations?

can I carry around a factoryship that produces random things out of resources? (I know you mentioned planning around owning a station somewhere that did something like that, so maybe thats it?)

Im just kinda randomly spitballing here, I am sure you have some plans, and I would certainly be interested in hearing them, but dont spill all of your secrets ;)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 02:49:41 AM
The reason is simple - it needs to have at least two checks per EACH option - cargo space and money. This ends up in pretty huge code and will eat a lot of my time, so its not used. The same reason is why there is just a single buy option per resource.

The other reason is that you might not need so many resources. You may be just willing to use 25 LT comps for conversion purposes or 250 for reactivation and buying that extra is not your intention.

Dynamic trading system is something that i wont be adding. Why should i do that if it is a planned part of the core game? I made a primitive, but yet effective and somewhat diverse system that is simple to use (well, not if you are buying 4000 of exotic ores - this is what i have to work on). Resources are not stored at bases, in fact each time you visit it - a special script deletes any existing resources from station`s cargo and cuts down fuel, supplies and crew to a maximum of 1000/1000/250 (per level).

There will be an option to upgrade a reactivated station to mining facility or factory. Those will demand constant supplies of resources in order to produce their own stuff. But this is also a planned part of the core (IIRC), so it might also end up as a primitive system in Ironclads.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: NoImageAvailable on October 14, 2013, 03:51:50 AM
Couldn't you make buying options that are something like 'buy small/medium/large amounts' and have a single routine along the lines of chosenquantity*itemprice=buyingprice that calculates buying prices automatically, small/medium/large being correspondent to quantities of 1/10/100 tons each? That way you'd only have to assign the quantity and item price and let the routine do the rest.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 04:07:00 AM
Trust me i would have already done this if it would be that easy. Current API does not allow to send other data with the option you click on - just its ID that you have to catch with 'IF' or 'CASE' and work out separately.

Its possible to create a new class out of OptionID and probably even to expand it to allow other data to be sent with ID, but i have no intention to mess with it at all.

I`ve already made a function that processes the various data that is being sent to it from IF/CASE filters (type, quantity, price). I can expand it to allow for option replacement (like i`ve wrote in previous posts), but each new option = new CASE block = new checks and lines for EACH station = tons of work and time needed.

I`m not a coder and never was one. The fact that i managed to create Ironclads` new systems is already a huge achievement for me and i`m not planning to get too involved in it.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: NoImageAvailable on October 14, 2013, 07:26:55 AM
Trust me i would have already done this if it would be that easy. Current API does not allow to send other data with the option you click on - just its ID that you have to catch with 'IF' or 'CASE' and work out separately.

Well, that sucks then. Still, if you're gonna have 3 options I'd prefer 1/10/100 over 1/5/10 since 5 is only useful if you want 5-9 tons which isn't all that common and it only saves you a few clicks. Having a 100 (or at least 50) option on the other hand would drastically reduce the clicks required once you have a decent trading fleet, because even a few freighters will quickly get thousands of cargo space, requiring hundreds of clicks to fill even at 10 tons per click.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 08:33:40 AM
The best way would be to use selectors (sliders), but those eat up a lot of space in options (selector + 'buy' option). Plus multiple selectors look weird when put in once place.

I`ll think how to make this system better.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: NoImageAvailable on October 14, 2013, 09:04:51 AM
You're a real trooper, Okim
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 01:15:11 PM
After some play testing i found it to be far too easy to join military. So, the new requirements are:

1. 125000 credits
2. level 7 of the original skill
3. specific data core from some other faction`s wrecks (like RSF requiring ISA data core, UIN - XLE and etc.)

The last option might be a bit easier than others though
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Anysy on October 14, 2013, 01:52:12 PM
ah, that brings me to one concern I had - What is the intent of the whole 'joining the military' thing? almost invariably, by the time I had enough skill to join the military, I also had enough money to buy my way in. (what is the 'you recover x money in cpu cores from wreckage? can modders influence that at all?)

My concern is actually that civilian weapons are a problem. Civilians have no access to armor damaging weapons (HE). With the super minor exception of micro-rockets (which from my experience have been absolutely useless), the player cannot purchase an HE weapon. However, this does not stop ISA civilian enforcers from fitting 30mm linked assault guns.
Further adding to the problematic is that various pirates have access to military grade weapons and ships - the group between the XLE and UIN, for example, often field XLE ships with HE weapons or UIN ships with HE weapons (42mm HE and 6 PDR assault guns on the XLE multigun and bulgaria, respectively). This is a pretty big deal.
TO a lesser extent, energy weapons are also a problem. It may not seem like a huge deal, but with small energy mounts getting access to the blaster, for example, ships with energy mounts are much more than doubly able to deal with armor.

Through all of this, I think what I am trying to say is that getting killed in RSF civilian ships is far too easy. Sure, engaging military grade ships in civilian ships is usually a bad idea. But the way this mod is currently designed, I have what feels like two options - Trade for an hour, buy my way into military, or kill lone freighters until I have the skills to get into the military. Its not until I am actually in the military that I can actually do anything combat-wise, I feel.


Also,some comments about other things - why would i ever use an anti-missile PD that isnt a bofors defense gun? Why do not-flak light anti-missile pd guns exist? Why does the 42mm flak exist, in a world with bofors? Weapon availability still seems kinda messed up - Ive been completely unable to actually fit a kursk 2 with medium energy weapons to date in this mod. Just completely unable to find two of any matching medium energy. In general I feel like I am gated more by weapon availability than hull or money being available, which feels really off. Opinions on creating some way to order or otherwise spend money to make items? (im thinking for instance, i walk up to a sy and order a fully equipped novgorod or something, or maybe just buy a novgorod and then order the full fitting at the military station or something). Probably far too many dialogs which youve said yourself you arent fond of working with.. I dont know.

Im pretty sure at some point I had a train of thought here, but it went off some rails at some point. More or less pointless ranting about random things at this point really.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 02:28:05 PM
That`s why i`m considering to make joining a bit harsher. You can deal with any non-military fleet using civilia-grade stuff, but if you wish to fight the navy - you have to become one of them (or invest into salvaging/reactivation efforts or visit/join pirates).

Bofors might be a bit too powerful and indeed require some tweaking. Will check it.

RSF Dagger and Stiletto are one of the heavily armer and armoured civilian ships. They might lack the shield, but that`s why they are civilian. Just don`t mess with military until you get some weapons and ships - that`s the intention of the mod.

I can`t believe that you can find two matching energy mediums. XLE have tons of linked beamers, AI produce dozens of their guns (which are all being energy AND medium) as loot for taking them out, ISA use them quite often. There are lots of wrecks and abandoned stations that might contain them.

I might add some on-start-generated hulls with guns on them for military stations.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Anysy on October 14, 2013, 03:13:14 PM
Part of the reason is that I dont really feel like using a PD/support energy weapon in the main slots for my kursk. I could have used the burst array things or something that is marked as XLE PD, or linked beamers or something( I experimented a bit with a pair of molten laser things and while hilarious, not super great) but that seems kinda silly compared to what is supposed to be there (RSF pulse lasers). I really feel the kursk needs a heavy hitting primary weapon of some sort there, and all the ones I found didnt really fit that. (also, minor note - XLE military stations dont allow me access as an RSF military member. By design?)

As for all of the things I listed - all of those are encounterable by not-military grade enemies. The destroyer I mentioned is the ISA civilian destroyer, a common sight in armed freighter and police patrol fleets, and the other ships a common part of the pirates northish of the UIN. Its not like I am intentionally picking fights with military grade ships, theyre just the only pirates I can find (or, weakest ISA enemies).

Unless it is by design that I am entirely forced to play the role of small time freighter pirate in hostile space until I can buy my way into the military, or fly around in a circle trading for tons of profit and no effort for an hour before I can do real combat?

~other notes:
Dagger is ok, 1k hull, 200 armor (compared to rostov-h 1800 hull 180 armor, omsk's 2800 hull 280 armor)
Cant actually find stiletto class in codex
I have barely looked to engage AI at all - all I know of them is that previously they were incredibly strong and tough to kill
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sproginator on October 14, 2013, 03:28:03 PM
18151 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
18292 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
55161 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Merc_2826889329707909976...
111107 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
111108 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at com.thoughtworks.xstream.core.util.FastStack.resizeStack(FastStack.java:74)
   at com.thoughtworks.xstream.core.util.FastStack.push(FastStack.java:31)
   at com.thoughtworks.xstream.io.path.Path.apply(Path.java:188)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Sproginator on October 14, 2013, 03:33:46 PM
Compressing my save files didn't work :/
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 03:48:35 PM
Part of the reason is that I dont really feel like using a PD/support energy weapon in the main slots for my kursk. I could have used the burst array things or something that is marked as XLE PD, or linked beamers or something( I experimented a bit with a pair of molten laser things and while hilarious, not super great) but that seems kinda silly compared to what is supposed to be there (RSF pulse lasers). I really feel the kursk needs a heavy hitting primary weapon of some sort there, and all the ones I found didnt really fit that. (also, minor note - XLE military stations dont allow me access as an RSF military member. By design?)

As for all of the things I listed - all of those are encounterable by not-military grade enemies. The destroyer I mentioned is the ISA civilian destroyer, a common sight in armed freighter and police patrol fleets, and the other ships a common part of the pirates northish of the UIN. Its not like I am intentionally picking fights with military grade ships, theyre just the only pirates I can find (or, weakest ISA enemies).

Unless it is by design that I am entirely forced to play the role of small time freighter pirate in hostile space until I can buy my way into the military, or fly around in a circle trading for tons of profit and no effort for an hour before I can do real combat?

~other notes:
Dagger is ok, 1k hull, 200 armor (compared to rostov-h 1800 hull 180 armor, omsk's 2800 hull 280 armor)
Cant actually find stiletto class in codex
I have barely looked to engage AI at all - all I know of them is that previously they were incredibly strong and tough to kill


Dagger is Stiletto, just forgot that it was renamed.

Pulse lasers not availabel for both Shelezyaka and Barnard`s military bases = bad luck. Either wait for some time for the stations to resupply or go fight ISA heavy patrols with Indiana DEs. They`ll give a plasma cannon or other ISA med-energy guns. Should at least.

Civilian ships with HE guns is a left over from the original mod. Will see to it. BUT! Pirates using military frigates is normal.

Two linked beamers for Kursk is what is supposed to be there. Two energys there are mostly for support roel as Kursk can`t sustain long bursts of anything powerful enough. It does use autolasers by default, but initially it was using Ion Cannons with 125mm guns and Wasps as anti-armour options.

Allies are not exactly allies in current mod. They are neutral with some above average reltionships. So no access to military if you are in military of its friend.

My game usually starts from a few trading runs. After i get 5k - i go to nearest station and buy me a gunship. With it i go into RSF or ISA space and start hunting freighters. Once i kill a few of them - i get an extra gunship. With two gunships i start picking pirates as targets of opportunity.  Once i get 75 crew and a decent freighter - i visit 1-2 wrecks and salvage whatever they give me. Its either a weapon pack (fully randomised) or a military destroyer. Having a couple of those in my fleet - i go to hunt larger pirates or cargo haulers (depending om my mood). One such fleet - and you are crazy rich. Crazy rich = can join military.

There is also another way i play the game. I trade until i get 6500 and go find me a Scrapper miner. With it i mine my first asteroid field (with standard survey) and get some tons of commons that are in high demand at Pax`s orbital factory. Rares and Exotic are a bit too rare and exotic without mineral scanner. That`s why i get it as soon as possible. It usually grants 'very rich' deposits of one of the ore types. A quick overharvest of such field gives me tremendous amounts of minerals at a cost of completely drying the field. Recently i got myself a 200k for hauling tons of exotic minerals to XLE Procyon outpost.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 03:49:04 PM
Compressing my save files didn't work :/

vmparams, dude. VMPARAMS...

Read the first post.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Anysy on October 14, 2013, 04:04:06 PM
hm yes, I had almost forgotten about station wrecks. I did a few of those (three), and each time got a ship (kursk 3, which will completely lack the primary weapons without military access), a novgorod (pretty similar problem.. but bigger. And both of them are slow), and the ISA Carrier.
I havent actually seen if they give large enough stashes of HE weapons to be a viable kickstart for a piratey fleet, which I intend to try doing at some point.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 04:07:40 PM
Visit pirate bases. They take 5k to allow you to mess around their bases even if you are a natural enemy to them. You might find there pretty good arsenal for your ships.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Supernova on October 14, 2013, 08:32:15 PM
okay well i can finally get back to everyone that was trying to help me. i ended up copying the vmparams file to another folder, then making the necessary changes to it, then moving it back to the original folder and deleting the old one. in hindsight it was pretty simple. everything works and now i cant stop playing the mod. thanks for all the help guys
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Darrow on October 14, 2013, 10:51:52 PM
Part of the reason is that I dont really feel like using a PD/support energy weapon in the main slots for my kursk. I could have used the burst array things or something that is marked as XLE PD, or linked beamers or something( I experimented a bit with a pair of molten laser things and while hilarious, not super great) but that seems kinda silly compared to what is supposed to be there (RSF pulse lasers). I really feel the kursk needs a heavy hitting primary weapon of some sort there, and all the ones I found didnt really fit that. (also, minor note - XLE military stations dont allow me access as an RSF military member. By design?)

As for all of the things I listed - all of those are encounterable by not-military grade enemies. The destroyer I mentioned is the ISA civilian destroyer, a common sight in armed freighter and police patrol fleets, and the other ships a common part of the pirates northish of the UIN. Its not like I am intentionally picking fights with military grade ships, theyre just the only pirates I can find (or, weakest ISA enemies).

Unless it is by design that I am entirely forced to play the role of small time freighter pirate in hostile space until I can buy my way into the military, or fly around in a circle trading for tons of profit and no effort for an hour before I can do real combat?

~other notes:
Dagger is ok, 1k hull, 200 armor (compared to rostov-h 1800 hull 180 armor, omsk's 2800 hull 280 armor)
Cant actually find stiletto class in codex
I have barely looked to engage AI at all - all I know of them is that previously they were incredibly strong and tough to kill


Dagger is Stiletto, just forgot that it was renamed.

Pulse lasers not availabel for both Shelezyaka and Barnard`s military bases = bad luck. Either wait for some time for the stations to resupply or go fight ISA heavy patrols with Indiana DEs. They`ll give a plasma cannon or other ISA med-energy guns. Should at least.

Civilian ships with HE guns is a left over from the original mod. Will see to it. BUT! Pirates using military frigates is normal.

Two linked beamers for Kursk is what is supposed to be there. Two energys there are mostly for support roel as Kursk can`t sustain long bursts of anything powerful enough. It does use autolasers by default, but initially it was using Ion Cannons with 125mm guns and Wasps as anti-armour options.

Allies are not exactly allies in current mod. They are neutral with some above average reltionships. So no access to military if you are in military of its friend.

My game usually starts from a few trading runs. After i get 5k - i go to nearest station and buy me a gunship. With it i go into RSF or ISA space and start hunting freighters. Once i kill a few of them - i get an extra gunship. With two gunships i start picking pirates as targets of opportunity.  Once i get 75 crew and a decent freighter - i visit 1-2 wrecks and salvage whatever they give me. Its either a weapon pack (fully randomised) or a military destroyer. Having a couple of those in my fleet - i go to hunt larger pirates or cargo haulers (depending om my mood). One such fleet - and you are crazy rich. Crazy rich = can join military.

There is also another way i play the game. I trade until i get 6500 and go find me a Scrapper miner. With it i mine my first asteroid field (with standard survey) and get some tons of commons that are in high demand at Pax`s orbital factory. Rares and Exotic are a bit too rare and exotic without mineral scanner. That`s why i get it as soon as possible. It usually grants 'very rich' deposits of one of the ore types. A quick overharvest of such field gives me tremendous amounts of minerals at a cost of completely drying the field. Recently i got myself a 200k for hauling tons of exotic minerals to XLE Procyon outpost.

This all seems kind of pointless when you can trade in the achilles System between the two stations. As I said previously you can just trade low tech components till you amass 200k and you gain levels by trading aswell so you're pretty much maxed out and can buy any ship.

Obviously your way seems best... but what I just said is basicly easy mode. I totally get that you might be leaving this type of thing in the game to create a easy mode for people though. Also please add a option to buy or sell 20-50 tons of resources!
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 14, 2013, 11:48:49 PM
If you like to farm money that way - do it. Its made exactly for this purpose - for those who seek the easiest way to get credits.

I`ll see what can be done to make buying options for larger quantities of minerals.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: KingBread on October 15, 2013, 12:39:31 AM
Hello i just registered cos this mod looks awesome.

I have a problem becouse every fight i'm trying to engage i got CTD and "unable to find selectflagship toolpit" message. :( Pls help i installed new starsector and vanilla works fine.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 15, 2013, 12:56:16 AM
The error you have indicates that you are still on 0.6a as an ability to pre-select the flagship for the battle comes in 0.6.1a.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: KingBread on October 15, 2013, 12:59:52 AM
im dumm thx !
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: muttiman on October 15, 2013, 09:55:47 AM
sry for being annoying
can you tell me how am i supposed to play the mod propperly, i just start with this shitti litte ship whit only one point defense weapon and can't do anything. I tryd to trade stuff but run out of everything-.-

Is there a menu prices and stations?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Darrow on October 15, 2013, 10:09:13 AM
sry for being annoying
can you tell me how am i supposed to play the mod propperly, i just start with this shitti litte ship whit only one point defense weapon and can't do anything. I tryd to trade stuff but run out of everything-.-

Is there a menu prices and stations?

Go to the Achilles system... buy low tech components from the Orbital Factory.. and trade them to the Security Station right beside it.

Keep doing that till you have enough $
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 15, 2013, 01:26:26 PM
Stop advertising this way of money-raising :)

Start with extra money or better - a mercenary gunship. This will help you hunt down the freighters or even pirates.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Az the Squishy on October 15, 2013, 01:54:08 PM
Okim, if this contoniues i'd say post it on the Front-page of the mod for a little while. or show some of the starting ships/possiblilitie's thaty we they can SEE, there's a diffrent ship to get when you do the answers! xD
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Anysy on October 15, 2013, 01:58:35 PM
TRADING

Each faction has a set of several stations divided into 6 types. Each type buys and/or sells its own types of resources. To check what a station is buying/selling you need to click on 'buy/sell trading resources'. Currently the mod has 7 tradeable resources - 3 of them being minerals, 2 - ship components and the last two weapon components and industrial equipment.

List of station types and their buy/sell options (and icons used on the map):

Mining Facility (golden pick) - sells 3 types or minerals (common, rare, exotics) and buys industrial equipment.
Orbital Factory (golden gear) - sells 2 types of components (low-tech, high-tech) and buys sommon and rare resources.
Ship Yard (SY)- sells weapon components and industrial equipment and buys low-t, high-t comps.
Security Stations (P) - buys low-tech and weapon components.
Military Outposts (M) - buys weapon components and exotic minerals.
The last one is a Trading Station ($) that has 2 buy and 2 sell options depending on faction`s demands, but they do this at a 5% extra charge.


That part right there is pasted on the front page already. Its honestly a pretty good overview of trading in this game - go from factory, to shipyard, to mining station and back to factory. Repeat infinity. He even goes as far as describing the look of each station on the map (although the factory looks more like a golden aperture science logo, and i swear the mining station was an arrow)

The information is all there.. its just not a mod you can install and start playing without taking a moment to read some details. 
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 15, 2013, 02:53:56 PM
Added some extra bits of info to OP.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 16, 2013, 02:22:02 AM
What do you see here?

Spoiler
(http://www.lordsofthestars.com/other/hullmods.png)
[close]
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: DatonKallandor on October 16, 2013, 05:52:01 AM
Hullmods limited by one per category?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Shoat on October 16, 2013, 05:55:29 AM
What do you see here?

Spoiler
(http://www.lordsofthestars.com/other/hullmods.png)
[close]

*Insert spongebob song*
A is for Armor, to keep your ass alive.
D is for Da engines.
E is for range-Extending stuff and the like-

...

Anyway - will there be a limit for how many hull mods of each category can be equipped?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 16, 2013, 06:43:11 AM
E is electronics, but yeah - range extending stuff fits it too.

1 mod per category is an interesting idea (and is used for drives and new armours including old heavy armour), but people will probably gut me alive if i force them to use one shield mod at a time... But that`s an interesting idea. And it actually flows into another interesting idea - make technology affinity (or skills like construction) unlock an ability to use two mods of the same type.

The original idea was simply to make it much easier for a player to search for specific mods. And since the game likes to sort everything in alphabetical order - there are now [A]s and [D]s everywhere :)

Border colour was added as the last thought - it makes the list even more readable IMHO.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: DatonKallandor on October 16, 2013, 08:05:10 AM
Yeah some mods might need some buffs or changes if you do one mod per category - but that might not be a bad thing anyway. And making skills unlock the ability to use more mods per category sounds awesome too.
As an aside since you're modding ship design systems - how about upping Extended Missile Racks to 100%. It'd simplify the math for the player and get rid of some edge cases (1 capacity missiles for example). 100% would give a clear and easy to estimate benefit to every kind of missile weapon. It'd also make sure there's no partial volleys with extended racks (as long as the base missile weapon doesn't have partial volleys built in).
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Shoat on October 16, 2013, 01:41:48 PM
Wouldn't have to be ONE per category. In fact, unless you're planning to carefully change 3/4 of all hull mods to balance them for that, it shouldn't.

Maybe allowed hullmods vary depending on hull mod category. Maybe it varies depending on ship size. Maybe it varies depending on skills (technology affinity, or a dedicated skill for that only).
Maybe each individual hull has different hull mod capabilities (Ship X has AADESWW and Ship Y has DDDESUW and Ship Z has one of each).

Maybe all of those.
Or maybe nothing like that at all.

At first sight it just seemed like you wanted to do something specific mechanically that required hull mods to be organized into categories. The "What do you see here?" seemed like you were teasing for some mechanical change - I didn't actually want to say "but you just sorted them differently" (Even though I find it extremely useful, categorical sorting is way better than alphabetical). :)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 16, 2013, 02:27:36 PM
Well, i actually thought that people will notice new hull mods like Burn Regulator, Deflectors or Powered Armour and start throwing in questions like 'hey, what does that  fancy mod do?' :)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Anysy on October 16, 2013, 02:52:02 PM
Oh man new hull mods? I ahvent seen deflectors or powered armor before! what do they do?!?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Supernova on October 16, 2013, 08:51:13 PM
Instead of playing Space Freighter sim 0.6.1a play Ironclads like its supposed to be played:

I've found that the ISA starter ship can take out freighters pretty easily. So after choosing all the "player story" options that would make my character combat centered I turned to piracy right away. Which pretty much means choose the mercenary as the last option.

You just have to head over to the blue factions planets, kill 1 or 2 freighters, return to your home base with their items, sell, then repeat until you have a comfortable amount of $. Make sure you save before a battle that carries any risk at all, since all it takes is for something to sneeze on you and poof, the ship is gone. That being said don't be afraid to take some damage to your ship from the freighters weapons, just stick to shooting the same spot on them over and over again until they go pop. You can always back away and vent than get back into shooting it up thanks to the speed of your ship and the sluggishness of the freighter.

Once you have something like $10-$15k buy the ship that costs about $2600, which in my opinion is very inexpensive for how good it can be. Arm it as best you can then continue the freighter hunting. I say as best you can because I have no doubt that you wont find all the weapons in the standard hull version, but pretty much all the weapons that you can equip on the ship are powerful enough to fight reasonable enemies.

You buy more of the $2600 ships and start building your fleet from there. Once there is more than just one of those ships in your fleet you may have to start making circuits around your factions planets to find the weapons. Don't be afraid to have them go into battle with only 2/4 or 3/4 of the weapon slots filled.

At this point on my current save I got lucky and captured a Blue faction destroyer that is pretty powerful which kind of kick-started my game and I was able to take on more enemies after only having bought 3 frigates. Obviously this may not happen for you but continue buying ships that you know you have the funds to support the larger ships, at this point the game should be familiar to you. Keep putting points into the combat training so you can get that faster muzzle velocity that you should treasure.

Thanks to a save problem (I eventually fixed) that prevented me from replaying saved games I had to start over like 6 or 7 times, and this became the formula that I used to move forward in the game.

This way you can have fun fighting ships while making money and building your fleet. No need for that mind-numbing back and fourth trading.
I don't know how well you can do this with other factions as I have not played them, but i doubt it would be much different.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Anysy on October 16, 2013, 09:10:07 PM
I just kinda sit in ISA space blowing up freighters all day without bothering to loot. Not really sure if its faster, but making shopping trips is boring. at 2k+ per freighter, and usually enough supplies and fuel to keep going immediately onto killing the next freighter
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 16, 2013, 10:35:13 PM
Credits from CPUs are gone in 6.2, but each fleet now produces loot in the way of low- and high-tech components and tokens (if they are pirates or navy).
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: NoImageAvailable on October 16, 2013, 10:41:16 PM
Credits from CPUs are gone in 6.2, but each fleet now produces loot in the way of low- and high-tech components and tokens (if they are pirates or navy).

Wait, what? Do you mean the next Ironclads version or is there some announcement regarding the next Starsector patch somewhere? Also, considering how easy it is to make money through trade I don't think nerfing combat profitability is a good idea.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 16, 2013, 11:15:04 PM
Ironclads ofcause. I can`t speak for the Starsector :)

I never understood how is it possible to get credits from CPU cores. And how its actually possible to get any credits from battle at all without salvaging and trading the loot.

A normal fleet encounter in 6.2 will give you pretty lots of low-tech components and high-tech components depending on the amount of FP of destroyed ships. A single 5 FP freighter will give you around 10-20 low-tech and 0-5 high-tech comps (translate it into money and you`ll get slightly more than you usually get in credits for that, BUT you`ll have to carry it somewhere or store at ASF / reactivated base for further transportation).
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 16, 2013, 11:21:00 PM
Oh man new hull mods? I ahvent seen deflectors or powered armor before! what do they do?!?

Deflectors reduce damage taken from ballistic weapons by 20%, but also reduces flux dessipation rate by 20% (they are always active and need some energy).

Powered Armor increases armor HP by 20% and reduces all damage taken by 20%, BUT completely removes the shields (not possible until Starsector 6.2 though).

Burn regulator reduces fuel consumption by 25%, but also reduces max burn by 1. Overburner does the same, but in reversed mode - adds +1 burn at a cost of extra 30% fuel. Both are available from start. Overburned is cheaper than Unstable Injector and does not reduce drive`s HP :)

Energy Absorbers reduces energy damage taken by 20%, but at a cost of -10% armor HP.

All these mods are available for Applied Psysics of level 3, 5 and 7 respectively.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 16, 2013, 11:22:40 PM
I just kinda sit in ISA space blowing up freighters all day without bothering to loot. Not really sure if its faster, but making shopping trips is boring. at 2k+ per freighter, and usually enough supplies and fuel to keep going immediately onto killing the next freighter

IRC 6.2 will give some random escorts to some of the freighters. These will be randomly added by script at fleet`s creation.

Yeah, i`m making 'easy money' not so easy to farm.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: NoImageAvailable on October 16, 2013, 11:31:58 PM
Ironclads ofcause. I can`t speak for the Starsector :)

Yes, but Ironclads is already up to 6.3, so why would the next version be numbered 6.2?
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 16, 2013, 11:40:15 PM
Emm.., 6.4 i meant :)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Anysy on October 17, 2013, 12:39:48 AM
I just kinda sit in ISA space blowing up freighters all day without bothering to loot. Not really sure if its faster, but making shopping trips is boring. at 2k+ per freighter, and usually enough supplies and fuel to keep going immediately onto killing the next freighter

IRC 6.2 will give some random escorts to some of the freighters. These will be randomly added by script at fleet`s creation.

Yeah, i`m making 'easy money' not so easy to farm.
are you 'fixing' trade routes then?

I feel like removing the ability to do simple freighter farming would make the early game far too tedious.. On he bright side, itll make trading the only actual way to make money when you start, which I think is what you were going for.

I dunno, it feels like a really odd move.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: TrashMan on October 17, 2013, 01:15:04 AM
Do what real pirates do - pick your targets carefully.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 17, 2013, 02:55:39 AM
I just kinda sit in ISA space blowing up freighters all day without bothering to loot. Not really sure if its faster, but making shopping trips is boring. at 2k+ per freighter, and usually enough supplies and fuel to keep going immediately onto killing the next freighter

IRC 6.2 will give some random escorts to some of the freighters. These will be randomly added by script at fleet`s creation.

Yeah, i`m making 'easy money' not so easy to farm.
are you 'fixing' trade routes then?

I feel like removing the ability to do simple freighter farming would make the early game far too tedious.. On he bright side, itll make trading the only actual way to make money when you start, which I think is what you were going for.

I dunno, it feels like a really odd move.

What i did is 1. replaced odd credits after battle with loot that gives you more money, but needs to be hauled (thus - needs a freighter, thus - some way to increase its speed) and 2. gave 50% of lone traders in the mod a single gunship or a wing of civilian fighters as escorts to make killing them a bit difficult.

You still will have your freighter farming, but now you`ll have to invest in cargo, speed and some anti-fighter defences in case of getting an escorted trader. You can get an ASN card, a freighter and just sit around the nearest storage facility to bring your loot there. You can even leave you cargo ship on it and focus of hunting with hauling loot once in a while.
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 17, 2013, 07:51:06 AM
Added a Stellar Chance Lottery that can be accessed in Special Offers of any trading stations.

A ticket costs 1000 credits and provides a very slim chance of winning either a ship or a couple of guns or a sum of money or a skill point or an ASN access card. Chances of getting one of listed things are 1/5, but chances to get something from a lottery itself are slim. Very slim :)
Title: Re: Project Ironclads, version 6.3 (0.6.1a)
Post by: Okim on October 17, 2013, 09:30:47 AM
Uploading a new 6.4 version (http://www.lordsofthestars.com/other/Sector/ironclads6.4.rar).

As usual - changelog here: version (http://www.lordsofthestars.com/other/Sector/readme.txt).

Note - this version (and i believe that actually 6.3 and 6.2 either) do not require Lazy Lib. The amount of changes, however, will render your current save incompatible (at least it did for me). If it didn`t ruin your save - that it might bug or even crash it at some point (due to new system for reactivation/salvaging/hacking).

Changes not included in changelog:
- Hack-Master-2100 can now be used to permanently hack either supply depot or storage facility.
- Station Activation Chip now costs 7500, but can not be reused.
- added a new ship to the Marauders and a new fighter wing to ISA. these are in changelog actually

Warning  - build is not properly tested an may contain broken dialogues and similar stuff. Report if you find anything.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 17, 2013, 10:11:10 AM
Updated OP with some screenshots of trading, mining, salvage, reactivation etc. Just to show how this looks in the game.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: warponeyz on October 17, 2013, 12:34:39 PM
i know this is a little delayed but miss last patch notes thank u sooo much for the chance of fighters not leaving hulls around omg was sooo annoying lol
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 17, 2013, 01:38:22 PM
Yeah, but i think i did smth wrong with it - i don`t see fighter hulls at all now  ???
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: TimeDiver on October 17, 2013, 02:05:16 PM
1. Just had to point out that there are 3 extra .jar files within the 'IroncladsDialogs.jar' file whose checksums match those from vanilla v0.6.1a.

2. A whole truckload of .variant files have a blank 'displayName' field, thus leading to a fairly irritating visual gaffe on the ship refit screen.

3. Also, being something of a tinkerer, no longer being able to tweak the current mining efficiency of/add additional ships to the list of valid mining ships is a tad annoying, so I put forth the following request/inquiry:

In a future release, would it too much trouble to ask for the appropriate .java file(s) that specify the above, to be re-located to the mod's 'data\scripts' folder for said tinkering, or does the new dialog-driven approach mandate the pre-compiled scripts in the .jar file?
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Trylobot on October 17, 2013, 02:38:50 PM
I believe that it's entirely possible to have some mod scripts in a jar, and some not (untested)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Zaphide on October 17, 2013, 02:53:19 PM
I believe that it's entirely possible to have some mod scripts in a jar, and some not (untested)

Yep you can.

But I have found that classes 'outside' a jar (as in, just as separate .java files) can't be referenced from classes housed 'inside' a jar; it appears to be a class-path issue (at least that is as far as I got. It should be possible but it appears StarSector overrides/doesn't use any classpath settings you specify for a jar). Classes outside the jar can obviously access those inside a jar.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Sproginator on October 17, 2013, 03:05:37 PM
I just spent a long ass time, bashing away at this goddamn lone Blood Skulls destroyer, Took it on (WHILE IT HAD LOW *** CR) in a heated battle with my destroyer, 2 frigates and a fighter wing

I FINALLY scored the damn kill, got no option but to board it, okay. Figured *** it, may aswell.

"The ship blew up all your assault teams and got away, lol *** you"

Right, whatever, reload and just blow it up instead then

So i reloaded the save file, attacked and and instead chose to just destroy the damn thing first as last

Then, when I choose to Engage the Ship from a distance

THE *** THING GETS AWAY!

I BLEW IT UP, IT DIED, I SAW IT!

I chase that *** ship around the map, Catch up to it, decide to hard dock and board it to see what THAT would do,

BOOM, IT ACTIVATES ITS SELF DESTRUCT, BLOWING UP MY 2 FRIGATES AND DAMAGING MY DESTROYER?!?!?!?!?

I *** HATE this game now. Congrats Alex, Way to ruin it

(I'm making this into a topic too, *** sakes)

Yes I know I swore alot, but today I saw the game I fell in love with do a giant goddamn U-Turn and ruin itself. Whatever
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 17, 2013, 03:09:10 PM
Quote
1. Just had to point out that there are 3 extra .jar files within the 'IroncladsDialogs.jar' file whose checksums match those from vanilla v0.6.1a.

Seems like source libraries got copied to the output jar. Will see the settings if its possible to get rid of them.

Quote
2. A whole truckload of .variant files have a blank 'displayName' field, thus leading to a fairly irritating visual gaffe on the ship refit screen.

Freighters mostly, but i`ll see to it.

Quote
3. Also, being something of a tinkerer, no longer being able to tweak the current mining efficiency of/add additional ships to the list of valid mining ships is a tad annoying, so I put forth the following request/inquiry:

In a future release, would it too much trouble to ask for the appropriate .java file(s) that specify the above, to be re-located to the mod's 'data\scripts' folder for said tinkering, or does the new dialog-driven approach mandate the pre-compiled scripts in the .jar file?

Not going to happen. Whatever has got into jar has no comming back (and eventually the majority of the mod will end up there).

To be honest - someones tinkering with the mod is a much less priority than mine comfortable and easy to do coding. IntelijIDEA provides all i need, but it requires all the source files be put inside the jar.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 17, 2013, 03:15:35 PM
I just spent a long ass time, bashing away at this goddamn lone Blood Skulls destroyer, Took it on (WHILE IT HAD LOW *** CR) in a heated battle with my destroyer, 2 frigates and a fighter wing

...

I walltext of rambling :)


Yeah. I hate it too. Especially when you get a juicy CR trying to run away. Boarding it most surely will result in a BOOM that will take a lot of ships with it. Trying to blow it would result in it running away with tons of juicy loot on board.

I usually don`t bother trying to board anything.

EDITED:
I actually had an idea not so long ago to make a hull mod or probably even a specialised ship that is best suited for boarding. I know where to dig out the boarding code and what exactly is used in it (btw, a lot of random i must say). So putting extra lines in there regarding a hull mod/new ship is not so difficult. Not a priority though.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Sproginator on October 17, 2013, 03:20:18 PM
I had no CHOICE but to board, if i try to blow it up, it gets away and i lose everything and have 0 *** CR and no supplies to recover with.

If i board it, I lose 2 frigates, and it dies. But I have pretty *** supplies and no hope of reaching a friendly base

That's not bad luck, that's ***
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Sproginator on October 17, 2013, 03:23:23 PM
Okim, May i upload the Ship_Data csv file to my "Rant" so that I can prove my point?
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 17, 2013, 03:25:11 PM
Well, i can`t connect Ship_Data.csv with the boarding action, so i`d like to see what it would proof.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Sproginator on October 17, 2013, 03:32:03 PM
Nono, That's just for me, I use a half-CR Deployment cost version i made, It's alot more fun and good to practice with
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 17, 2013, 03:37:51 PM
I wrote you in that rant thread of yours.

I have a feeling that i might be the reason of your bad opinion of the game ::)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Sproginator on October 17, 2013, 03:39:29 PM
I wrote you in that rant thread of yours.

I have a feeling that i might be the reason of your bad opinion of the game ::)

No sir, You are the very reason I keep playing, You and the rest of this community. The modding community is fantastic, If we had this kind of thing for all the other communities, The internet would be bliss.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: TimeDiver on October 17, 2013, 04:32:05 PM
Not going to happen. Whatever has got into jar has no comming back (and eventually the majority of the mod will end up there).

To be honest - someones tinkering with the mod is a much less priority than mine comfortable and easy to do coding. IntelijIDEA provides all i need, but it requires all the source files be put inside the jar.
Message received and understood.

Additional bug report: when turning in Jolly Roger badges/marks to Security Stations, the dialog option displays as: "Exchange 0 Jolly Roger(s) for 57500 credits" even though I had 23 in my fleet inventory.

That said, the actual exchange performed as intended, and the feedback dialog displayed properly ("Received 57500 in exchange for 23 collected Jolly Rogers"), so minor gaffe only.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: SpaceRiceBowl on October 17, 2013, 05:20:20 PM
One more bug report, getting fatal nulls whenever I try and put on Power Armor Hull Mod to the mothership.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Piemanlives on October 17, 2013, 07:02:20 PM
Not sure if this has been recorded but when winning guns in the Lottery you do not receive them.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 17, 2013, 10:05:00 PM
Jolly Rogers use some other tokens for displaying the 'exchange' quantity (probably RSF Eagles). Will fix it.

Wait. Mothership? That`s a bug as you cannot salvage it in Ionclads. As for the reason of the crash - its probably due to it having no shuelds.

Winning a weapon - yeah, that must be a bug with random generator playing nasty things.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 17, 2013, 10:06:05 PM
So, how do you find the new 'no-creds-for-battle-just-only-loot' system?
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 17, 2013, 11:23:57 PM
After reading Sprog`s rant about boarding i began to think that it indeed needs some tweaks.

So... taking into account that you usually end up salvaging NEAR the ships that are now hulks - there wont be any freaking chance of ship running away if you choose to blow it up. IF it didn`t run during battle or pursuit - NO WAY it could instajump out of the heat of the salvaging operation.

Now i just need to find this data (i know where to look) and put some '//' where needed :)

Later i`ll add up specific hull mods like boarding pods that will drastically increase your chances of success.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Sproginator on October 18, 2013, 02:18:26 AM
Thankyou, Okim. Literally the only reason I stick around right now
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: KAPbl4 on October 18, 2013, 09:41:36 AM
The best update ever, imho.

I`m watching this thread since 5.1, modified Ironclads several times (mostly for more massive and brutal fights) and now trying to create my own mods. Studying photoshop and jawa, anyway.

Trying to kitbash Chelyabinsk-class destroyer. Practically - bigger version of standard RSF ramming ship, Omsk. Burndrive + battleship-grade armor + 4 large missile hardpoints (for new 300mm NURS) + very effective, but very narrow front shield with big gap between shield and hull (not for defense, but to cut enemy)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Wunder on October 18, 2013, 10:30:47 AM
Short shield+ use it like a weapon= Energy Axe  :D ;D ;) :)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Wunder on October 18, 2013, 10:36:23 AM
I Killed a rock fly and got 6 eggs and 8 organs and on
IM RICH (First reaction)
Now What to buy....
Or Steal..........................
Or Kill for More weapons because no godamn store has any anymore
Or Just buy......
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: KAPbl4 on October 18, 2013, 10:54:38 AM
Short shield+ use it like a weapon= Energy Axe  :D ;D ;) :)

Indeed. Main close combat weapon of Neutrino ships - now in Ironclads ;D

Quote from: GGMC
I Killed a rock fly and got 6 eggs and 8 organs and on
IM RICH (First reaction)
Now What to buy....
Or Steal..........................
Or Kill for More weapons because no godamn store has any anymore
Or Just buy......

Just join any military
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 18, 2013, 11:21:21 AM
Yeah, join any military. Or join pirates for more fun (everyone will be very angry with you).

Military gives access to advanced toys and ships, pirates provide limited access to mentioned toys and ships.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 18, 2013, 11:26:27 AM
I`m currently trying to wire in sliders for trading. This will allow you to buy whatever you wish ranging from 1 unit to 'your credits/price of the given resources' units.

BUT! Every cool system has its freaking BUTS... Here what happens with 4 buy/sell slider options on one screen: large pic here  (http://www.lordsofthestars.com/other/sliders.jpg)

There are no scrollbars in dialogue options (unless i found no way to add them), so the abundance of various options will overlap the GUI like on that pic.

I currently have only one idea how to fix it - leave the sell options as they are now (just one stroke-option that sells all of your stuff). This way the option on the bottom will exactly fit the screen without any stupid overlaps.

The other problem with using sliders - is that it does not show you the exact cost of all the resources you are going to buy.

And the third issue - each slider must have its own option ('buy that') in order to work properly.

Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Sproginator on October 18, 2013, 11:28:43 AM
Get on skype okim :D
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 18, 2013, 01:01:41 PM
Huh, its a bit late here locally :)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: DatonKallandor on October 18, 2013, 02:20:49 PM
Yeah, but i think i did smth wrong with it - i don`t see fighter hulls at all now  ???

That's not that bad really. It makes fighting fighters less of a crapshoot because they can't turn into 1k damage missiles randomly (especially when the hulk spawns on top of your ship because they don't have collision while alive).

It does mean some of the fighters might need a buff since on the whole they'll just be less effective in combat than they used to without the huge unintended damage spikes.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Sarolveldruk on October 18, 2013, 09:40:20 PM
I'm having a bit of trouble with this mod. The game seems to crash whenever I try to engage a fleet or mine an asteroid, and those may not be the only things that trigger it. I started out as a freight pilot, amassing a considerable fortune through trading alone (which I have been enjoying thoroughly). Then I got bored and cobbled together some combat ships and tried engaging the Black Widow pirates but then the aforementioned occurred.

I get a number of messages that point out the error, like this one:

(http://i.imgur.com/rcDdzKo.png)

I would offer more information, but I don't know what else to provide or where to find this 'Starsector.log' file.


I was being silly and forgot to update the game to the latest-latest version. Woops.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: NoImageAvailable on October 18, 2013, 11:45:54 PM
It does mean some of the fighters might need a buff since on the whole they'll just be less effective in combat than they used to without the huge unintended damage spikes.

I'm pretty sure fighters are fine, considering the way Sukhois obliterate everything that isn't a cruiser or battleship. The Tupolevs on the other hand...
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: valdukin on October 19, 2013, 06:44:53 AM
Hi I'm new to this mod (and game!) I'm having problems loading a save I made yesterday. It starts to load save, then starts freezing and eventually comes up with an error saying something about compatibility, but I am currently using the most recent version of mod and game, from which the save was made. The error tells me to check logs but the logs are empty. Can somebody help?

I think it may have to do with changing the vmparams as stated in the OP, but cant find the file I need to edit. If this is the problem can someone give me baby steps in finding it? thanks for any help and great game and mod cant wait to see where it goes!

ps sorry if this fix is stated else where tried searching the forum for it.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 19, 2013, 07:11:00 AM
Welcome to the forums.

Please re-read the OP. Especially the part for Mac users.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: valdukin on October 19, 2013, 07:23:55 AM
Thanks for the help, cant believe I missed that bit ;)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: DatonKallandor on October 19, 2013, 09:39:13 AM
It does mean some of the fighters might need a buff since on the whole they'll just be less effective in combat than they used to without the huge unintended damage spikes.

I'm pretty sure fighters are fine, considering the way Sukhois obliterate everything that isn't a cruiser or battleship. The Tupolevs on the other hand...

The heavier bomber style fighters yeah - but things like the basic machinegun + 1-shot anti-fighter missile Russian squadron are far less potent than they used to be. And certainly not 3-supplies-a-day (which also means 3 logistic slots) good.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: conorano on October 19, 2013, 10:37:52 AM
bug report.

the nexus trading station does not want to buy my exotic minerals even though it says it buys them.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 19, 2013, 12:16:03 PM
Thanks, will see to it.

So, i got no comments on this post:

Quote
I`m currently trying to wire in sliders for trading. This will allow you to buy whatever you wish ranging from 1 unit to 'your credits/price of the given resources' units.

BUT! Every cool system has its freaking BUTS... Here what happens with 4 buy/sell slider options on one screen: large pic here

There are no scrollbars in dialogue options (unless i found no way to add them), so the abundance of various options will overlap the GUI like on that pic.

I currently have only one idea how to fix it - leave the sell options as they are now (just one stroke-option that sells all of your stuff). This way the option on the bottom will exactly fit the screen without any stupid overlaps.

The other problem with using sliders - is that it does not show you the exact cost of all the resources you are going to buy.

And the third issue - each slider must have its own option ('buy that') in order to work properly.


I`m going to switch the whole trading system to these selectors. Currently i have 3 ways which i want to do that:

1. once you enter trading dialogue you`ll get just options to buy and sell. By clicking on any option you`ll be moved to a screen that contains selector only for that specific resource. It will check your credits and put a max value for the selector depending on it. Clicking on buy will accomplish transaction and move you back to trading dialogue. This is a ONE-EXTRA-CLICK method.

2. put all selectors in one menu with corresponding buy options for each (how it is shown on that screenshot). Selecting the value and clicking 'buy' will make a transaction and update the menu. The problem with this one is that i`ll be forced to make all sell options like they are now to free some space for the dialogue options (sell all amount of resource that you have in cargo). This is a ONE-LIST method.

3. This method limits the amount of trade options by 3 per each station (currently most of them have 4). This means that i`ll have to make more diverse trading system with some mining facilities selling 2/3 mineral types and factories producing/buying one less position. This is a 3-OPTIONS method.

I`ll collect your votes before the next week end and will start putting in the method that got the most votes (btw, what`s wrong with the poll system of this forum? Can`t find it...)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Blade Skydancer on October 19, 2013, 03:10:58 PM
I think the simple "buy" and "sell" menues will work best, myself. I don't mind one simple extra click to make way for buying hordes of things, or to be able to sell my entire cargo hold at once. The sliders are going to be a massive time saver that one extra click won't do anything to, really.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Dabclipers on October 19, 2013, 04:02:26 PM
Honestly I dont know where to start with this mod.  Its quite a interesting feeling.  I don't really know what goals I should be striving for, or if there are any objectives that I need to complete.  Could anyone help out with what the beginning stages of this mod should be spent doing?  The spawning shuttle can not win any fights regardless of the strategy used, and in my history of Starsector that is the only thing I'm used to doing haha.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 19, 2013, 04:19:51 PM
Depends on what you have picked as your last option.

1. pirate hunting if you picked a merk ship or skills
2. trading if you picked freighter or resources
3. piracy if you picked other options

Starting shuttle even with civ-grade weapon can defeat 1-ship traders, especially RSF and UIN.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Dabclipers on October 19, 2013, 04:23:40 PM
I would prefer pirate hunting.
Not that interested in trading.
Dont want to prey on civilian ships, meh, might make a exception.

So the Merc ship is a good investment?  Perhaps I will sell the shuttle and use the Merc ship as a standalone and see if I can find some low level pirates.

Will see if any of this works. Thanks
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: ValkyriaL on October 19, 2013, 05:12:23 PM
Save gets corrupted 10 minutes after starting it, and me aswell, have no clue where to start, the ship you start with is worse than garbage, there is nothing to fight for miles and you run out of fuel before you can get anywhere, guess i have to invest some serious time in this, if you can only get to the pirate system and then somehow not run out of supplies/money/fuel or die then you are set to roll with the big boys later on. :P

I asked for difficulty, i got plenty here. :P

( every time, save corrupts itself after like 10-15 minutes of playing, you have something fishy going on here. :-\)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 19, 2013, 11:16:32 PM
Save gets corrupted 10 minutes after starting it, and me aswell, have no clue where to start, the ship you start with is worse than garbage, there is nothing to fight for miles and you run out of fuel before you can get anywhere, guess i have to invest some serious time in this, if you can only get to the pirate system and then somehow not run out of supplies/money/fuel or die then you are set to roll with the big boys later on. :P

I asked for difficulty, i got plenty here. :P

( every time, save corrupts itself after like 10-15 minutes of playing, you have something fishy going on here. :-\)

 >:(

read... the.. OP... please...
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 19, 2013, 11:18:32 PM
I would prefer pirate hunting.
Not that interested in trading.
Dont want to prey on civilian ships, meh, might make a exception.

So the Merc ship is a good investment?  Perhaps I will sell the shuttle and use the Merc ship as a standalone and see if I can find some low level pirates.

Will see if any of this works. Thanks

You`ll need the shuttle to haul the loot. Since Ironclads no longer produce credits for killing fleets - you`ll need some cargo capacity to haul the loot that destroyed ships produce.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Wunder on October 20, 2013, 02:27:31 AM
There is still minor (but fun) bugs around the mod, im not sure if they were intended, I bought an U.K Massdriver at a Pirate pit.
I like the Idea Of a Rock fly fleet
Like Rock fly Babies as fighter wings
Children as Frigates
Teens as Destroyers
Adults as cruisers
and giant elders as capitals!
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Erick Doe on October 20, 2013, 04:46:52 AM
A nice idea. I'd personally go for something with a bit more insect terminology:

Rock Fly Larva (drone)
Rock Fly Hatchling (fighter)
Rock Fly Adolescent (frigate)
Rock Fly Adult / Drone (destroyer)
Rock Fly Elder (cruiser)
Rock Fly Broodmother / Broodqueen (capital)

Perhaps add hull mods or ship systems involving a natural carapace, cuticle (exoskeleton) and chitin. Dissolvent mucus? Gosh this makes me want to set up a Zerg-ish or insectoid mod.  :D
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: TescoBag on October 20, 2013, 06:26:14 AM
Save gets corrupted 10 minutes after starting it, and me aswell, have no clue where to start, the ship you start with is worse than garbage, there is nothing to fight for miles and you run out of fuel before you can get anywhere, guess i have to invest some serious time in this, if you can only get to the pirate system and then somehow not run out of supplies/money/fuel or die then you are set to roll with the big boys later on. :P

I asked for difficulty, i got plenty here. :P

( every time, save corrupts itself after like 10-15 minutes of playing, you have something fishy going on here. :-\)

 >:(

read... the.. OP... please...

I have read the OP, and I can see that you need to make changes to the vmparams file in the starsector root folder, but when I open that there aren't any settings at 512? Any ideas?
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: ValkyriaL on October 20, 2013, 07:07:30 AM
There are,

Spoiler
Quote
java.exe -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms512m -Xmx512m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 20, 2013, 08:54:27 AM
Thanks Valk, i`ve added this to original post.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: ValkyriaL on October 20, 2013, 09:02:57 AM
hmmm. odd, i can't change that value, because the program is apparently opened somewhere else, which shouldn't be possible since i just restarted the computer.

my computer acting funny again... Gdammit. >:(
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 20, 2013, 09:09:08 AM
hmmm. odd, i can't change that value, because the program is apparently opened somewhere else, which shouldn't be possible since i just restarted the computer.

my computer acting funny again... Gdammit. >:(

It might be read-only or require admin rights. Or both. I have admin accont with absolute rights on my PC, so i haven`t encountered these issues (but i heard some complains about this else where).
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: ValkyriaL on October 20, 2013, 09:26:32 AM
i worked around it by saving it elsewhere with the changes, deleting the original and putting the changed one in, lets hope it works.

( it does, i'm so good :P)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: TescoBag on October 20, 2013, 02:59:44 PM
There are,

Spoiler
Quote
java.exe -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms512m -Xmx512m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
[close]

Awesome, thanks for this.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Wunder on October 20, 2013, 03:01:56 PM
A nice idea. I'd personally go for something with a bit more insect terminology:

Rock Fly Larva (drone)
Rock Fly Hatchling (fighter)
Rock Fly Adolescent (frigate)
Rock Fly Adult / Drone (destroyer)
Rock Fly Elder (cruiser)
Rock Fly Broodmother / Broodqueen (capital)

Perhaps add hull mods or ship systems involving a natural carapace, cuticle (exoskeleton) and chitin. Dissolvent mucus? Gosh this makes me want to set up a Zerg-ish or insectoid mod.  :D
Very Interesting
If the Broodmother is common with rock fly families
Maybe suggest a supercapital.
But Broodmother is the Largest I can think of :'(
Unless, Rock Fly Male.
Also, make sure to make the weapons at pirate bases a little bit less of a random space. Those Assault Massdrivers I had alot of fun with  ;D
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: ValkyriaL on October 20, 2013, 03:56:05 PM
guess i need 64-bit java to play this, it corrupts after a certain amount of time. even with more memory. :'(
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 21, 2013, 12:09:30 AM
guess i need 64-bit java to play this, it corrupts after a certain amount of time. even with more memory. :'(

Just in case - force 'savecompression' in starsector-core/data/configs/settings file. Mod does it on its own, but something might not work properly here.

And about 64-bit java - i`m using 32 one. At least my win7-64 says so in processes. So i don`t thing that this is the issue here (though i`m not sure).
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: ValkyriaL on October 21, 2013, 01:11:58 AM
seems i've got 2 files of Java, Java 7 update 21 (presumed 32 bit) and Java 7 update 25 (64-bit) so i deleted the 32 bit one, probably didn't need that anyway. perhaps it will work better now? either it was that, or ironclads has a sneaky memory leak, or i'm just very wrong and should be quiet now. >.>
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 21, 2013, 01:20:04 AM
I was told that in order to properly create jars for the mod i need to use java 6. Not sure if this can cause any troubles with your rig though.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: NoImageAvailable on October 21, 2013, 02:06:58 AM
Starsector comes with its own JRE in the game's directory. To get it to run with 64bit Java you need to manually point it to your JRE install directory or replace Starsector's Java folder with the 64bit JRE one. See the Excelerin thread, the OP has instructions how to do that. However, this is only necessary if you want to increase Starsector memory usage beyond 1GB.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: KAPbl4 on October 21, 2013, 08:57:05 AM
Just one question:

I atomized several ISA system defense fleets and get about 500 "Five-Stars". Now I can't get bounty for them. Is it the bug or feature? Russian military haven't so much money just like IRL?
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 21, 2013, 11:29:51 AM
Just one question:

I atomized several ISA system defense fleets and get about 500 "Five-Stars". Now I can't get bounty for them. Is it the bug or feature? Russian military haven't so much money just like IRL?

Bounty is only available at military outposts. Bring your five-stars to Barnard`s Star.

If it has no option to sell the 5-Stars - than its a bug. You need to access trading network in order to sell them, BTW.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Maduk on October 21, 2013, 11:35:01 AM
For some reason, Crimson Snakes seem to be afraid of my Mule-class freighter on the world map. They pursue me, but retreat just before reaching me, then turn back and resume the pursuit, many times in a row. I've had it definitely happen with a single Crimson Snake, and possibly with multiple ones.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: KAPbl4 on October 21, 2013, 11:44:39 AM
Just one question:

I atomized several ISA system defense fleets and get about 500 "Five-Stars". Now I can't get bounty for them. Is it the bug or feature? Russian military haven't so much money just like IRL?

Bounty is only available at military outposts. Bring your five-stars to Barnard`s Star.

If it has no option to sell the 5-Stars - than its a bug. You need to access trading network in order to sell them, BTW.

Ok, thanks
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 21, 2013, 11:50:25 AM
For some reason, Crimson Snakes seem to be afraid of my Mule-class freighter on the world map. They pursue me, but retreat just before reaching me, then turn back and resume the pursuit, many times in a row. I've had it definitely happen with a single Crimson Snake, and possibly with multiple ones.

That`s not related to mod. Starsector makes fleets break pursuit after some time considering that target is too fast to intercept.

BTW, you might post it on support forim as this is probably not working as intended.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 21, 2013, 11:27:43 PM
A small announcement.

1. trading.

Since i got no actual responses regarding the future of trade system - i made what i decided to be the best for the mod.

So, the option '3-CHOICES' is now a winner! What does it mean? Well, each station now has maximum of 3 options for buy/sell. Each option has it specific selector ranging from 0 to credits/price values. Selling selector depends on the amounts of resources in your cargo.

This makes some mining facilities, factories and ship yards to sell/buy only specific resources (like Vega MF no longer selling common ores). On the other hand this allows me to nullify the in-system trade routes that previously were in the mod.

And this gives me some extra space to add new systems! Thus a new 'Serp I Molot' system was placed in the middle of RSF space with a mining facility that does not sell exotic minerals. The same will be made for ISA. XLE and UIN will not get extra mining facilities.

2. new skills

With the help of Alex i managed to put into the game two new skills - Trading and Mining. Both are children of Industry affinity tree.

Trading provides a 2% discount and 2% price increase for buying/selling resources per skill. At level 5 it adds 20% cargo space to all civilian ships in the fleet. At level 7 it grants a 50% discount on buying special offer items.

Mining improves manual surveys by adding 0.1 per skill to each resource deposit (1 = abundant) and improves mining efficiency by 2% per skill. At level 5 it cuts down the mining supply consumption rate by 50%. At level 7 it reduces deposit depletion rates by 50%.

Plans are for putting in Salvaging skill that will get extra loot after combats and during wreck salvage and at level 5 reduces casualties for wrecks salvaging by 50%. At level 10 you`ll be able to pick all three options for wreck salvaging (A perk named 'Leave Nothing Behind').

There is also an idea to add 'Boarding Tactics' to Leadership affinity that will improve boarding party`s strength per skill, nullify chances of enemy ships to run away during hard docks (level 3) and reduce casualties and chances of enemy getting away during launch from distance by 50% at level 5.

3. captain`s journal

An idea to make a 'codex' that would be accessible by pressing a specific key and that will contain info on the explored sector came to me quite a long time ago. Now when i nailed down all the trading system issues, added asteroid mining and various stations` interaction options - i can start making this major project.

The plans for the journal is to:

1. show surveyed asteroid fields (deposits, location)
2. show known Abandoned Stations and Wrecks (location, explored - y/n)
3. show known Automated Depots/Storages (location, hacked - y/n, cargo - y/n)
4. show known pirate hideouts
5. show player stats (wins/loses, fleet points destroyed per faction, fleet points lost, resources mined, wrecks salvaged, stations reactivated, resources traded etc)
6. show diplomacy (player`s relationships to other factions)
7. show fuel/supplies/days needed to get to current destination
8. show various achievements (get 100k for selling, kill 100 FP fleet with less than 25 FP losses etc).
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Lord Vetch on October 22, 2013, 01:01:31 AM
Quick question.... I just killed a Rock Fly and it dropped an egg. Does this egg hatch and give you a playable rock fly or......
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 22, 2013, 01:41:33 AM
Not in current version :)

Sell it via basic supply/fuel/crew buy screen. Since you no longer get credits for defeating your enemies - Rock Fly`s loot is your main and only profit for taking it out. Eggs being one of the most expensive trophies (if not the most expensive one).
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: EndersGaming on October 22, 2013, 07:05:55 AM
Quick installation question.  I downloaded the mod and placed the zipped folder in the mods folder like normal.  I also modified the vmparams file as mentioned on the front page.  When I load up the game and try to select it, however, no mods are listed (not even lazylib).  This is with a fresh install of 0.6.1a.  Is there a step I am missing or is it a new bug?  Thanks for any help.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Shoat on October 22, 2013, 07:47:25 AM
Quick installation question.  I downloaded the mod and placed the zipped folder in the mods folder like normal.  I also modified the vmparams file as mentioned on the front page.  When I load up the game and try to select it, however, no mods are listed (not even lazylib).  This is with a fresh install of 0.6.1a.  Is there a step I am missing or is it a new bug?  Thanks for any help.

Unzip.

As far as I know, the launcher only looks for folder structures inside the mod folder, not for archives of any sort.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 22, 2013, 07:47:51 AM
Yeah, unzip.

And just to mention - Ironclads no longer require LazyLib.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: EndersGaming on October 22, 2013, 07:50:39 AM
Thanks for the help.  It works now!
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 22, 2013, 08:13:47 AM
Don`t be getting too far in the game as i`ll roll out a new update in a couple of days ;)

Nothing critically uncompatible though - just a couple of new systems and stations that wont spawn in saved games.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: valdukin on October 22, 2013, 08:20:57 AM
Hey having problems loading saves again changed the vmparams as stated in the OP, worked for awhile, but now having the same problem. Playing on a imac snow leopard osx. Any other tips I can try out to get this to work? Thanks in advance
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 22, 2013, 09:02:34 AM
Try this: http://fractalsoftworks.com/forum/index.php?topic=431.msg118989#msg118989

Other than this i have no idea what to suggest.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 23, 2013, 09:45:22 AM
Is there a way to obtain the alien mothership? I know there is a script to make the rock fly unobtainable, and no the previous versoin of iron clads, I know you could obtain alien ships, but I have not been able to try and board a single one. Mayby I am just being unlucky.

Anyway,  I am really enjoying the mod so far, but in the pirate stations, where it gives you the option to switch between ships or items you can just swap with hot keys, although you probably already know this.

Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 23, 2013, 10:42:52 AM
1. in current version you can no longer board aliens, AI and Rock Flies. You get some expensive stuff for them and weapons.

2. yeah i know. Unfortunatelly its impossible to force some parts of the GUI to be disabled, so you can indeed visit everything on pirate base. This will be adressed in the future by providing an unlimited access to stations special offers, cargo and ship yard until you leave the station. If you leave and revisit it - you`ll have to pay again.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 23, 2013, 10:54:37 AM
Ok then thanks. From using the current version of ironclads, could I go back to the previous version, so I could capture aliens, or is there a way I could allow myself to be able to capture them?

Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 23, 2013, 11:06:25 AM
Aliens wont be capturable and you can`t do anything here.

In some distant future there will be hybrid ships - 1 DE per each faction utilising local alien techs (XLE/RSF -> AI, ISA/UIN -> aliens).

These ships will be available on new research stations in exchange for alien-tech components.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 23, 2013, 11:26:37 AM
What I meant was is there any script I can change, to allow myself to unofficially play with them? I find the ships really fun to play with, and it would be a shame not to be able to use them, since they are so fun to ply with due to there unique style of ships. Also, why is there a friendly dialog text for them, as they are obviously not meant to be friendly?

Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 23, 2013, 11:31:39 AM
A bug surely. Will fix at some point.

All scripts regarding chances to get boardable ships are in JARs. This means that you have no access to them.

P.S.: they can`t be taken out of JARs to be available to public.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 23, 2013, 11:38:07 AM
Ok then, I found the .jar file and thought it might hold the secrets to not being able to board them, thanks, a shame, but understandable
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Wunder on October 23, 2013, 11:48:30 AM
Aliens wont be capturable and you can`t do anything here.

In some distant future there will be hybrid ships - 1 DE per each faction utilising local alien techs (XLE/RSF -> AI, ISA/UIN -> aliens).

These ships will be available on new research stations in exchange for alien-tech components.
I WVANT!
DO IT IN A WEEK
I WILL DEVOTE MY LOVE AND LIFE TO IRONCLADS!
GET MY SWORD, WE ARE GOING TO UOMOZ TO KILL SOME AI!!!
'Yeah!' 'Yeah!' 'U MAD'
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 23, 2013, 12:20:08 PM
There are more pressing things than hybrid ships right now. Plus Ironclads is not the only projects of mine ;)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Giangiotto on October 23, 2013, 01:03:51 PM
You usually can decompile .jar s.

Farla if you're still interested point me to the file (or even better upload it and it alone somewhere) and I can probably open it for you.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 23, 2013, 02:06:38 PM
You usually can decompile .jar s.

Farla if you're still interested point me to the file (or even better upload it and it alone somewhere) and I can probably open it for you.

I would very much like for this to happen.
The file I believe he is referring to can be found at : C:\Program Files\Fractal Softworks\Starsector\0.54.1a\mods\ironclads\jar
( IDK if the directory will be exactly the same, but following it to some degree should get you there at least)
If you want me to upload it as a separate file, ill do that as well for you, just ask!
 
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Giangiotto on October 23, 2013, 02:31:23 PM
Oh you have a different version than me.

Fine, I guess I shall just teach you the great secret behind .Jar s

Spoiler
They are actually just archives. Winrar opens them. 7zip should be able to do it aswell
[close]
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 23, 2013, 02:38:18 PM
You`ll find it being pretty messed up and totally unfriendly to anyone who is willing to tweak smth there ;)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 23, 2013, 02:44:45 PM
Oh you have a different version than me.[/spoiler]
I have only the latest version of ironclads.
Also I had a little poke around, and I couldn't find anything useful, however you seem to know more so if you can help it would be really great. Almost as great as this mod  :)
Here is the file btw : https://www.dropbox.com/s/7ivxsvtbogmgl1d/IroncladsDialogs.jar (https://www.dropbox.com/s/7ivxsvtbogmgl1d/IroncladsDialogs.jar)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Giangiotto on October 23, 2013, 02:51:13 PM
Well the 'issue' is that the files inside are .class files.
Now THOSE are what you actually have to decompile, nothing as simple as unzipping the folder.

And then you need to look through them. There's a lot of them.

I simply don't have the time to find it for you but you should be able to decompile the .class files with this:
http://jd.benow.ca/
You want JD-GUI.
I've never actually used it, the program I used to do this back in my Java programming days has been discontinued, but it looks legitimate.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 23, 2013, 02:56:30 PM
Ive been there and already done that!
Okim could you shine any light on the proverbial situation?
Just a general hint of where to look would go a long way!
and thanks Giangiotto, for your help!
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 23, 2013, 03:04:31 PM
Nope sorry.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 23, 2013, 03:18:12 PM
Ok then, would anybody be able to help me in my endeavours?
I would really appreciate it if anyone could

Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 23, 2013, 03:45:01 PM
I would suggest you to go ask for help on modding forum. There are guys who know how to work with java. LazyWisard, for example.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 23, 2013, 03:49:06 PM
Ok then
thanks Okim!
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Blade Skydancer on October 23, 2013, 06:39:44 PM
By the way, Okim, is there a chance for the non-carrier RSF Civilian frigate to make a return to the mod? I feel the Sword is far too slow for any real pirate hunting, and there used to be a civilianized Omsk that wasn't the Scimitar.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 23, 2013, 10:07:56 PM
Nope. Scimitar and Sword are more freighter escorts than pirate hunters.

Use overburner/unstable injector to get extra speed. The next update will finally see tugs with 5 burn for RSF, so that your swords could act a bit better in pirate hunting.
Title: switch to equipment salvage
Post by: drakhades on October 23, 2013, 11:04:54 PM
fyi the new v6.4's switch to reward equipment instead of credits is a pretty big problem for me.    if you start off a new game and try to attack ships, you end up with nothing that can really be used immediatly, and have to find some place to sell off equipment.     i think it makes starting off harder.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: drakhades on October 23, 2013, 11:09:38 PM
also that's a FYI some feedback...  i can always do a merchant start instead, that's fine for me but i could see it being a problem for those who really want to do a combat start
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 23, 2013, 11:14:05 PM
Raiding should be harder than trading and this is intended to be so. It wont change and as stated on the OP - this is not a pfew-pfew mod.

Finding a place to sell the loot is as easy as simply going to the nearest neutral station. You can sell everything at its base price via standard buy/sell crew/supp/fuel system.

I for one use Nexus as my base while raiding Lomonosov/Stalevar systems. There are lots of weapon components and industrial equipment flying unguarded in that region. My starting ISA merc can deal with any freighters even with dart/dagger escort. Pigeon is pretty fast and has some good cargo space to haul the loot. And killing a couple of freighters provides you with 20-40 tons of various goods for sale.

Another base of operations in UIN Gianopolis while conducting raids into ISA space.

And pretty much any two nearby systems that contain supply depot and storage facility can be a very good raiding base. Just don`t run out of fuel and get caught by enforcers.

P.S.: once 'Salvaging' and 'Boarding' skills hit the mod there will be some better loot and chances to board the enemy.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Giangiotto on October 24, 2013, 12:04:38 AM
So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 24, 2013, 12:39:06 AM
So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.

Only UK ship is a capital (its a battlecruiser). Germany and Greece are cruisers (first is a large carrier, second is a heavily armed assault ship).
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Shoat on October 24, 2013, 06:27:08 AM
So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.

This mod is based more on the cold war, so no space nazis.
There was one space nazi mod at some point, but it never got to a playable stage and doesn't seem to be worked on nowadays. Not much of a loss in my opinion, I prefer not to see nazis in video games - or anywhere for that matter.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: AsterPiano on October 24, 2013, 08:09:55 AM
I was going to run a simulation while flying around and I got this error and a crash:
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
   at com.fs.starfarer.title.Object.float.load(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.øOÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Giangiotto on October 24, 2013, 08:55:36 AM
So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?

Also any chance of space nazis?
I find it hard to believe no mod has space nazis.

This mod is based more on the cold war, so no space nazis.
There was one space nazi mod at some point, but it never got to a playable stage and doesn't seem to be worked on nowadays. Not much of a loss in my opinion, I prefer not to see nazis in video games - or anywhere for that matter.

You had Werewolf in the cold war if we want to be nitpicky, though given their size it would give them a ship at best in the mod.
An exerelin compatible WW2 Germany inspired faction mod would make me a very happy person.

Nazis make everything better.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 24, 2013, 09:16:50 AM
This isn't the place for that discussion
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 24, 2013, 09:24:31 AM
I was going to run a simulation while flying around and I got this error and a crash:
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
   at com.fs.starfarer.title.Object.float.load(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.øOÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I`ve made the background images much smaller in hopes that it will reduce chances of getting out of memory crashes. But to be honest - Ironclads are too large for what current Starsector engine can support and it seems that even vmparams and save compression does not fix the problem.

On the other hand there might be a nasty memory leak somewhere in the mod that will be impossible for me to track down due to my zero knowledge of where and how to look for that :)
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 24, 2013, 01:45:27 PM
Going into dev mode, and editing variants from the option on the main menu, and then adding powered armour to the alien mothership crashes the game

edit: in fact, doing it for several ships (perhaps all ships without shields?) crashes the game. Also as im sure you probably already know, as it states it removes shields from the ship, how ever it does not, and only increases the time it takes to deploy the shield exponentially

edit mk2: after thinking this through, it may be in the campaign you are not meant to be able to add it, but on that menu it doesn't restrict what you can apply modification wise. Also a curious afterthrough. Why did you increase the mothership ordnance points from 450 to 1000 even though it only uses 187 of them and you cant capture it?
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 24, 2013, 01:51:49 PM
Waiting for 6.2 to come out with the fix to that mod. For now it crashes unshielded ships and does not remove shields.
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Farlarzia on October 24, 2013, 01:52:58 PM
Just as I thought, ok then, thanks!
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 25, 2013, 05:46:02 AM
Launched a testing run for 6.5 update a couple of hours ago. Hoping that it will be available for release within the next 8-10 hourus :)

Found a nice strategy - got myself a sum of 7500 credits for trading -> went to nearest Ship Yard -> bought a Station Control Chip for 7500 creds (new price since it is no longer reusable) -> found an Abandoned station -> reactivated it and got myself a France and lots of weapons.

Slider(selector)-based trading might be confusing a bit, but its indeed much easier to use.

Trading/Mining skills are cool to use. Especially in combination - mine more minerals with Mining skill -> sell with extra bonus for trading skill.

New freighters (that now loaded up to 60% cargo capacity) provide so much loot, that you really need a fleet of your own freighters to carry it all home.

Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: Okim on October 25, 2013, 12:59:39 PM
Got a corrupted save... Hell, seems that mod is too large to be played without problems...

Anyone who gets the same problem and runs a Win 64x - here is a solution:

1. get a new version of java6 JRE from here (for your 64 platform): http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html
2. install it anywhere you wish
3. go to the folder to where you`ve installed jave
4. find there a folder named 'jre6', copy it
5. goto Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Okim on October 25, 2013, 01:36:54 PM
6.5 version is available: http://www.lordsofthestars.com/other/Sector/ironclads6.5.rar

The main changes are:

1. new slider(selector)-based trading system
2. expanded fleet interaction system
3. increased loot system
4. improved boarding system

For more changes look the readme file in the archive.
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Toxcity on October 25, 2013, 03:42:22 PM
For some reason when I play the background is white for both the Campaign and the Missions.
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Okim on October 25, 2013, 03:54:39 PM
Try posting this in support.
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Okim on October 25, 2013, 11:15:02 PM
Hi there.

Have a question for you players about the system backgrounds. Currently there are 30 1024x1024 images for each system in the mod. The plan was to make all systems look unique by having its own personal BG, but now this may be the reason for outOfMemory / corrupted saves issues.

So, should i start reusing the BGs? The answer is obvious, but i had to ask :)
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: ValkyriaL on October 25, 2013, 11:27:12 PM
Id rather be able to play at all than having it look fancy and get corrupted saves tbh, go for it =)
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Zaphide on October 25, 2013, 11:36:03 PM
Hi there.

Have a question for you players about the system backgrounds. Currently there are 30 1024x1024 images for each system in the mod. The plan was to make all systems look unique by having its own personal BG, but now this may be the reason for outOfMemory / corrupted saves issues.

So, should i start reusing the BGs? The answer is obvious, but i had to ask :)

Okim, I raised a similar issue with Alex a while back and he clarified how it works:
http://fractalsoftworks.com/forum/index.php?topic=7285.0 (http://fractalsoftworks.com/forum/index.php?topic=7285.0)

In short, the memory assigned to look after background images is assigned once, and then that memory space is re-used when you jump in/out of systems. Although having super high resolution texture backgrounds -may- push it over the edge, I suspect that it is purely the amount of StarSector *stuff* (fleets/planets/cargo/etc) that is using the majority of allocated memory.
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: NoImageAvailable on October 26, 2013, 01:25:06 AM
Some things I noticed starting a new game in 6.5:
-Upon entering hyperspace, the map shows non-existent systems, namely all the systems with research bases in them.
-RSF doesn't seem to have any source of industrial equipment, is that intentional?
-RSF civilian stations seem to have a lot less ships to sell than in 6.3, again intentional?
-When looking at conversion options at the RSF shipyard it gives one option that says "Kursk Mk1 to Kursk Mk2 or Mk3" and another that just says "Kursk Mk1 to Kursk Mk3"
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Okim on October 26, 2013, 01:56:17 AM
1. you haven`t read the read me, have you? :) Yes, the map is inconsisted with what is really there. I first made a map and only than will be doing some expansion works.

2. intentional. As do XLE have no exotic and ISA no common/UIN no low-tech. That`s a drawback of the sliders and limits per lines in dialogue (no more than 3 sliders can be at once).

3. that`s a new ship generation script. At start you really wont have that many ships to buy. The largest choices of ships are at trading stations and security stations.

4. thanks, i noticed it a long time ago and just forgot to fix it. Thats a remnant of the first conversion system prototype ;)
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Okim on October 26, 2013, 01:56:59 AM
Id rather be able to play at all than having it look fancy and get corrupted saves tbh, go for it =)

Well, the jre6 64x and vmparams 1024, 2048 kinda fixed the corrupted save for me.
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Farlarzia on October 26, 2013, 04:10:04 AM
Not all of us have that luxury though, and to be honest, I didn't really notice the backgrounds, but mayby keeping some backgrounds in overall, but reusing most.
Anyway thanks for the latest update
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Okim on October 26, 2013, 04:33:33 AM
Yeah, i kinda though that they will be missed by many :)

Ok then. Reusing BGs.


BTW, 6.5 contains a bug with trading skill  multiplying itself by 2 (so it unlocks 50% discount for specials at level  3 and gets a large discount in total).

There is also an issue with freighter`s cargo being generated after additional supplies are added which result in less loot than expected.

And ISA/RSF didn`t properly produce an option to buy Eagles/5-Stars. Fixed.

Both are fixed now.
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: TimeDiver on October 26, 2013, 05:47:07 AM
BTW, 6.5 contains a bug with trading skill  multiplying itself by 2 (so it unlocks 50% discount for specials at level  3 and gets a large discount in total).

There is also an issue with freighter`s cargo being generated after additional supplies are added which result in less loot than expected.

And ISA/RSF didn`t properly produce an option to buy Eagles/5-Stars. Fixed.

Both are fixed now.

Do these fixes qualify for a hotfix release, or are they strictly for version 6.6, if and when progress reaches that point?
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: NoImageAvailable on October 26, 2013, 05:51:57 AM
Not all of us have that luxury though, and to be honest, I didn't really notice the backgrounds, but mayby keeping some backgrounds in overall, but reusing most.
Anyway thanks for the latest update

Are you still running XP or something? Because even low-end PCs and laptops these days come with 64bit OS and at least 4GB RAM.
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Okim on October 26, 2013, 07:09:11 AM
Actually i have to rigs - one exceptionally old one with winXP 32 with 1.5 bg ram that has troubles with running anything (though this is probably due to it having too much trash on it) and a workstation with 12GB win7 64.

The funny thing is that winXP rig never had any outofmemory issues :)
Title: Re: Project Ironclads, version 6.5 (0.6.1a)
Post by: Okim on October 26, 2013, 07:11:04 AM
BTW, 6.5 contains a bug with trading skill  multiplying itself by 2 (so it unlocks 50% discount for specials at level  3 and gets a large discount in total).

There is also an issue with freighter`s cargo being generated after additional supplies are added which result in less loot than expected.

And ISA/RSF didn`t properly produce an option to buy Eagles/5-Stars. Fixed.

Both are fixed now.

Do these fixes qualify for a hotfix release, or are they strictly for version 6.6, if and when progress reaches that point?

I don`t like hotfixes, so its for 6.6. However - 6.6 wont take longer than a week :)

IF there will be some number of extra fixes - than 6.6 might come out sooner. I`m planning to put reserach stations and hybrid ship in it as well as planetary exploration.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 26, 2013, 01:46:53 PM
Oh man, Scrambler is not properly preventing relationship hits. Fixed it in dev...

BTW, that`s a very bad-ass device as it allows you to kill your allies and keep being allied with them :)

EDITED:

Should i give it a new special ability to cut down enemy combat readiness before the battle by, say, 20% per use? 1 use that consumes Scrambler.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Farlarzia on October 26, 2013, 02:11:56 PM
Sounds like a neat idea, and I could see how that would hypothetically work.
I have a unrelated question though.
How do you join the special ops?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 26, 2013, 03:07:39 PM
Sounds like a neat idea, and I could see how that would hypothetically work.
I have a unrelated question though.
How do you join the special ops?

There wont be any spec ops. The ability to ignore rel hits is now Scrambler`s only.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Farlarzia on October 26, 2013, 03:35:50 PM
Ok then! Were do you acquire the scrambler?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 26, 2013, 04:04:31 PM
At pirate bases, but its not orking properly for now (it still can insta-disengage your less-than-50-FP fleet from mostly any battle).
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Supernova on October 26, 2013, 10:54:07 PM
Hey Okim, while playing the mod, just got my first destroyer fully outfitted, and I had two other frigates in my fleet. I was able to draw a rockbug next to a system defense fleet, have it get injured, then kill it myself when it ran away. Netted me something like 1.2 mil. Which then shot me to late game where I now can take on just about anyone. I don't know if this is something you want to be able to happen or not but it can, albeit with a little luck and mcgyvering.

On a separate note I love the look of the charger missiles, they are just so cool.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 26, 2013, 11:46:59 PM
In 6.6 Rock Fly gives less parts and these parts now cost less credits.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wunder on October 27, 2013, 05:17:25 AM
In the near future....
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 27, 2013, 08:43:36 AM
RSF Kerch Prototype destroyer based on AI technology. This nimble DE is a true killer...

(http://www.lordsofthestars.com/other/pic195.jpg)

1 large and 3 medium energy mounts, high energy focus, built-in expert systems and advanced sensors. Good flux, good speed, good armour.

Only availabe through buying for alien tech at research stations (for friends only). In combat can`t be salvaged due to quantum detonator that instantly destroyes the ship should it be disabled.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: conorano on October 27, 2013, 10:03:46 AM
one word... OMGYES!  ;D
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: darkova on October 27, 2013, 11:02:40 AM
will there also be hybrid tech weapons available for each faction or is that a bit later?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 27, 2013, 11:29:37 AM
will there also be hybrid tech weapons available for each faction or is that a bit later?

Nope. While the idea is nice - i have almost all the standard weapon ideas in the mod. So adding new weapons with just defferent sprites is a bad idea.

However there are planned some 'joint-project' weapons. For example - RSF Charged cannons (408mm and 50mm) are the result of XLE sharing their ideas with RSF. XLE Ion-Pulse Cannon is a result of RSF giving their Ion techs to XLE.

There are going to be ISA gauss gun and rail accelerator and UIN Plasma Caster and Plasma Spitter. All these toys are high tech and not used on faction`s ship (except may be for some high-payed mercs and military elite).
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Shoat on October 27, 2013, 11:39:04 AM
RSF Kerch Prototype destroyer based on AI technology. This nimble DE is a true killer...

Spoiler
(http://www.lordsofthestars.com/other/pic195.jpg)
[close]

1 large and 3 medium energy mounts, high energy focus, built-in expert systems and advanced sensors. Good flux, good speed, good armour.

Only availabe through buying for alien tech at research stations (for friends only). In combat can`t be salvaged due to quantum detonator that instantly destroyes the ship should it be disabled.


If it's really nimble and fast, maybe it could get away with having it's large mount be a hardpoint and getting a few more medium/small mounts in return?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 27, 2013, 11:49:29 AM
Than it would be a Kursk mk2-mk3 and that`s not a goal.

This ship is hard to obtain and it must be much better than other DE-sized ships. And it isn`t that fast actually :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wunder on October 27, 2013, 03:19:48 PM
RSF Kerch Prototype destroyer based on AI technology. This nimble DE is a true killer...

(http://www.lordsofthestars.com/other/pic195.jpg)

1 large and 3 medium energy mounts, high energy focus, built-in expert systems and advanced sensors. Good flux, good speed, good armour.

Only availabe through buying for alien tech at research stations (for friends only). In combat can`t be salvaged due to quantum detonator that instantly destroyes the ship should it be disabled.
'Second stroke today'
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Shoat on October 27, 2013, 06:04:04 PM
Than it would be a Kursk mk2-mk3 and that`s not a goal.

This ship is hard to obtain and it must be much better than other DE-sized ships. And it isn`t that fast actually :)

Yeah, there's a big gab between "fast" and "fast enough to properly use a hardpoint weapon" (which the kursk certainly isn't).
But I guess it's not nearly as nimble as the alien destroyer (which used to be the ship of my choice in 0.54). Still going to be a blast to fly I'd assume.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Thaago on October 27, 2013, 09:34:34 PM
Hmm.... I've taken the steps on the front page and also replaced the jre with a 64 bit version (and increased the memory to 2gb), but I'm still getting a memory overload. Interesting that its an overload in the garbage collector... Are there any other measures I can take to overcome this? I love this mod, but can't load the saves :P. (Also, what the heck could be taking up 2GB of memory? Thats a huuuuge amount of memory. I'm guessing that something in the Java loading routine is making and 'deleting' (removing last reference) many copies of objects without letting the GC run.)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 27, 2013, 09:48:56 PM
Hell if i knew.

Try increasing memory further :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: NoImageAvailable on October 28, 2013, 12:50:44 AM
Hmm.... I've taken the steps on the front page and also replaced the jre with a 64 bit version (and increased the memory to 2gb), but I'm still getting a memory overload. Interesting that its an overload in the garbage collector... Are there any other measures I can take to overcome this? I love this mod, but can't load the saves :P. (Also, what the heck could be taking up 2GB of memory? Thats a huuuuge amount of memory. I'm guessing that something in the Java loading routine is making and 'deleting' (removing last reference) many copies of objects without letting the GC run.)

Are you loading the save while ingame? If so, try quitting Starsector and then loading it.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 30, 2013, 01:35:05 AM
Any feedback/bug reports?

Its unusual for this thread to get a 3-days period of silence. Its a bad sign... Or probably a good one from the other perspective... Hell knows what to think :)

Meantime a little progress report for 6.6:

1. added new 'Research Lab' station type for each faction:

- buys exotic minerals, industrial equipment and high-tech components.
- sells high-tech weapons and advanced ships to military members of their faction.
- sells scramblers and planet scanners.
- pays for providing them with planet survey logs and alien-tech components.
- provides a prototype ship based on AI (or alien) technology depending on faction (requires 20 alien-tech components).

- i`m planning to make it sell blueprints for unique hull mods. Blueprints will be just a flag in player persistent data that will grant access to specific hull mod (faction-based, BTW).

2. added 'Prototypes' fleets that guard Labs. These contain prototype ships and advanced ships of the faction armed with AI/Alien weapons. Deadly foes, but not so dangerous for larger fleets.

3. added a new system for each of the Labs. This means that there are 4 extra systems to visit/explore/exploit.

4. planet survey logs are currently not obtained by any means. There will be a whole new planet interaction system in 6.6-6.7 that will provide survey logs depending on options you pick for planet exploration (risk sending teams, scan from orbit etc). Planet exploration will also give you a small chance of finding an anomaly (wrecked alien ship, weapon stash, pirate treasures, crash survivors, intact ship, artefact etc).
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Jonlissla on October 30, 2013, 02:37:14 AM
Its unusual for this thread to get a 3-days period of silence. Its a bad sign... Or probably a good one from the other perspective... Hell knows what to think :)

Well, to be honest, I haven't had any issues with the last release. Aside from my gripe with XLE and UIN having no natural enemies, everything's been just fine. Really looking forward to the new update, it's fun to see how you push the game with all this content. The game running out of memory gave me a good chuckle.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 30, 2013, 03:24:42 AM
Well, i still have no idea whom to make an enemy of UIN/XLE aside from aliens/AI/Rock Flies.

Make them fight each other?
Make an alien playable faction that has border conflicts with both?
Or make some kind of early settlers who were cut off and forgotten for 200+ years, but managed to get on foot and are now seeking revenge?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Toxcity on October 30, 2013, 03:45:10 AM
Is there going to be a pirate hull based on any UIN hulls?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 30, 2013, 04:24:42 AM
It was planned a long time ago for Black Widows. A ship based on Bulgaria with extra armour and improved drives. But i don`t know if it will end up in the mod.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Erick Doe on October 30, 2013, 04:28:45 AM
Well, i still have no idea whom to make an enemy of UIN/XLE aside from aliens/AI/Rock Flies.

Make them fight each other?
Make an alien playable faction that has border conflicts with both?
Or make some kind of early settlers who were cut off and forgotten for 200+ years, but managed to get on foot and are now seeking revenge?

United Interstellar Nations: Colonial Alliance of Natives [CAN]
Early explorers and colonists that settled space for the UIN. The influx of new settlers and encroaching UIN bureaucracy have lead these early colonies to rebel against the UIN government. They now call themselves the 'Natives' and fight anyone who challenges their 'birthright'.

(Based on European colonies rebelling against their masters in Europe. Also based on Xenophobe early settlers, who believe themselves entitled just because they "were here first!")

Maybe something like that?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 30, 2013, 04:58:50 AM
Actually sounds pretty nice. A good reminder of the past :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Jonlissla on October 30, 2013, 05:15:20 AM
Make them fight each other?

Make an alien playable faction that has border conflicts with both?

Or make some kind of early settlers who were cut off and forgotten for 200+ years, but managed to get on foot and are now seeking revenge?

All of these are good ideas actually, but the first one is problably the easiest one to implement. Might be tricky in terms of balance though, since XLE fleets are fast as hell compared to UIN fleets. It's the same issue with alien fleets if you're playing as the UIN, as soon as you get enough ships to take them on they can easily outrun you.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: drakhades on October 30, 2013, 06:35:27 AM
one thing i dislike is the "all or nothing" battles..  if you loose a battle, you basically have to start over.   (lack of replacement ships, cash, etc)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wunder on October 30, 2013, 07:00:00 AM
I thing that I dont like though I adore this mod around most of my starsector life, I believe it may be a starsector bug, but battles with cargo transports, You keep moving in to engage but they never come, to the point where they run because they crew readyness is screwed.

I like the Idea of Native EU though, I wonder what their mix craft would be.....
XLE, because rock flies spawn mostly over there, could harness rock fly weaponry though it is natural, and rock fly armour, Oh, This wants me to make something, but the best I could make anywhere was a battleship on LBP 2.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 30, 2013, 09:24:20 AM
one thing i dislike is the "all or nothing" battles..  if you loose a battle, you basically have to start over.   (lack of replacement ships, cash, etc)

For that there are storage facilities and hack-masters that can give you unlimited access to them. Just put your replacement ships there or some loot or weapons or whatever 'currency' you fill would be better to preserve your money in case of your failure.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: NoImageAvailable on October 30, 2013, 10:05:58 AM
I thing that I dont like though I adore this mod around most of my starsector life, I believe it may be a starsector bug, but battles with cargo transports, You keep moving in to engage but they never come, to the point where they run because they crew readyness is screwed.

That's a known Starsector bug that was supposed to be fixed in 6.1, if your game is up to date and you still have it you should report it in the tech support forum.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 30, 2013, 10:50:33 AM
Yeah a known bug where AI wont deploy against player fleet with 3 or less FP. The odd thing it that i removed all 3 FP costs making them at least 5. If you got such a ship - please let me know.

Meantime. A thought that is going to find its way into the mod:

A new Financial Centre Station type that:

- buys valuables (that are now sold at Trading Stations)
- allows a player to create account and put money on it. Account will get a 2% bonus each month and will allow a player to take any sum of credits he wishes). Account is international.
- allows a player to take a loan of 10000. Each month a player will be forced to pay 1000 credits with a possibility to go into negative if he has no credits. Loan lasts for a year with no way to pay it until it expires (such a harsh are the conditions in the modern Interstellar Banks). Loan is also international.
- improves relationship with the owner`s faction (25k for becoming friends)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 31, 2013, 02:40:02 AM
ISA Illinois prototype destroyer.

(http://www.lordsofthestars.com/other/isa3-de-illinois.png)

2 large energy hardpoints, 3 medium energy mounts, small energy mounts. Phase teleporter, built-in 'Energy absorbers', extreme maneuverability.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Sabaton on October 31, 2013, 03:31:50 AM
 A destroyer with two large hard points? Okay, things are getting a little crazy, me likey! 8)
 So how many prototype ships are you going to add per faction?
 One of each category? And how are they against hybrid ships?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 31, 2013, 03:50:33 AM
A destroyer with two large hard points? Okay, things are getting a little crazy, me likey! 8)
 So how many prototype ships are you going to add per faction?
 One of each category? And how are they against hybrid ships?

They are hybrid ships. There is only 1 per faction.

And the fact that you get them only for Alien-Techs (which you can get only for killing AI/Aliens) kinda balances their extreme power.

BTW, there are standard destroyers in the mod that have large mounts. In fact there are even frigates with large mounts present in the mod, so these prototypes add no craziness to the game :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 31, 2013, 08:27:41 AM
A couple of new screenshots:

Spoiler
(http://www.lordsofthestars.com/other/pic199.jpg)
[close]
Spoiler
(http://www.lordsofthestars.com/other/pic201.jpg)
[close]
Spoiler
(http://www.lordsofthestars.com/other/pic202.jpg)
[close]
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Sabaton on October 31, 2013, 12:36:41 PM
 Oh, so this is one of the hybrids, I was confused by the prototype part and how you said you were going to add prototype fleets around research stations, so I thought you were going to make an entire tier of said ships.
 And of course I forgot about the Bulgaria variants.....
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: DieselPower on October 31, 2013, 01:00:01 PM
Hello

    I have a character up to level 46 with over 30 million and still enjoy playing v6.5. Really shows that there is some great content within this mod. I have been trying out various ship and ship load outs thank to new hull mods and awesome weapons. Your ship designs are fantastic with their weapon arches that resemble much of real world warship design. I have a difficult time playing vanilla now, I just don't care for the ships at all.

Some suggests/questions

-I miss my old Michigan battleship of the older mod versions with its universal (beam is my fav) weapon mounts. I was wondering if its possible to be able to change the mount type (energy,ballistic,missile,and universal) using in game resources like low/high/alien/etc tech and the refit hangers to swap out the mount types. This could also be tied to an engineering skill and keep the mount size to what you set for some balancing. I don't know if this is possible to mod in but it could be fun, but would probably overpower the player even more so.

-Chain blaster is awesome to watch in action but my goodness it eats up my flux. Any chance you may take a look at this weapon?

-Particle Beam a medium energy weapon that does not deal energy based damage. Would love to know your thoughts on this.

-Sliders are awesome but have a draw back since there is no hard cap on inventory. I have over 30 million on me at all times trying to get the slider in the right spot so i don't go over my cargo soft cap, what a pain. Would love to know why Alex didn't put a hard cap on this. Hopefully this new banking system in 6.6 you mention can remedy some of my pain.

-Galaxy map with info on star systems much like your hyperspace (small map), simple icons make a difference. Could also fix another issue I run into see post below. Probably a Alex job though.

-Abandoned Stations are a nice and all, but would it be possible to change the name from abandoned to players station once you take ownership? I have a crappy memory and often forget where I left my junk at.

-Any chance of adding something like Uomoz's random fleet generator for some added end game brutal fleet battles?
 
Well that's some of the stuff that I can remember. I'll write back again once I remember/play some more. Looking forward to future updates as always. Guess I may have to learn to mod a mod to get my old Michigan back.  ;)

Best regards, DieselPower.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 31, 2013, 01:20:20 PM
Quote
-I miss my old Michigan battleship of the older mod versions with its universal (beam is my fav) weapon mounts. I was wondering if its possible to be able to change the mount type (energy,ballistic,missile,and universal) using in game resources like low/high/alien/etc tech and the refit hangers to swap out the mount types. This could also be tied to an engineering skill and keep the mount size to what you set for some balancing. I don't know if this is possible to mod in but it could be fun, but would probably overpower the player even more so.

You can do that, but it means that there must be at least one extra copy of Michigan hull file that has universal mounts to convert to. And i really don`t want to add it.

Quote
-Chain blaster is awesome to watch in action but my goodness it eats up my flux. Any chance you may take a look at this weapon?

Will have a look.

Quote
-Particle Beam a medium energy weapon that does not deal energy based damage. Would love to know your thoughts on this.

Because its a particle weapon and all particle weapons in the game deal kinetic damage type. Its a good sniper weapons to take out shields and lightly armoured targets.

Quote
-Sliders are awesome but have a draw back since there is no hard cap on inventory. I have over 30 million on me at all times trying to get the slider in the right spot so i don't go over my cargo soft cap, what a pain. Would love to know why Alex didn't put a hard cap on this. Hopefully this new banking system in 6.6 you mention can remedy some of my pain.

Yeah, hard cap would be great. I think i can do that for 6.6. Its possible to put a check 'if player_credits/price is more than 1000 -> set max value to 1000'.

Quote
-Galaxy map with info on star systems much like your hyperspace (small map), simple icons make a difference. Could also fix another issue I run into see post below. Probably a Alex job though.

You mean an image lying somewhere in the mod`s folder? Or some kind of large map in the game? The later is impossible.

Quote
-Abandoned Stations are a nice and all, but would it be possible to change the name from abandoned to players station once you take ownership? I have a crappy memory and often forget where I left my junk at.

Impossible to do that. Engine currently does not support renaming entities.

Quote
-Any chance of adding something like Uomoz's random fleet generator for some added end game brutal fleet battles?

Don`t know what you are talking about, but larger 400+ fleets are planned to be introduced at some point (in fact there is a possibility to create a fleet of a specific size based on player`s level, say - 20*player level. In your case it would be a huge 920 uber fleet). Will see to it, but not in 6.6.
 
Quote
Well that's some of the stuff that I can remember. I'll write back again once I remember/play some more. Looking forward to future updates as always. Guess I may have to learn to mod a mod to get my old Michigan back.  ;)

Thanks. It was actually helpful. Speaking of Michigan - you can open its hull file in notepad and edit its mounts manually. Just make sure you make a copy of it somewhere where it wont be overwritten. Adn don`t touch mount names.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 31, 2013, 01:22:44 PM
I`m planning to do a journal of sorts that will contain various data including abandoned stations locations, both just encountered and reactivated.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: DieselPower on October 31, 2013, 05:41:31 PM
Hello

-About changing the weapon mount types, meant to have that option for all ships. Would be pretty sweet, but sounds like a lot of work for a feature once explained. Not sure I made it clear, as I usually don't participate in forums much. More of a lurker. :)

-Galaxy map, should of said while in hyperspace travel map. I kinda failed on explaining this part. Being able to mouse over a solar system and see a menu (should be possible to add whats in a solar system in the systems description) or just some simple icons on the galaxy map (tab button) showing whats in that system. Could possibly show if the sector has been explored/unexplored, what stations are present. I am aware of the map that you have displayed on your hyper space menu with the handy icons. I just was hoping for something bigger or intuitive on the galaxy map. This maybe more of a vanilla feature than on your end.

-Industry Skills. I forgot to mention how great it was to see this research slot with something in it. Hats off to you for breaking the mold on the 5,10 level buffs. I was surprised when I got a trade buff at 3.

-Uber Fleets. Should be interesting to see how the fleets scale with the characters level. Right now I have a single Michigan and two of pretty much every fighter around except XLE as they kinda bail (CR issues I guess) during combat a lot for some reason. My Michigan (Nimbus, ya ya I know too much Futurama) is a 4 flight deck battlecarrier and mostly supports the fighters with the only real combat with cruisers and up. I eat through 500 supplies like nothing after a battle. CR needs some loving but, meh whatever.

-I find the Advanced Sensor hull mod pricey at 48op for capital ships, not sure if others would agree.  

-Oh my Alien Missile Pods are awesome and shouldn't be allowed in my hands ;D. Only level 5 missile buff and they destroy everything, may need a look at. Couldn't imagine level 10 (50% damage buff), but I will experience it shortly :).

EDIT: Journal sounds handy and could be a great way to keep track of things, and things to come.
 
About changing the mount types manually.
-Make a back up firstly.
-I make a copy of the ship file in the hull folder.
-Change the mounts to "UNIVERSAL" save and replace the file in Ironclads folder.
This should be save game compatible? but don't revert back to a save with different weapons installed if I run vanilla Ironclads again?

Thanks for the info Okim

Best regards, DieselPower.

Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: theSONY on October 31, 2013, 06:18:49 PM
... something like Uomoz's random fleet generator...
*cough*Apophis was 1'st*cough*
sorry, i couldn't help it

& Okim, you did HELL of a great job
its not about all those ships, but the whole bunch of new options , you show that there is far more to do then just a fight or buy/sell
so i will stand up now &  i will start hitting my open hand with my other hand
Spoiler
(http://www.gifsforum.com/images/gif/clap%20clap%20clap/grand/Charles-Dance-benedict-clap-clap-clap-eccbc87e4b5ce2fe28308fd9f2a7baf3-421.gif)
[close]
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: DieselPower on October 31, 2013, 08:05:01 PM
My apologies to Apophis, my ignorance knows no bounds. Thanks for the info theSONY. I remember his weapon pack mod, good stuff (large pilum launcher ftw ;D).

Bug?
-XLE Viper fighter has two hull mods and they are both armoured drives.

Love the look of the Crimson Raiders chase frigate. Sharp pitchfork design with sweet looking red segmented armour plates, and fast to boot. Would love to see more of these guys ship line up one day. But until then I'll settle with some prototype ships. Thanks by the way. :)

Anyone else see ghosts and zombies hanging around their front doors? I don't remember zombies eating doritos, I know zombie flicks are getting weak, but damn.

Best regards, DieselPower.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 31, 2013, 11:17:46 PM
Quote
-About changing the weapon mount types, meant to have that option for all ships. Would be pretty sweet, but sounds like a lot of work for a feature once explained. Not sure I made it clear, as I usually don't participate in forums much. More of a lurker. :)

All ships? That`s another 100+ ship files with just a couple of mount changes.

Quote
-Galaxy map, should of said while in hyperspace travel map. I kinda failed on explaining this part. Being able to mouse over a solar system and see a menu (should be possible to add whats in a solar system in the systems description) or just some simple icons on the galaxy map (tab button) showing whats in that system. Could possibly show if the sector has been explored/unexplored, what stations are present. I am aware of the map that you have displayed on your hyper space menu with the handy icons. I just was hoping for something bigger or intuitive on the galaxy map. This maybe more of a vanilla feature than on your end.

This belongs to suggestions forum for the core game. You should actually post it there and see if Alex is planning something like that for the game in the future.

Quote
-Industry Skills. I forgot to mention how great it was to see this research slot with something in it. Hats off to you for breaking the mold on the 5,10 level buffs. I was surprised when I got a trade buff at 3.

Research slot? You mean affinity slot? There is already a new skill in there - salvaging. And at some point i`ll add there some kind of of skill that unlocks various outposts and gives bonuses to them.

Quote
-Uber Fleets. Should be interesting to see how the fleets scale with the characters level. Right now I have a single Michigan and two of pretty much every fighter around except XLE as they kinda bail (CR issues I guess) during combat a lot for some reason. My Michigan (Nimbus, ya ya I know too much Futurama) is a 4 flight deck battlecarrier and mostly supports the fighters with the only real combat with cruisers and up. I eat through 500 supplies like nothing after a battle. CR needs some loving but, meh whatever.

CR will get some 'love' in core 6.2 update. We`ll see how different the game will become after that.

Quote
-I find the Advanced Sensor hull mod pricey at 48op for capital ships, not sure if others would agree.
 

Being able to see twice your normal range and thus giving orders, picking targets for LRMs, using devastator drones - it costs it.

Quote
-Oh my Alien Missile Pods are awesome and shouldn't be allowed in my hands ;D. Only level 5 missile buff and they destroy everything, may need a look at. Couldn't imagine level 10 (50% damage buff), but I will experience it shortly :).


Thats an alien missile. It should be alien in all its parts including its overpowered features :)

Quote
EDIT: Journal sounds handy and could be a great way to keep track of things, and things to come.

Yeah, but its a hell lot of work to do.

Quote
About changing the mount types manually.
-Make a back up firstly.
-I make a copy of the ship file in the hull folder.
-Change the mounts to "UNIVERSAL" save and replace the file in Ironclads folder.
This should be save game compatible? but don't revert back to a save with different weapons installed if I run vanilla Ironclads again?

Backup should not be present in the original folder as any other copies. Just save it somewhere where the game wont see it.
Save compatible as long as you don`t mess with mount names. Even if there are other weapons installed the game wont say anything.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 31, 2013, 11:21:03 PM
... something like Uomoz's random fleet generator...
*cough*Apophis was 1'st*cough*
sorry, i couldn't help it

& Okim, you did HELL of a great job
its not about all those ships, but the whole bunch of new options , you show that there is far more to do then just a fight or buy/sell
so i will stand up now &  i will start hitting my open hand with my other hand
Spoiler
(http://www.gifsforum.com/images/gif/clap%20clap%20clap/grand/Charles-Dance-benedict-clap-clap-clap-eccbc87e4b5ce2fe28308fd9f2a7baf3-421.gif)
[close]

Thanks!

I liked the part with open hands :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on October 31, 2013, 11:23:43 PM
Quote
Bug?
-XLE Viper fighter has two hull mods and they are both armoured drives.
Bug. Turned out to be with all XLE fighters. Fixed.

Quote
Love the look of the Crimson Raiders chase frigate. Sharp pitchfork design with sweet looking red segmented armour plates, and fast to boot. Would love to see more of these guys ship line up one day. But until then I'll settle with some prototype ships. Thanks by the way. :)

There will be a transport for them and a frigate based on Hydra hull. But they are the lowest priority for now (as do other possible pirate differentiations).
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 01, 2013, 12:16:13 AM
InterStellar Banking System is glad to announce that its offices are now open for private businessmen. You can get a loan or get access to your international account at any Financial Center in any factions` space!

Had to harass Alex for various persistent data issues i got while working on loan/account systems. This man is a true etalon of patience and support! ;)

This also brings me one step closer to realisation of Journal system. While i work on other pressing matters of the mod - i`d like you to list what data you would like to be present in that journal. This will let me to start putting data collectors right now to make it possible to save player`s actions and achievements when 6.6 is released.

For now i plan this journal to collect following data:
1. faction ships killed (in FP)
2. resources mined
3. stations reactivated (not just numbers, but also locations)
4. wrecks salvaged (the same)
5. credits got for trading
6. ships lost (in FP)
7. stations hacked
8. current loan/account data with locations of Financial centers
9. check on fuel/supplies/days needed to get from current location to destination (tricky, but feasible)
10. relationship with all factions and subfactions
11. storage facilities that have your cargo (possibly even with simple listing of what is stored there like S:100, F:230, C:123, other: 100500, ships/wings: 1).
12. surveyed asteroid fields and their deposits
13. explored planets
14. might even put in it all the unmodified (or even modified) prices of all stations (probably the best way would be to unlock it by visiting them)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Sabaton on November 01, 2013, 11:13:42 AM


   I have a difficult time playing vanilla now, I just don't care for the ships at all.



 Come on now, what's not to like about the Paragon, Dominator, Aurora, Astral, Odyssey, Prometheus, Eagle, Falcon, and other gems?
 Vanilla ships are beautiful, and shouldn't be dismissed every time a shiny (in this case blinding) mod comes out.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: NoImageAvailable on November 01, 2013, 12:26:58 PM
Okim, what exactly is the point of all the different freighter variants? I mean yeah, some of them have more cargo capacity and bigger price tags, but the difference in prices is so minor that there is really no point to buy the lower capacity versions when an alternative is available. As it stands it is only annoying every time I have to open the codex and look up whether I'm looking at the only version worth buying or there is a better one somewhere.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Thaago on November 01, 2013, 12:35:47 PM
Cool stuff with the journal! Have you considered releasing a "Ironclads lite" version with less systems for those of us who can't play this marvelous mod due to save issues? This is purely out of self interest :D
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 01, 2013, 12:54:49 PM
You can`t play even with Java-64 and modified vmparams? Or you just have no 64 rig?

Okim, what exactly is the point of all the different freighter variants? I mean yeah, some of them have more cargo capacity and bigger price tags, but the difference in prices is so minor that there is really no point to buy the lower capacity versions when an alternative is available. As it stands it is only annoying every time I have to open the codex and look up whether I'm looking at the only version worth buying or there is a better one somewhere.

There was a hope that Alex one day will release an ability to specify a sprite per variant so that you can pick a colour scheme when editing a variant. So that`s why there are so many RSF/ISA freighters and no multiples of UIN and XLE ones.

I can always cut the amount of freighters down to 1 per ship size (1 Fatboy, 1 Crawler-XT, 1 Mule, 1 Ox, 1 Donkey etc).
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 02, 2013, 04:34:20 AM
Ok. Some screenshots of journal demo version:

1. main screen: http://www.lordsofthestars.com/other/journal_main.png (http://www.lordsofthestars.com/other/journal_main.png)

Contains no info and just options.


2. finances screen: http://www.lordsofthestars.com/other/journal_fin.png (http://www.lordsofthestars.com/other/journal_fin.png)

Shows variois financial info and mined resources.
Has options to show any faction`s prices per station: http://www.lordsofthestars.com/other/journal_price.png (http://www.lordsofthestars.com/other/journal_price.png)


3. sector screen: http://www.lordsofthestars.com/other/journal_sector.png (http://www.lordsofthestars.com/other/journal_sector.png)

Shows some info of your achievements in exploration of the sector.
Can show surveyed asteroid fields (http://www.lordsofthestars.com/other/journal_fields.png) wih their locations and deposits. Can also show wrecks (http://www.lordsofthestars.com/other/journal_wrecks.png) and reactivated stations (http://www.lordsofthestars.com/other/journal_react.png).

The main feature of this page is nearby stars (http://www.lordsofthestars.com/other/journal_stars.png) option that shows the closes systems within 6 light years.


4. diplomacy screen: http://www.lordsofthestars.com/other/journal_diplo.png (http://www.lordsofthestars.com/other/journal_diplo.png)

Pretty simple function - shows your relationship with all factions.


5. statistics screen: http://www.lordsofthestars.com/other/journal_stats.png (http://www.lordsofthestars.com/other/journal_stats.png)

For now it just shows how many ships in fleet points you have killed per faction.

Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 02, 2013, 04:39:16 AM
Journal is accessed by pressing 'j' key from hyperspace or normal space in campaign (nearest stars are shown only when in hyperspace).

Plans are to store not just reactivated station data, but also 'known locations' that are collected when you enter the system with abandoned station.

Prices are final, but the screen might eventually get updated when ever you visit a station (so from the start of the game it contains only your starting faction`s price lists. Not sure if i`ll do that actually.

I`ll add some pictures probably of modified sector map (like showing bubles with names for factions or station icons for wrecks/depots/abandoned stations etc). Not sure though.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Titann on November 02, 2013, 05:03:01 AM
Dreadnought mission just a suicide mission.You cant attack the dreadnought because map is too small, ships are destroyed by astreoids or ram to dreadnought.Your fleet never survive
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wunder on November 02, 2013, 05:47:10 AM
I flew the dreadnaught
No abilities
Just
Sheer
Cannons.
Barely any speed too
I took out the dreadnaught easily too,
You take down its shields smash its defences and let thee...
                                           
B202 bombers do the rest of the work!
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 02, 2013, 05:51:53 AM
I flew the dreadnaught
No abilities
Just
Sheer
Cannons.
Barely any speed too
I took out the dreadnaught easily too,
You take down its shields smash its defences and let thee...
                                           
B202 bombers do the rest of the work!

It has no shields...
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: silentstormpt on November 02, 2013, 01:20:59 PM
It has been almost a year since you started making Ironclads, but you haven't made the mod title image, also, wanted to ask if you could try the OnHitCrit script, i feel it could spice up the combat a bit--
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: NoImageAvailable on November 02, 2013, 01:28:36 PM
It has no shields...

Doesn't really need them either, I cheated myself one once. In the simulation I spawned all ISA ships an a UK and destroyed everything without even taking significant armor damage. It can easily solo system defense fleets or the alien mothership and is absolutely unbeatable with high combat/technology skill.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 02, 2013, 01:35:37 PM
It has been almost a year since you started making Ironclads, but you haven't made the mod title image, also, wanted to ask if you could try the OnHitCrit script, i feel it could spice up the combat a bit--

Do i really need an image for the mod? That is something i don`t want to bother. Mod is recognisable without it.

OnHitCrit is an utility mod, isn`t it? If not - well, not a priority at all.


P.S. and its 2 years actually ;)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 02, 2013, 01:36:07 PM
It has no shields...

Doesn't really need them either, I cheated myself one once. In the simulation I spawned all ISA ships an a UK and destroyed everything without even taking significant armor damage. It can easily solo system defense fleets or the alien mothership and is absolutely unbeatable with high combat/technology skill.

That`s why it and mothership are not playable in campaign.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Thaago on November 02, 2013, 02:04:06 PM
You can`t play even with Java-64 and modified vmparams? Or you just have no 64 rig?

...

I have a 64 bit rig, 64 bit JRE6, and vmparams set to 2048 - I can load games for a little while as long as I have the sounds off, but after 4,5 saves (not sure if its number of saves or length in game, maybe 3 months?) it runs out of memory on load. Very sad too, as I absolutely love what you've done with the mod and sprites.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 02, 2013, 02:21:20 PM
Hell i wish i could play for 3 month in the game...
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: silentstormpt on November 02, 2013, 02:26:03 PM
You can`t play even with Java-64 and modified vmparams? Or you just have no 64 rig?

...

I have a 64 bit rig, 64 bit JRE6, and vmparams set to 2048 - I can load games for a little while as long as I have the sounds off, but after 4,5 saves (not sure if its number of saves or length in game, maybe 3 months?) it runs out of memory on load. Very sad too, as I absolutely love what you've done with the mod and sprites.

Have the same problem, there's too many resources the game is saving that it shouldnt, if you check the save file size its ludicrously large. This will probably change once vanilla hits this problem aswell.

The OnHitCritical can be considered as a Utility mod, it is a script that requires to be applied on a OnHit script to have an effect, giving you the freedom of choosing what weapons you want to have it active. Since its only used only "On Hits" makes it alot more friendly to lower end machines.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 02, 2013, 02:35:07 PM
I`ve spoken with Alex regarding save problems and he adviced me to look at core scripts that save too much 'extra' damage data. Said to simplify autoresolve to make it save just two values - dead/alive.

I`ll try to do something with that, but i haven`t yet looked in that direction.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: ChaseBears on November 04, 2013, 05:44:32 AM
I love this mod so far. It really shows off the potential of Starsector. 


Balance feedback: The RSF 23mm gun is problematic.  The bullet velocity is low enough that fighters equipped with it can't hit the broad side of a barn half the time.  It's also low enough that it takes a miracle to ever hit fighters, since they are almost as fast as the projectile.  The 23mm quad mount is awful, too; I was testing it in comparison with the micro-laser, and on an Ox against 10 Darts it managed to kill all of one fighter before running out of ammunition.  I have occasionally ended up with minutes-long "Dart Sieges" when my only surviving effective forces are Darts and a carrier.  It takes aaaaaaaages for the Darts to kill anything.  Suggestion: Increase bullet velocity for more consistent damage output.

I also found that the microlaser was effective, but wonky.  When it depletes its charge it 'flickers', which both looks weird and is ineffective. Is it possible to make it delay until it can fire a full burst?

Also...Maybe this is just RSF.  It's weird how civilian ships and pirates generally don't have shields, yet their loadouts are incredibly effective against vessels that rely on shields as opposed to armor.  It might define the gap better if Civilians used more Fragmentation and less Kinetic.  If you do manage to loot or find military high explosive weapons, the Civilian ships are pretty competitive simply because they are well armored and they can smash military shields as is! 

EDIT:

I think trading gives too much XP. I level up practically every trading run once I had 50000 in capital or so. 
Also. I just discovered that the Achiles system has a Orbital Factory about 2 feet from a Security Station. One sells Low-Tech Components at 80cr, the other buys Low-Tech at 90cr, it takes 5 seconds to get between the two... :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wunder on November 04, 2013, 08:05:20 AM
I flew the dreadnaught
No abilities
Just
Sheer
Cannons.
Barely any speed too
I took out the dreadnaught easily too,
You take down its shields smash its defences and let thee...
                                           
B202 bombers do the rest of the work!

It has no shields...
Then mine good sir is bugged...
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 04, 2013, 08:25:19 AM
I flew the dreadnaught
No abilities
Just
Sheer
Cannons.
Barely any speed too
I took out the dreadnaught easily too,
You take down its shields smash its defences and let thee...
                                           
B202 bombers do the rest of the work!

It has no shields...
Then mine good sir is bugged...

You probably confusing it with Moscow battleship. There is a huge dreadnaught that is only available in mission and can`t be seen/used in campaign.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 04, 2013, 08:41:15 AM
Quote
Balance feedback: The RSF 23mm gun is problematic.  The bullet velocity is low enough that fighters equipped with it can't hit the broad side of a barn half the time.  It's also low enough that it takes a miracle to ever hit fighters, since they are almost as fast as the projectile.  The 23mm quad mount is awful, too; I was testing it in comparison with the micro-laser, and on an Ox against 10 Darts it managed to kill all of one fighter before running out of ammunition.  I have occasionally ended up with minutes-long "Dart Sieges" when my only surviving effective forces are Darts and a carrier.  It takes aaaaaaaages for the Darts to kill anything.  Suggestion: Increase bullet velocity for more consistent damage output.

23mm gun/quad gun are one of the cheapiest guns in the game. They are designed to kill missiles and only them. RSF have 14mm machineguns and powerful flaks against anything else.

Dart is a cheap cannon fodder, but can be devastating when used in mass and against enemy fighters without carrier support. Its Arrow is what the enemy should be afraid of.

Quote
I also found that the microlaser was effective, but wonky.  When it depletes its charge it 'flickers', which both looks weird and is ineffective. Is it possible to make it delay until it can fire a full burst?

Microlaser is the same as 23mm gun - a very cheap energy weapon for 4 OPs. Good against single burst of low HP missiles (piranhas, hunters etc), but lacks power against anything else. Array is much better against fighters, but still its an anti-missile/torpedo weapon. Beamers are what XLE use against fighters.

Quote
Also...Maybe this is just RSF.  It's weird how civilian ships and pirates generally don't have shields, yet their loadouts are incredibly effective against vessels that rely on shields as opposed to armor.  It might define the gap better if Civilians used more Fragmentation and less Kinetic.  If you do manage to loot or find military high explosive weapons, the Civilian ships are pretty competitive simply because they are well armored and they can smash military shields as is!  


Thats an intended feature. RSF ships are cheap and readily available to those who got themselves broke or experiencing troubles with killing pirates. Also RSF freighters are so fragile that they fall pretty well under 'noobs target practise dummies' category. They pop even from a singe Mosquitto missile hit...

Quote
I think trading gives too much XP. I level up practically every trading run once I had 50000 in capital or so.  
Also. I just discovered that the Achiles system has a Orbital Factory about 2 feet from a Security Station. One sells Low-Tech Components at 80cr, the other buys Low-Tech at 90cr, it takes 5 seconds to get between the two... :)

Will see to it. The current XP system as well as trading system itselve is rather simplified. 6.6 will get some extra attention to it - no more easy runs like the ones that are listed on the first page (Achiles, Uomoz etc.), better trading options, prices available in player journal etc.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: drakhades on November 04, 2013, 09:54:02 AM
the easy trade run in the Achiles system is honestly the only reason I play this mod more than once.   Sorry but spending hours to get enough money to field more than scrap is not fun.

especially since you can't actually make money from combat anymore, and when you start you don't have enough storage space to hold more than the supplies needed to get you to the next station, so all the equipment you get as a reward from combat gets jettisoned.

balancing/improving is great and all but please be aware that balancing that might make the mid/late game more interesting can make the early game a tedious experience.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 04, 2013, 11:20:23 AM
Once Starsector is out i`m more than sure that you`ll get very similar difficulty curve from your start to mid and late game.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: ChaseBears on November 04, 2013, 11:35:31 AM
I made a chart~~

Noone take it TOO literally. But it's food for thought.

Connnecticut SRM frigate, 20 missiles, vs ballistic point defense weapons.

Code
Weapon -	OP	Kills
Bofors Bat 12 20
Rapier Def 10 16
23mm Quad 10 10
Closein WS 10 15
42mm Adv 10 18
52mm Link 9 15
Shotgun - 8 5
40mm Flak 8 16
42mm Flak 8 13
14mm Dual 5 7
Bofors Gun 4 8
Vickers MG 3 8
23mm Gun 3 6


Not included: ammo depletion rates, behavior as part of an array, differing battlespace conditions, etc.  Obviously there's a lot that affects things. For example, even the good defense systems tended to let 1-2 of the first missiles through because of the high closing rate (forward thrust  + long range missile fire).  That was the case for the 42mm advanced, it nailed every shot after the first group. 

But I do think it illustrates the prob with the quad 23mm. Crappy is one thing, but it costs 10 OP and it has less than 50 seconds of ammunition supply to boot.

As for the regular 23mm... It's not so much its damage or anything, it's just that it cant hit the broad side of a Sword.  I made some videos to show this quite literally.

http://deadlyshoe.com/games/IronTest.zip

One is of Darts, and you can see them miss all day long against a large slowly moving target.   The other is of the ISA Pursuit fighters, which land most of their hits.  I believe the difference comes from the ratio of the bullet speed to the fighter speed.  The AI doesn't compensate well for the effect of its own movement on the bullet physics - you can see the ISA fighters whiffing when they are at certain approach angles too.

(Color values of dart video altered to show bullets more clearly.)
Quote
Microlaser is the same as 23mm gun - a very cheap energy weapon for 4 OPs. Good against single burst of low HP missiles (piranhas, hunters etc), but lacks power against anything else. Array is much better against fighters, but still its an anti-missile/torpedo weapon. Beamers are what XLE use against fighters.

I was talking about the Array.  I can't repro the behavior though, now it functions normally (as opposed to flickering) when I go to record it.  I guess it was a weird artifact, probably java messing up ;)

Quote
the easy trade run in the Achiles system is honestly the only reason I play this mod more than once.   Sorry but spending hours to get enough money to field more than scrap is not fun.

especially since you can't actually make money from combat anymore, and when you start you don't have enough storage space to hold more than the supplies needed to get you to the next station, so all the equipment you get as a reward from combat gets jettisoned.

balancing/improving is great and all but please be aware that balancing that might make the mid/late game more interesting can make the early game a tedious experience.
Yes it is brutal. After falling on  my face a couple of times, I did a RSF mercenary start, spent all my cash on fuel and supplies, and went pirated 2-3 solo ISA traders.  The real loot is trade goods and fuel, particularly  stuff like exotic minerals.  Supplies don't matter so much anymore.  One run is enough to get you a freighter, ideally a Saiga hybrid (or something similar) to keep your speed up, which drastically increases your loot carrying ability.  This was way more profitable than trying to kill pirates... ;)



EDIT-
Ahahaha the RSF drone destroyer looks incredibly OP. I blew up 4 ISA destroyers at once in Sim.  It's just not even fair.  I  haven't tried anything further, the game crashed and i lost my save xD. Maybe that's justplayer hands. Will experiment further.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Thaago on November 04, 2013, 06:23:23 PM
Hmm - I've been trying to chase down the memory issues on my machine and I noticed something odd: whenever I try to load a too big save, the java program always stalls out at around 820mb of ram, even though I have the settings at 2048 and the 64 bit jre installed. I was maybe thinking the jre couldn't grab enough contiguous ram, but I restarted to reset the allocations and the same result happened.

Would someone else mind watching the memory consumption in the task manager while loading a save and see what it peaks at? My machine has 4gb memory and at least 2gb free when I ran the program, so I'm confused at the ~820 limit.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: OOZ662 on November 04, 2013, 06:47:47 PM
I've run into a Null Pointer Exception when running a simulation using an RSF cruiser (Novorogod? The "standard" cruiser) with only a large Porcupine torpedo launcher in the universal mount against a standard ISA destroyer loadout. We approach each other, he starts heaving big torpedoes, I put up my shield and absorb them, fire the Porcupines, and around the time they start to hit the side of his hull the game crashes.

My computer is a lump of junk, though my very limited programming experience makes me think this isn't a memory error, especially since it happens the same way on a "bloated" long-running process and a fresh start of the game. I figure I'd post it here first before the support section since a lot of topics over there have been moved to the modding section; I'll copy this post over if it's an engine issue. The attached log is "fresh," as in I deleted the old one, started the game up and recreated the crash.

[attachment deleted by admin]
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 04, 2013, 10:04:53 PM
Hmm - I've been trying to chase down the memory issues on my machine and I noticed something odd: whenever I try to load a too big save, the java program always stalls out at around 820mb of ram, even though I have the settings at 2048 and the 64 bit jre installed. I was maybe thinking the jre couldn't grab enough contiguous ram, but I restarted to reset the allocations and the same result happened.

Would someone else mind watching the memory consumption in the task manager while loading a save and see what it peaks at? My machine has 4gb memory and at least 2gb free when I ran the program, so I'm confused at the ~820 limit.

I noticed it when the first time got problems with saves. The same 800+ mbs. Alex says to check memory usage by using some testing utility that i can`t recall right now. Said that what taskmanager displays if far from what actually the game is using.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 04, 2013, 10:07:51 PM
I've run into a Null Pointer Exception when running a simulation using an RSF cruiser (Novorogod? The "standard" cruiser) with only a large Porcupine torpedo launcher in the universal mount against a standard ISA destroyer loadout. We approach each other, he starts heaving big torpedoes, I put up my shield and absorb them, fire the Porcupines, and around the time they start to hit the side of his hull the game crashes.

My computer is a lump of junk, though my very limited programming experience makes me think this isn't a memory error, especially since it happens the same way on a "bloated" long-running process and a fresh start of the game. I figure I'd post it here first before the support section since a lot of topics over there have been moved to the modding section; I'll copy this post over if it's an engine issue. The attached log is "fresh," as in I deleted the old one, started the game up and recreated the crash.

Odd. The last thing before the crash was damage allocation. Have no idea what causes it as porcupine and its warheads do have their damage values set properly. Will try to reproduce though.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 04, 2013, 10:20:53 PM
Quote
Ahahaha the RSF drone destroyer looks incredibly OP. I blew up 4 ISA destroyers at once in Sim.  It's just not even fair.  I  haven't tried anything further, the game crashed and i lost my save xD. Maybe that's justplayer hands. Will experiment further.

Good catch.

It is supposed to use 25 CR for deployment, have 180 seconds of peak time after which it will start loosing CR by a factor of 0.5.
BTW, all drone carriers were updated to operate like this.

Blowing up AI ships in sim does not mean anything at all ;)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: OOZ662 on November 04, 2013, 10:52:20 PM
I've run into a Null Pointer Exception when running a simulation using an RSF cruiser (Novorogod? The "standard" cruiser) with only a large Porcupine torpedo launcher in the universal mount against a standard ISA destroyer loadout. We approach each other, he starts heaving big torpedoes, I put up my shield and absorb them, fire the Porcupines, and around the time they start to hit the side of his hull the game crashes.

My computer is a lump of junk, though my very limited programming experience makes me think this isn't a memory error, especially since it happens the same way on a "bloated" long-running process and a fresh start of the game. I figure I'd post it here first before the support section since a lot of topics over there have been moved to the modding section; I'll copy this post over if it's an engine issue. The attached log is "fresh," as in I deleted the old one, started the game up and recreated the crash.

Odd. The last thing before the crash was damage allocation. Have no idea what causes it as porcupine and its warheads do have their damage values set properly. Will try to reproduce though.

Annoyingly I can't record it as local video streaming just captures the first frame of the game for some reason. However, I've recreated it 7 times without fail now. Let me know if you need a savefile or something.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 04, 2013, 10:56:10 PM
7 times with just Porcupine? Hmm... Will take a look.

EDITED:

Try adding this line "damage":250, to whd_purcupine.proj file in weapons/proj folder. Put it somewhere before ExplosionSpecs and see if it does anything in the game.

Its odd that it does not register the damage of the warheads.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 05, 2013, 04:11:29 AM
UIN Manta megafreighter and size comparison with other factions large freighters:

(http://www.lordsofthestars.com/other/pic203.jpg)

Manta has a single fighter bay, a pair of hardpoint missile mounts, 6 small and 6 medium ballistic mounts. Its slow, but pretty well armoured (compared to other freighters) and can become a serious threat if equipped with military-grade missiles.

It is a capital ship, btw. The only one among civilian ships in the whole sector.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wunder on November 05, 2013, 08:55:47 AM
UIN Manta megafreighter and size comparison with other factions large freighters:

(http://www.lordsofthestars.com/other/pic203.jpg)

Manta has a single fighter bay, a pair of hardpoint missile mounts, 6 small and 6 medium ballistic mounts. Its slow, but pretty well armoured (compared to other freighters) and can become a serious threat if equipped with military-grade missiles.

It is a capital ship, btw. The only one among civilian ships in the whole sector.
Is it in? because that'll be my superfortress
Im always skint.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: OOZ662 on November 05, 2013, 10:06:49 AM
Try adding this line "damage":250, to whd_purcupine.proj file in weapons/proj folder. Put it somewhere before ExplosionSpecs and see if it does anything in the game.

Putting the parameter in the line directly above ExplosionSpecs doesn't stop the crash, unfortunately. I thought that maybe it was due to firing them point-blank and thus having the warheads split "out of the barrel" so I ran another simulation firing them from the edge of sensor range; I heard one bit of PD fire, one shield hit, then the game crashed.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: ChaseBears on November 05, 2013, 02:03:31 PM
I got it, it's a formatting problem - a comma out of place and maybe some duplicate entries too. this file works when i test it (crashed before).

I also discovered that frag missiles lack a detonation sound~~
Code
{
"id":"whd_porcupine",
"specClass":"missile",
"missileType":"BOMB",
"sprite":"graphics/missiles/bomblet0.png",
"size":[9,11],
"center":[4.5,5.5],
"collisionRadius":9,
"collisionClass":"MISSILE_FF",
"explosionColor":[255,155,155,255],  # purely visual, will get a white additively blended core on top of this color
"explosionRadius":100, # purely visual
"behaviorSpec":
{
"behavior":"PROXIMITY_FUSE",
"range":80,
"explosionSpec":
{
"duration":0.1f,
"radius":180,
"coreRadius":60, # full damage within core radius
"collisionClass":PROJECTILE_FF,
"collisionClassByFighter":PROJECTILE_FIGHTER,
"particleSizeMin":3.0,
"particleSizeRange":3.0,
"particleDuration":1,
"particleCount":100,
"particleColor":[255,155,155,255],
"sound":"explosion_flak",
}
},

"engineSpec":{"turnAcc":0,
 "turnRate":0,
 "acc":0,
 "dec":0}
}
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: OOZ662 on November 05, 2013, 04:42:03 PM
Yup, that's fixed it. Glad to have finally been helpful for something...and to have put it in the right place. :D
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Toxcity on November 05, 2013, 08:25:00 PM
This might just be me, but it seems like the stations don't restock.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 05, 2013, 08:49:14 PM
Civilian stations restock with ships and weapons very slowly. Only trading station and security station as well as ship yard are being restocked at constant basis (cargo fleet per 1-2 weeks).
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 06, 2013, 01:56:02 AM
Progress update. What is in current dev version:

1. research stations that buy planet survey logs and alien tech, financial centers that buy valuables
2. ability to take a loan and put/take money from your international account
3. reworked trading system that no longer has 'easy ways' and is now a bit more diverse per station
4. planetary surveys, exploration and recovery operations (logs for surveys, chances to detect something interesting with a Planet scanner)
5. a 'lander' type 'flag' for all shuttles and other small ships (used in surveys and recoveries)
6. a journal with immense amounts of information (various achievements, lists of reactivated, salvaged, hacked stations, visited systems, surveyed asteroids and price table for each faction)
7. a description of trading system, factions and diplomacy in 'Ironclad`s Codex' page of the journal
8. a pair of hybrid ships (RSA and ISA) and a deadly Lancer Combat Drone wing for UIN
9. a new tug for RSF and megafreighter for UIN, reduced amounts of freighter copies (RSF and ISA now use just one type of ship per size instead of numerous copies of the same hull)
10. some fixes

I`ll try to prepare and test a 6.6 version of the mod until this weekend. There is plenty of stuff to test, so i might eventually fail to deliver the mod before the weekend :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Toxcity on November 06, 2013, 01:47:05 PM
Do conversions appear only when you have what you need for them?
Does the Marauder Hideout have any conversions?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 06, 2013, 01:53:21 PM
Hi.

1. dialogue options for conversions appear when you unlock access to them and when you have a proper ship in your fleet. Military conversion options wont appear until you joing that faction`s military forces.

2. Marauders do have conversion options. At least they should. But one again - those are only for pirate allies. Or should be at least...
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Toxcity on November 06, 2013, 02:10:26 PM
Do I have to be Allies with the Marauders, because when I pay to become a pirate I just become neutral to them.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wraithbourne on November 06, 2013, 03:22:05 PM
Well, first post on the forum, I downloaded and installed this mod about 4 days ago, after some niggles with the saves (all fixed now thanks to the advice in this thread) I'm now having great fun with it, I'm running a save for all the factions and frankly I cant get enough of it. 

All the factions seem to complement each other very nicely, considering that you're seperating the factions more by fighting doctrine than what epoch of ship they make use of like the vanilla game does I regard that as a great achievement.  Its not perfect and theres the odd balancing problem here and there but for a WIP its a cracking effort.  The expansions to the economy work nicely and that the mod contains means of earning exp other than fighting is I feel an excellent addition, one that I fully expect will make its way into the vanilla game in due course.

One thing I would point out from a non-gameplay point of view is that quite a few of the descriptions for ships and weapons strike me as being a bit jarring and at times they just dont flow nicely and can sometimes be a bit jarring.  Now I'm well aware that the grammar nazi is one of the most loathed creatures of the interwebs but my personal opinion is that having everything properly worded and looking good adds a great deal to the polished feel of a game or mod, and also allows the player to slip into the world and lore of the game more comfortably.  From your own standpoint its readily apparent that you're actively working on additional content, code fixes and the like and such things are probably quite a way down on your to-do list.  However should you be seeking a proof reader to go over things for you I'm more than happy to help, just let me know :)

~Wraith

Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: ChaseBears on November 06, 2013, 07:07:31 PM
i'm about 1/3 of the way through editing all the ship descriptions xD
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: OOZ662 on November 06, 2013, 07:51:43 PM
I was going to offer to proofread as well, though last time I did that (on a SPAZ mod) I ended up not getting some of the modder's intentions correct and somehow managed to start a fight between the two people developing the mod...so...I've kinda been wary since. :o
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 06, 2013, 08:53:04 PM
There once was a guy who promised to change the descriptions of all ships. He disappeared quite quickly after that :)

I do need a person to edit the texts, so if you guys are interested - well, feel free to edit anything you feel wrong. I`ll then pick one of the string files and use it in the mod. :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wunder on November 07, 2013, 12:40:36 PM
Unfortunately for me, I have lost Starsector, devoured by a contained virus, so I might be leaving, I still have a good feeling around these forums, but I dont have the time and computer space to return it to its full glory.

So, from me, goodbye...
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Erick Doe on November 07, 2013, 12:58:44 PM
You can redownload Starsector from the site. You just need your code to activate it.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 07, 2013, 01:28:33 PM
And 150+ mb is difficult to call space-consuming at all :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wunder on November 07, 2013, 01:34:38 PM
125mg left.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Wunder on November 07, 2013, 01:36:46 PM
Anyways, to many people have smashed my life here to the ground.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 07, 2013, 01:39:50 PM
That`s... odd. Especially in modern times where 16bg flash drive (which i use to store my Starsector) is so easily available.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 07, 2013, 01:40:06 PM
Anyways, to many people have smashed my life here to the ground.

What do you mean?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Erick Doe on November 07, 2013, 01:43:21 PM
Anyways, to many people have smashed my life here to the ground.

This is getting too off topic. I'm sorry if you feel someone has offended you on the forum, but this thread is to disuss Project Ironclads. If you have an issue you can always take it up with the moderators.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Lopunny Zen on November 07, 2013, 04:22:15 PM
whats there to discuss...the problem is pretty blatewnt...the ships are all too tin foilly and the weapons feel like they dont really do anything...this formula is all wrong..why couldnt it just be like starsectors normal gameplay in battle...instead its a freakin mess...its even a nightmare in the beginning because you literally have no chance at all against ANYTHING....and to top it off trading is useless...you start off with a crappy ship and a mercenary does not help the issue much....and the pirates all run from me unless they completely overpower me....usually 2 ships...and im very good at this game...im a master in fact...but i cant dwindle anything with tin ships and badly made combat. Uumoz and all the other mods follow the tested, fun, and working balanced systems...why cant this mod? Its the only mod that gets worse and worse each time more is added...even worse is you get no money to start off anything
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Toxcity on November 07, 2013, 04:42:29 PM
It is easier if you start hunting freighters with a fighter wing, to help with the frigate guard. If you want to trade start in the UIN, there is a good trade route back and forth between Centronom and Achiles. Hope that helps.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: drakhades on November 07, 2013, 05:17:03 PM
this, and all other mods, should put a bit more emhasis on "first-time-experience", meaning how difficult it is for a noob to get started.

for example, i'm pretty good at starsector combat, but i find the early-game of this mod frustrating.   the rewards are quite small for combat (early game) and if you don't have a station nearby, you actually have negative reward for combat victory.

people can say "well it's because your doing it wrong" but that's kind of my point:  noobs don't know the "right way" of doing it, so you need to make things blatently obvious, or allow more flexibility.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: OOZ662 on November 07, 2013, 09:29:52 PM
Coming from games like X3, this mod was pretty much second nature...start with the freighter and trade until you can afford to join the military with some extra cash on hand, then either use the free frigate or upgrade to a destroyer to go start murdering anything near your equal.


On an unrelated note, I've started whacking away at \data\strings\descriptions.csv but I promise nothing. ;D Line 252 and counting...though I'm using American spelling simply because it's the one I know. Except "defence vs defense," since that will probably break everything related to defense drones and point defense. I'll leave that one to you.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 07, 2013, 10:08:37 PM
this, and all other mods, should put a bit more emhasis on "first-time-experience", meaning how difficult it is for a noob to get started.

for example, i'm pretty good at starsector combat, but i find the early-game of this mod frustrating.   the rewards are quite small for combat (early game) and if you don't have a station nearby, you actually have negative reward for combat victory.

people can say "well it's because your doing it wrong" but that's kind of my point:  noobs don't know the "right way" of doing it, so you need to make things blatently obvious, or allow more flexibility.


This is not a pew-pew mod and it is clearly stated in the original post. OP also covers a lot of features of the mod, so any newcomer should figure out what to expect from this mod and what to do/not to do in it.

Dev 6.6 version has lots of new features including simple planetary survey missions that grant you 1000-5000 credits per planet in a form of survey logs. That`s a very easy way to start the game, but requires a ship capable of landing on a planet, some crew and supplies.

In addition there is whole new big freaking journal in that 6.6 that contains not just collected data of your travels, but also a huge Codex that explains the major mod`s features.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 08, 2013, 12:19:54 AM
While i didn`t like to do that, but i`ve added an option to start as a part of military.

Its an 'easy start' that should minimise problems with mod for newcomers, but its way too easy and in fact it cuts off a huge part of the  intended player`s progress.

You`ll start a game with a combat-ready frigate, 10k credits, faction`s enemies and friends - as if you have just enlisted in military by giving them a datacore.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Toxcity on November 08, 2013, 03:37:46 AM
I presume that you still have to join pirates the normal way.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 08, 2013, 03:59:43 AM
Yes.

That easy start option was added to reduce the amount of unsatisfied people crying about mod being too difficult for them to play. A normal  player should avoid it and grasp the whole hardship of being a mere privateer.

BTW, found and fixed Marauders not allowing you to convert ships. A stupid typo ruined the whole script that does it :)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Toxcity on November 08, 2013, 04:08:09 AM
I'm looking forward to all the new additions. Any idea when it will be released?
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 08, 2013, 04:18:56 AM
Today.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: drakhades on November 08, 2013, 04:38:56 AM
Yes.

That easy start option was added to reduce the amount of unsatisfied people crying about mod being too difficult for them to play. A normal  player should avoid it and grasp the whole hardship of being a mere privateer.

BTW, found and fixed Marauders not allowing you to convert ships. A stupid typo ruined the whole script that does it :)

thanks for the changes, it's good to have options I think ;)
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 08, 2013, 06:02:03 AM
You are right saying that there should be such an option. Players are players - you can`t just grab every one and force them to play as you wish.

I might add a pirate option after all as it seems to be called for quite often. Actually, it would be a difficult start.
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: dhosterman on November 08, 2013, 06:14:53 AM
Okim,

I just wanted to say thank you very much for all your obvious hard work on this mod. While I love Starsector and have been playing it intermittently for about a year (probably a couple games per release), I find your mod to be almost exactly what I've been craving as far as activities, ship types, combat dynamics, etc. It reminds me of my first gaming love, Elite.

That said, I understand why you're making some of the recent changes you've discussed re: initial difficulty. While I agree that choices are fantastic and that a more shallow difficulty curve might help new players get acclimated to the game, I wanted to share my own experience briefly. Yesterday, I was able to start the game in the normal fashion with a shuttle and a freighter. By the evening, I'd joined the ISA, had 2 frigates, and was running regular and successful raids into civilian RSF space against transports, tankers, etc, without any problems at all. I did finally get destroyed by the end of the night because I attacked a civilian mining fleet that had a destroyer in it and that fight didn't go too well. I wasn't able to identify it from the system map, but that was really my fault. (I'm not the best at the actual combat in this game.)

Anyhow, just an opposing viewpoint that would like to say I think you're providing a very compelling experience with a very manageable difficulty curve already. I like the way the mod is in its current state and I'm glad I can continue to play it in that fashion, plus I'm looking forward to playing with your new updates. The journal sounds amazing!

Please let me know if there's anything I can do to help with this mod.

Regards,
Daniel
Title: Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
Post by: Okim on November 08, 2013, 10:10:26 AM
New 6.6 version is available here (http://www.lordsofthestars.com/other/Sector/ironclads6.6.rar).

Its main features are rehauled trading system, planet exploration, credit operations at financial center, hybrid ships (RSF and ISA for now) and Journal with a full mod`s features description and various data on player achievements. As usual - the full change list is here (http://www.lordsofthestars.com/other/Sector/readme.txt).
Oh, and a new option for an easy start of cause...

Report any bugs and oddities - there might be some that avoided my attention during testing.
Title: Re: Project Ironclads Total Conversion, version 6.6 (0.6.1a)
Post by: Okim on November 08, 2013, 01:12:28 PM
6.6.1 is released. It fixes some bugs with dialogues and hybrid ships. Save compatible. http://www.lordsofthestars.com/other/Sector/ironclads6.6.1.rar
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: Toxcity on November 08, 2013, 01:54:45 PM
Thanks for the update. I noticed one of the Raider gunships for pirates is missing an unstable injector mod like the other two variations.
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: Okim on November 08, 2013, 11:21:20 PM
Guys i`m very sorry, but it seems that yesterday i`ve uploaded a wrong archive that wasn`t updated with Marauder fixes :)

Redownload the archive if you wish to interact with the Marauders.
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: OOZ662 on November 09, 2013, 01:00:49 PM
Played for about 6 hours before my save got too big to load on my crappy 32bit system...I was so close to getting the ship from the research station too. :-\

It annoys me that Java will only work with up to 1GB of RAM when it should be able to use up to 2GB on a 32bit system...but I suppose there must be some reason for it.
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: Okim on November 09, 2013, 01:04:04 PM
Hope Alex will find some fix for this...
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: ValkyriaL on November 09, 2013, 01:08:20 PM
I HOPE, alex will move the entirety of SS to 64 bit java, i don't understand why he made it in 32 bit in the first place, nobody uses 32 bit java nowdays unless they forgot to upgrade, only reason i can think of is because maybe it didn't exist back then, but idk.
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: OOZ662 on November 09, 2013, 01:11:38 PM
I HOPE, alex will move the entirety of SS to 64 bit java, i don't understand why he made it in 32 bit in the first place, nobody uses 32 bit java nowdays unless they forgot to upgrade, only reason i can think of is because maybe it didn't exist back then, but idk.

I'd be entirely out of a game then, because I'm a nobody. ;D
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: Mavolio on November 09, 2013, 01:43:36 PM
I managed to farm up 20 Alien items to try for the hybrid ship but when i select the option the ship doesn't appear to appear any where, i farmed 20 more but same result. I re-loaded to see if there is a chance of a failure so you cant farm them too easily but the save wont load now so i'm unsure as to what happened. I'm running the newest version 6.6.1 as well.
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: Toxcity on November 09, 2013, 01:47:45 PM
I think it only appears if your in that factions military.
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: OOZ662 on November 09, 2013, 01:48:22 PM
The option appeared for me (but, of course, greyed out) when I docked with the research station straight after starting my new game with the easy start.
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: Toxcity on November 09, 2013, 01:49:38 PM
Easy start is starting in the military, so that makes sense.
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: Okim on November 09, 2013, 02:22:55 PM
I managed to farm up 20 Alien items to try for the hybrid ship but when i select the option the ship doesn't appear to appear any where, i farmed 20 more but same result. I re-loaded to see if there is a chance of a failure so you cant farm them too easily but the save wont load now so i'm unsure as to what happened. I'm running the newest version 6.6.1 as well.

Redownload the archive and try again. It might be so that not just Marauder fix didn`t get into it, but also the hybrid ships...
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: conorano on November 09, 2013, 02:36:47 PM
I managed to farm up 20 Alien items to try for the hybrid ship but when i select the option the ship doesn't appear to appear any where, i farmed 20 more but same result. I re-loaded to see if there is a chance of a failure so you cant farm them too easily but the save wont load now so i'm unsure as to what happened. I'm running the newest version 6.6.1 as well.

Redownload the archive and try again. It might be so that not just Marauder fix didn`t get into it, but also the hybrid ships...

I downloaded the one where you said the marauder was reuploaded and i have the same problem too
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: darkova on November 09, 2013, 02:49:47 PM
same here i also downloaded the mod after you made the marauder quick fix for this version and no dice on the hybrid ships on my playthrough i could not buy the RSF hybrid while i was in their military
Title: Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
Post by: Okim on November 09, 2013, 02:52:01 PM
Ok, found the problem. Fixed in 6.6.2 (which is here: http://www.lordsofthestars.com/other/Sector/ironclads6.6.2.rar)

EDITED: XLE and UIN allies now get access to RSF and ISA prototypes (respectively). Just to fill the emptyness a bit for these factions :)
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: OOZ662 on November 09, 2013, 03:25:05 PM
A new game start seems to give me 20 aptitude points and 40 skill points. Guess that makes up for the unusable save, at least...

EDIT: And a bunch of ships and objects in round numbers...I think a debug switch was left on. ;D
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 09, 2013, 03:33:05 PM
***... Forgot to remove the dev stuf...

EDITED: fixed that nightmare.

Need to have some sleep...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Unfolder on November 10, 2013, 12:50:40 PM
Hey I want to play this mod but I am really bad at computer moding, file editing. Could you please link to a step by step idiot proofing of what needs to be changed/installed to make this mod work thanks.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 10, 2013, 10:33:45 PM
If you have a 32 system - i can`t help you.

If you have 64 system - than you need to download and install this on your PC: http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html Pick the last one download (Windows x64)

After the installation go to the folder where you installed it (by default its program files/java) and find there a JRE folder. Copy it.

Go to Starsector folder and find there the same JRE folder. Rename it to something like JRE-32 (mostly to make it a back up). Paste JRE that you copied earlier.

Then edit vmparams and set first 512 to 1024 and second 512 to 2048 (in case you have previously modified those to 1024 and 1024 replace the second 1024 with 2048).

This should allow your saves to load.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Thaago on November 10, 2013, 11:42:17 PM
Hey Okim - why are you linking to the u34 release rather than the u45 release for java? Is there something broken with the newer version?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 11, 2013, 12:53:07 AM
Well, i`m linking to the one that i`m using. Its working for me, so i guess it will work for everyone else.

And i was told to use only java6 for JARs and i found only this one among old versions.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: NoImageAvailable on November 11, 2013, 04:57:04 AM
There are still some unnecessary files in the archive, found a copy of ship_data.csv in the hulls folder.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 11, 2013, 05:27:29 AM
Does it really matter what`s left in there? ;)
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Toxcity on November 11, 2013, 06:19:07 AM
In the new update the Burlack towing ship doesn't have the Tow Cable mod.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: NoImageAvailable on November 11, 2013, 06:39:26 AM
Does it really matter what`s left in there? ;)

If it gives you 20 Aptitude Points at game start or otherwise breaks the game in more subtle ways, yeah. Just figured I'd give you a little heads-up that there might be more leftover stuff in there.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Trylobot on November 11, 2013, 07:22:28 AM
Pretty sure ship_data.csv in hulls is a necessary file for any mod that adds ships or modifies existing ships' stats.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Silver Silence on November 11, 2013, 07:52:25 AM
If you have a 32 system - i can`t help you.

If you have 64 system - than you need to download and install this on your PC: http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html Pick the last one download (Windows x64)

After the installation go to the folder where you installed it (by default its program files/java) and find there a JRE folder. Copy it.

Go to Starsector folder and find there the same JRE folder. Rename it to something like JRE-32 (mostly to make it a back up). Paste JRE that you copied earlier.

Then edit vmparams and set first 512 to 1024 and second 512 to 2048 (in case you have previously modified those to 1024 and 1024 replace the second 1024 with 2048).

This should allow your saves to load.
If you're 32bit, you can change vmparams still and lower the min-max memory usage to 512-512 so that the game won't gladly eat up so much memory by loading big saves or mods (or often times, both)
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 11, 2013, 08:51:58 AM
In the new update the Burlack towing ship doesn't have the Tow Cable mod.

Put at the end of the file these strings (including ','):


,
"builtInMods":["tow_cable"],


And blame Trylobot for not supporting builtinmods ;)

P.S.: don`t put the last sentence into the file...

Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 11, 2013, 08:55:51 AM
Does it really matter what`s left in there? ;)

If it gives you 20 Aptitude Points at game start or otherwise breaks the game in more subtle ways, yeah. Just figured I'd give you a little heads-up that there might be more leftover stuff in there.

This file surely not gives you any Aptitude points. The player generation plugin did that, but in current dev its fixed. That csv i`m using to quickly get a reference to what is where (my Russian Excel does not support csv files with ',' as separators due to ',' being a main devider to floating values here and uses ';' instead, so that`s why there is a converted file to achieve what i need).
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 11, 2013, 08:57:24 AM
If you have a 32 system - i can`t help you.

If you have 64 system - than you need to download and install this on your PC: http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html Pick the last one download (Windows x64)

After the installation go to the folder where you installed it (by default its program files/java) and find there a JRE folder. Copy it.

Go to Starsector folder and find there the same JRE folder. Rename it to something like JRE-32 (mostly to make it a back up). Paste JRE that you copied earlier.

Then edit vmparams and set first 512 to 1024 and second 512 to 2048 (in case you have previously modified those to 1024 and 1024 replace the second 1024 with 2048).

This should allow your saves to load.
If you're 32bit, you can change vmparams still and lower the min-max memory usage to 512-512 so that the game won't gladly eat up so much memory by loading big saves or mods (or often times, both)

Wait a second. This will work with Ironclads and allow the game to load its huge saves? Hm... Nope, it wont...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Toxcity on November 11, 2013, 08:57:33 AM
In the new update the Burlack towing ship doesn't have the Tow Cable mod.

Put at the end of the file these strings (including ','):


,
"builtInMods":["tow_cable"],


And blame Trylobot for not supporting builtinmods ;)

P.S.: don`t put the last sentence into the file...



Thanks for the fix.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: DatonKallandor on November 11, 2013, 10:22:06 AM
The Journal link to "Ship Conversions" links to the Mining entry.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 11, 2013, 11:30:44 AM
Thanks.

There are another issues with the journal i`m aware of. For example - depot and storage stations list are bugged, systems not showing both depots and storage stations, some missing "(" and other symbols in texts and lists etc. Just telling that i know some problems exist with this new feature.

BTW, how do you find the Journal? Was it worth the effort? What it needs?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: OOZ662 on November 11, 2013, 11:38:35 AM
I noticed when joining the RSF military that the list of rules stated to not allow attacking "RSF ISA civilians." Is that a typo or are RSF military players not supposed to be stalking the ISA convoys around for supplies and fuel? ;D

There was something I thought might be nice in the journal, but I can't remember it now. Must not've been very important. Otherwise, the journal is pretty spiffy.

If you're 32bit, you can change vmparams still and lower the min-max memory usage to 512-512 so that the game won't gladly eat up so much memory by loading big saves or mods (or often times, both)

The issue is that Java runs out of available memory space trying to load the save, so halving the available memory only aggravates it. In my case, the saves were right on the edge of playable in the last version; if I'd been playing more than around half an hour I'd have to restart the game or the memory leaks would be enough to prevent the save from loading. With the addition of three star systems and the journal it seems to have pushed above that point and now loading becoming impossible is a matter of time.

Again, I'm unsure why Java can't use 2GB of RAM on a 32bit system like everything else, but I'm sure that comes down to me not knowing anything about Java besides that most games written in it (lookin' at you, Minecraft) are much more resource hungry than other equivalents but also seem much easier to mod/interact with the code without specific developer programming.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 11, 2013, 11:44:29 AM
I kinda feel sorry for making something that kills the joy of some people just by being too huge  :(
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Camael on November 11, 2013, 11:47:26 AM
Awesome... uh.. but... scrambler device still does nothing about relationship hits.  Would be reaaaally awesome if it did. You know... convoy raiding in friendly systems and stuff... sooo... pwetty pwease? Fix it, yes?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 11, 2013, 11:54:25 AM
That`s odd. It worked in my case against allies. Probably something somewhere is not properly triggered. Will look at it.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: NoImageAvailable on November 11, 2013, 12:42:19 PM
I kinda feel sorry for making something that kills the joy of some people just by being too huge  :(

Well, it makes the mod that much more awesome for people who do have the hardware required. And for that you have to draw a line for minimum system requirements somewhere. After all, I can't really expect to play the newest AAA titles on my old Dendy either, can I?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Thaago on November 11, 2013, 01:52:13 PM
I kinda feel sorry for making something that kills the joy of some people just by being too huge  :(

Eh - its not your fault at all. You're just the first to push the envelope big. The final game is meant to be much bigger than this... its just that Alex has never needed before to optimize the save size and the save/load methods. I'd guess that the saves are somewhere between 10 and 100 times larger in memory than strictly needed due to using xml (though compression may reduce that to reasonable numbers). Not only that, but I'm also guessing that the load method attempts to do a complete load before instantiation rather than use a streaming approach (or worse yet it instantiates as it goes but does not clear out its loaded data - worst of both worlds) and I know that the program does not clear out current instances before a load because you can attempt a load while playing.

I suspect Alex will fix the save/load memory issue soon - he's certainly aware of it and its starting to cause problems. No time like when its needed to do optimization :)
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: ArkAngel on November 12, 2013, 02:24:37 PM
This is really odd, I can't seem to save the changes to the vmparams file. I am logged in as administrator so I am not sure what is going wrong. Any ideas?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: OOZ662 on November 12, 2013, 02:28:24 PM
You either have to specifically run the program you're editing it with as an administrator by right clicking its icon or EXE, or edit it by copying it to your Documents or Desktop, changing it, then putting it back. Make sure you're also running Starsector as an administrator or Windows may be redirecting your save files and config changes to some other magical place on the disk called the VirtualStore.

Alternatively, move Starsector out of the Program Files folder.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: NoImageAvailable on November 12, 2013, 09:43:42 PM
This is really odd, I can't seem to save the changes to the vmparams file. I am logged in as administrator so I am not sure what is going wrong. Any ideas?

Check if it is read-only
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: ArkAngel on November 13, 2013, 10:43:02 AM
Now it can't read the file, my computer just hates me aparently. I'm probably just using the wrong program to open up the file to edit it.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: oranoron on November 13, 2013, 11:10:06 AM
Canadian Faction when? With such important economic partnerships and a strong sciences & aerospace industry I find it hard to believe there isn't a Canadian presence.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 13, 2013, 11:32:42 AM
Its part of ISA as well as South American countries and Japan.

There wont be any more standard human factions. Might be that 'first-pioneers-who-got-left-behind' faction as an enemy of XLE/UIN, but i promise nothing.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: NoImageAvailable on November 13, 2013, 11:34:50 AM
Canadian Faction when? With such important economic partnerships and a strong sciences & aerospace industry I find it hard to believe there isn't a Canadian presence.

If you're going by modern day aerospace industry the only faction would be RSF, since everyone else just pays them to launch their stuff into space :P
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: DatonKallandor on November 13, 2013, 12:20:34 PM
Thanks.

There are another issues with the journal i`m aware of. For example - depot and storage stations list are bugged, systems not showing both depots and storage stations, some missing "(" and other symbols in texts and lists etc. Just telling that i know some problems exist with this new feature.

BTW, how do you find the Journal? Was it worth the effort? What it needs?

Journal is great in pretty much ever part of the game. If Vanilla Starsector gets any more complex it'll need one too.
Speaking of, the Map Legend in the Journal is missing one type of station. I don't recall which one, but there's one missing.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 13, 2013, 10:56:18 PM
If you mean pirate stations - their icon is pretty obvious and easily recognisable on the map ;)
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: DatonKallandor on November 14, 2013, 12:03:26 PM
I got it open right now, the Legend doesn't list:
P
R
, which appear on the Map.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 14, 2013, 03:00:45 PM
P is for Security Station.
R is for the Research Lab.

Will fix it, thanks.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: muttiman on November 15, 2013, 10:55:35 AM
somebody who is able to play normal without coruppted saves, can you tell me your java version plz?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: ValkyriaL on November 15, 2013, 11:03:06 AM
Java 7 64-bit Update 25.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: taiiat on November 15, 2013, 03:22:58 PM
just going to report a.... bug? i guess.
have been running StarSector 0.6.1A, with Ironclads (6.6.0 6.4).
just updated Ironclads to 6.6.2 today, and now i am resulted with this issue on every launch:
Pastebin (http://pastebin.com/g7df1Ybq)

edit:
actually... i thought to delete the Ironclads folder and extract the mod fresh, instead of overwriting the old folder.
and now it doesn't experience that crash on launch. should've thought of that i suppose.
you'd think that from playing so many openly moddable games and using so many mods that i'd've learned by now to always delete when updating, since Windows has crap for file merging / overwriting :p
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 15, 2013, 09:47:52 PM
WARNING! It is highly recomended to read the info provided here before getting into the Ironclads. This is not a pew-pew mod where you start blasting your way to dominance right after clicking 'new game'. This mod puts you into the world of the humanity`s future as a captain of a mere shuttle and with just 2000 credits on your account. The world is full of opportunities and dangers. What you can do in this mod and how you can do that is described in this post.

WARNING! Remove the mod`s folder from your PC before installing a new version. You also should clean up any custom variants in save/missions sub-folders.

WARNING! For proper work this mod automatically enables save compression. This makes all saves impossible to edit.

WARNING!You should also change all '512' values to '1024' in vmparams file located in the Starsector root folder (use any text editor to open it), otherwise you may still encounter problems with savegames. Here is what you need to look for: http://fractalsoftworks.com/forum/index.php?topic=431.msg118864#msg118864

MAC users! In your case this vmparams file is called info.plist and is located in /contents folder.

If you still get your saves corrupted and you are running 64x system - here is a solution: http://fractalsoftworks.com/forum/index.php?topic=431.msg119610#msg119610

...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Gabriel_Braun on November 20, 2013, 02:23:19 PM
Hey Okim and everyone in general too;

Sorry I've been quiet lately, applied maths is killing my gaming time!

-Rich
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: zeno0010 on November 23, 2013, 07:48:24 PM
Whats up okim, havent seen yall since 6.3. Whad i miss.

Welcome back braun.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on November 24, 2013, 03:02:42 AM
Hi. There are a couple of reasons of my 'disappearance':

1. X-COM:EW
2. got some rest far away from PC
3. right now have my attention switched to my table-top projects
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Piemanlives on November 24, 2013, 01:22:02 PM
EW is great...
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: entropy on December 02, 2013, 02:53:37 PM
Got a corrupted save... Hell, seems that mod is too large to be played without problems...

Anyone who gets the same problem and runs a Win 64x - here is a solution:

1. get a new version of java6 JRE from here (for your 64 platform): http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html
2. install it anywhere you wish
3. go to the folder to where you`ve installed jave
4. find there a folder named 'jre6', copy it
5. goto Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048

I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: NoImageAvailable on December 03, 2013, 09:29:47 AM
I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!

There's an -xms and -xmx value, the former is the amount of memory reserved at game start the latter the maximum amount of memory that can be used. You can set it to whatever you want so long as you keep in mind the effect it will have on your system. You probably don't want to make all the memory available since the OS and background programs require RAM as well and you honestly don't need anywhere near 12 gigs for this.

Pro-Tip: The last letter denotes the unit of memory so you can just set it to -xmx8g instead of -xmx8224m
Title: Re: Project Ironclads, version 6.4 (0.6.1a)
Post by: entropy on December 06, 2013, 02:12:41 PM
I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!

There's an -xms and -xmx value, the former is the amount of memory reserved at game start the latter the maximum amount of memory that can be used. You can set it to whatever you want so long as you keep in mind the effect it will have on your system. You probably don't want to make all the memory available since the OS and background programs require RAM as well and you honestly don't need anywhere near 12 gigs for this.

Pro-Tip: The last letter denotes the unit of memory so you can just set it to -xmx8g instead of -xmx8224m

Ah thank you for the reply. That certainly clears things up. I will keep it at 8g.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Gnock on December 13, 2013, 12:22:10 PM
if i want the mod for 5.2a , where do i can find it ?

tks anyway, LOVE this mod
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: code99 on December 13, 2013, 10:35:13 PM
5.2.a? What 5.2.a?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: ValkyriaL on December 14, 2013, 09:34:24 AM
an ultra outdated version of this game, and there is no mod version for that, because mods updates as the game progresses, no point having older versions laying around for a game version nobody uses. id suggest updating to 6.1.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Piemanlives on December 14, 2013, 09:49:21 AM
5.2.a? What 5.2.a?


I love how this is your first post, so welcome to the forum.

As Valk said 5.2.a is an extremely old version of the game released sometime during mid 2012.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on December 14, 2013, 10:11:40 AM
When people ask about such old versions some paranoidal thought abouts pirated versions and similar stuff begin to amass in my head.

Seriously, why else should someone be interested in such an old game version? I don`t even recall what was in it...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: ValkyriaL on December 14, 2013, 10:21:04 AM
0.51 or 0.52 introduced the first campaign layer i believe, so its old as hell, i to, smell piracy.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: OOZ662 on December 14, 2013, 11:16:32 AM
Some people deathly afraid of the CR system use old. versions too, though I dunno about that old.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Piemanlives on December 14, 2013, 12:49:09 PM
If I was afraid of it I'd use 5.4 or something, but I'm one of those who don't mind CR deployment, it's an interesting system.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Ekibana on December 15, 2013, 02:15:46 AM
Hello everyone!
Just istalled the mode and read Journal. Seams like changes are HUGE, thanks for that :)
But can someone give any tips on starting the game in any field (mining, exploration etc.)? I saw my lonely shuttle with one and only me as a crew member. Where should I go from here?
Kind of have some things to do IRL right now, but will be back in few hours, can you please direct me a little? Thanks!
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: OOZ662 on December 15, 2013, 06:34:57 AM
I always found an easy trade route; load in as much cargo as you can fit without being overburdened on one end and take it straight over, sell it, and repeat. Since the economy doesn't fluctuate and the stations will buy and sell limitless amounts, you'll be multiplying your money with each trip. Eventually move up to a small freighter, then a medium; usually by the time that I have two mediums I've worked up enough money to have a capable lineship, a light carrier and some escort and light strike fighters.

Remember that you get a free combat ship when you join the military; if that's your aim, just grind up 50,000 credits, join the military and take it as your first flagship.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on December 15, 2013, 07:59:40 AM
You can start salvaging abandoned stations and recovering the wrecks. They require some preparations though (like enough amount of cargo space, crew, some salvage etc). However, they will grant you a nice bonus of some ships and weapons. Usually wrecks contain the destroyer-class combat ship (military grade) while abandoned stations might contain some random civilian-grade ships.

Mining is pretty simple. Buy a miner, get some supplies, find an asteroid field and survey it. Without a mineral scanner your first survey attempts would not be that good, but you`ll still get some profit out of mining and will be able to get some random stuff at some point (like a weapon stash or some valuables etc.).

Journal has a large list of all tradeable items per station and faction. Use a map to find the proper trading routes that contain no pirates (as those will eat you with your starting shuttle pretty easily) and start trading.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: code99 on December 16, 2013, 11:12:44 PM
5.2.a? What 5.2.a?


I love how this is your first post, so welcome to the forum.

Oh thank you!
I have to start somewhere don't i?

Im first time poster but very long time lurker and this is the only thread i follow on these forums. Loving Okim's mods :)

Anyway back "on topic". When i first saw that version i too thought it was pirated, hence me inquiring bout it. Don't think anyone is playing this game on 5.x versions ...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Piemanlives on December 16, 2013, 11:47:13 PM
Oh thank you!
I have to start somewhere don't i?

Im first time poster but very long time lurker and this is the only thread i follow on these forums. Loving Okim's mods :)

Anyway back "on topic". When i first saw that version i too thought it was pirated, hence me inquiring bout it. Don't think anyone is playing this game on 5.x versions ...

I've only been around for a little bit but welcome aboard anyways! Anyways, there's probably a few people sticking with .54 and the various patches that came out for it, it was a good solid version of the game and it worked well.

Hello everyone!
Just installed the mode and read Journal. Seams like changes are HUGE, thanks for that :)
But can someone give any tips on starting the game in any field (mining, exploration etc.)? I saw my lonely shuttle with one and only me as a crew member. Where should I go from here?
Kind of have some things to do IRL right now, but will be back in few hours, can you please direct me a little? Thanks!

Another point I'd like to mention, the lottery is a slightly risky way to binge credits to get things in return, it's possible to win ships in that which can come in handy.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on December 17, 2013, 12:06:34 AM
BTW, its not stated in any way in the mod, but...

Spoiler
...the better your trading skills are - the better are the chances to win in the lottery :)
[close]
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Piemanlives on December 17, 2013, 10:01:05 PM
The fact you tell us now is both terrifying and table-flipable.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Annex on December 21, 2013, 06:46:36 PM
I just wasted an hour trying to find something to kill. I made it to level 2 fine but since then everything that spawns is either super weak and runs away from me, or 10 ship fleets ready to annihilate me.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: OOZ662 on December 21, 2013, 06:48:40 PM
Navigation is a pretty essential skill.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Annex on December 21, 2013, 07:23:06 PM
Although mining seems to work well, maybe a bit too well? Made 744k in 10 minutes...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Annex on December 21, 2013, 07:59:02 PM
Well, spent my 700k on building a nice powerful fleet to take on the big fleets the enemy has out at the start, and now those run away too. Zero combat in 2 hours. Finally went after the large freighter fleets to get some kills, thats got me rolling in levels now.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Spoonie on December 26, 2013, 09:58:45 AM
Hey, downloaded yesterday and finally figured out how to make a profitable trade run instead of spending all the profits on fuel, but now I'm having trouble loading save games, it gives me that generic error that it could be the wrong mod or different version. Not sure if that's a known issue with the mod.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: OOZ662 on December 26, 2013, 10:14:44 AM
Read the first post of this thread more closely.

If you're running an older 32-bit system like me, you may be S-O-L.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Silver Silence on December 27, 2013, 10:55:45 AM
It's not so much an issue with the mod as an issue with big mods in general. Large mods means more loaded up into memory. Saves then also need to be loaded into memory and that shoots your mem usage through the roof. Old 32bit systems or laptops otherwise not designed for playing games (less than 4GB RAM) will have issues loading a save after playing it a few times because it will be enormous. This is greatly exaggerated in a mod like Ironclads with so many ships AND so many systems.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: LiquidStang on December 27, 2013, 02:21:26 PM
I always found a way through the easy exchange, in charge as much cargo as you can stand without being overloaded to one side and go straight to the sale, and resume. Because the economy does not change stations and buy and sell unlimited amounts, you multiply your money with each excursion. Eventually move to a small cargo, then a medium, usually the time that I have two areas I've worked enough money to have a lineship likely, a light aircraft carrier and some support and light aircraft combat.

Remember that you get a ship in combat rights when you join the military, if you object, simply grind up 50,000 credit to enlist in the army and take as your first flagship.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Thaago on December 27, 2013, 06:20:54 PM
Hi Okim! Got a crash report for you:

Code
3624682 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TimeManager.runDaily(TimeManager.java:55)
at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:211)
at data.scripts.world.TimeManager.advance(TimeManager.java:203)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I had been playing a game beforehand, then quit and started a new one. Started with the UIN, took trader, navigation, and the extra freighter. A few seconds in this happened.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: LiquidStang on January 02, 2014, 07:05:09 AM
Hi Okim! Got a crash report for you:

Code
3624682 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TimeManager.runDaily(TimeManager.java:55)
at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:211)
at data.scripts.world.TimeManager.advance(TimeManager.java:203)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I had been playing a game beforehand, then quit and started a new one. Started with the UIN, took trader, navigation, and thera freighter. A few seconds in this happened.

Try reloading the game. Then check if it's still there. If it is Okim will help even further.

David
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Bob McBobbyton on January 11, 2014, 11:10:10 AM
I cant get the mod to work. I download it and it shows up as a video file. help please!
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Sundog on January 11, 2014, 11:38:28 AM
What's the extension on the file you downloaded?
The file should be named 'ironclads6.6.2.rar'

My guess is that you don't have an archiver installed that recognizes .rar files and VLC (or other media player) is trying to open it instead. If so, try extracting the files with 7-zip http://www.7-zip.org/ (http://www.7-zip.org/)
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 11, 2014, 01:58:36 PM
Hi, everyone. I've been playing this mod for a while, and when I went to load my game this morning, it gave me a memory dump error. I followed the instructions posted for 64 bit systems, and now the game won't load at all. It won't even bring up the pre-game menu. There's almost no response to the click at all, even when I run it as an administrator. I should also note that I have used the latest version of Java, not version 6.

Thanks!

P.S. My system is fully capable, 16 GB RAM, 3 GB memory card, i7 processor

Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 11, 2014, 11:33:28 PM
Version 6 is required to run the game. At least it works well in my case.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Bankoleva on January 12, 2014, 09:32:25 AM
Hi, everyone. I've been playing this mod for a while, and when I went to load my game this morning, it gave me a memory dump error. I followed the instructions posted for 64 bit systems, and now the game won't load at all. It won't even bring up the pre-game menu. There's almost no response to the click at all, even when I run it as an administrator. I should also note that I have used the latest version of Java, not version 6.

Thanks!

P.S. My system is fully capable, 16 GB RAM, 3 GB memory card, i7 processor



Hey Max,

I just got the game myself a week ago and been enjoying this mod too. I was actually knocking my head against the wall yesterday with the exact same problem when I stumbled on the the solution after reading your post. Figured as a fellow newb and non modder I'd share my solution.

I noticed that I had a different or perhaps newer version of Java when I was following the instructions for the 64x systems. Guessing the game works with Java6 only but not 7.  Despite following the directions and download the right file, it seemed that Java6 can't overwrite Java7. Or there is something 7 adds that causing the problem. So I deleted Java from my comp and made sure that when following the instructions that it was a fresh install. Been playing problem free for 10 hours since.

My comp BTW is a 7 year old core duo on vista with 4gb's. So if my comp got fixed yours should be no problem. Hope that helps

~Bank

P.S. Okim this mod is awesome.... keep up the good work.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 12, 2014, 11:41:10 AM
1. Thanks for kind words :)

2. After installing Java 6 64x package go to its folder and find there JRE folder. Copy it.

3. Go to Star Sector folder and remove its JRE folder. Paste what you have copied.

4. adjust vmparams file.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 12, 2014, 06:26:50 PM
Hi, everyone. I've been playing this mod for a while, and when I went to load my game this morning, it gave me a memory dump error. I followed the instructions posted for 64 bit systems, and now the game won't load at all. It won't even bring up the pre-game menu. There's almost no response to the click at all, even when I run it as an administrator. I should also note that I have used the latest version of Java, not version 6.

Thanks!

P.S. My system is fully capable, 16 GB RAM, 3 GB memory card, i7 processor



Hey Max,

I just got the game myself a week ago and been enjoying this mod too. I was actually knocking my head against the wall yesterday with the exact same problem when I stumbled on the the solution after reading your post. Figured as a fellow newb and non modder I'd share my solution.

I noticed that I had a different or perhaps newer version of Java when I was following the instructions for the 64x systems. Guessing the game works with Java6 only but not 7.  Despite following the directions and download the right file, it seemed that Java6 can't overwrite Java7. Or there is something 7 adds that causing the problem. So I deleted Java from my comp and made sure that when following the instructions that it was a fresh install. Been playing problem free for 10 hours since.

My comp BTW is a 7 year old core duo on vista with 4gb's. So if my comp got fixed yours should be no problem. Hope that helps

~Bank

P.S. Okim this mod is awesome.... keep up the good work.

Well, that did it! Thanks a lot for the help.

Okim:


On a side note, this mod is extremely awesome. However, in my time playing, I've found ships with the Fortress Shield ship system to hugely overpowered. With the Finland destroyer, I can take on and defeat almost any other ship in one on one combat, including Battleships. I think it has to do with the fact there's no delay on being able to fire weapons once it's off, and when you flip it off, all weapons that have a charge up start charging and don't stop, even if you put the fortress shield back up. With particle pulse cannons and a 60 lber duel siege gun, I can fire a salvo at basically no cost to flux, even if I'm under a constant stream of fire, by double tapping F to turn them off for just a split second. Surprisingly, the AI is pretty good at it, too. To be honest, I enjoy the overpowered-ness of it, it makes it really fun for direct control. I just thought I'd mention it as a balance-ish issue.

There's also a single bug (I'm assuming) that I've noticed and been irritated by while playing. When under AI control, though they try to avoid them to a limited degree, will not put up shields to avoid taking damage from asteroids until AFTER they've collided with one. This has had some pretty bad implications, like my only frigate wing man early on crashing head first into a large asteroid and dealing hull damage to himself.

Anyway, those tiny things aside, it's been so much fun to play. I ran into and managed to defeat the alien mothership once, which was awesome, and was wondering if it is capturable.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: OOZ662 on January 12, 2014, 08:20:26 PM
There's also a single bug (I'm assuming) that I've noticed and been irritated by while playing. When under AI control, though they try to avoid them to a limited degree, will not put up shields to avoid taking damage from asteroids until AFTER they've collided with one. This has had some pretty bad implications, like my only frigate wing man early on crashing head first into a large asteroid and dealing hull damage to himself.

I believe that's an engine issue, not something to do with the mod. I seem to recall there's an avoidance issue that's set to be fixed for the next release as well, though I think it's for exploding capitals, not ramming junk.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 12, 2014, 08:31:43 PM
There's also a single bug (I'm assuming) that I've noticed and been irritated by while playing. When under AI control, though they try to avoid them to a limited degree, will not put up shields to avoid taking damage from asteroids until AFTER they've collided with one. This has had some pretty bad implications, like my only frigate wing man early on crashing head first into a large asteroid and dealing hull damage to himself.

I believe that's an engine issue, not something to do with the mod. I seem to recall there's an avoidance issue that's set to be fixed for the next release as well, though I think it's for exploding capitals, not ramming junk.

Normally, I'd think that too. However, when I was playing vanilla, it never happened. Even if the ship was going forward and an asteroid was drifting in from the side on a collision course, the ships will put up omni shields to prevent the impact.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Bankoleva on January 13, 2014, 05:11:09 AM
I've noticed that too. Though i found more humore than annoying since the asteroids barely does any damage to the ships too big to move out of the asteroids path.

While we're talking about collision concerns however, there's is something that I've noticed that far more dangerous. When entering into battle, if you're bringing a large force in, the game will bulk large ships (destroyers +) in the center of deployment 1 in front the other. The ship in front stops it's afterburn intro sequence but the ship behind is still on and boom.... there's a rear end fenderbender. On more than 1 occasion this has lead to my cruisers loosing all armor at the impact site and at least 1/3 hull before I can correct in some way. Literally starting the battle off with 2 weakened almost crippled cruisers. I haven't seen this happen with the AI, there seems to be no collision possibility with fighters, and i'm fully aware this may be an engine problem and not the mod. I essentially just started doing mid battle deployments of my big ships to avoid this.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 13, 2014, 05:21:15 AM
Asteroid collision is not a mod-related issue, but the increased mass of all ships (and thus increased collision damage) may be the reason why such situations bring your attention so often. Surely asteroids do hit the ship the same amount of time in vanilla, but the damage received is so small, that you don`t pay attention to it (and AI normally does not either).
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 13, 2014, 05:24:22 AM
Regarding fortress shields. Yeah, there is a certain problem when a player masters such ships and begin to crush even owerwhelming forces.
However, you can achieve the same results mastering any other aspect of Star Sector combat. For example - dodging. Having a great reaction and a swift-moving ship can bring better results even compared to fortified ships.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Bob McBobbyton on January 13, 2014, 08:29:33 AM
What's the extension on the file you downloaded?
The file should be named 'ironclads6.6.2.rar'

My guess is that you don't have an archiver installed that recognizes .rar files and VLC (or other media player) is trying to open it instead. If so, try extracting the files with 7-zip http://www.7-zip.org/ (http://www.7-zip.org/)

the mod doesn't say .rar but when I hover the cursor over it it says it is an .rar file. but when I click on it it opens my media player.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Sundog on January 13, 2014, 08:49:19 AM
@Bob McBobbyton: Sounds about right. Your operating system is just hiding the extension (the '.rar' part). Did you try opening it with 7-zip?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Bob McBobbyton on January 13, 2014, 09:32:34 AM
@Bob McBobbyton: Sounds about right. Your operating system is just hiding the extension (the '.rar' part). Did you try opening it with 7-zip?
it works now. I used a different unzipper thingy but I cant play more than 1 min because it crashes and says it needs more information.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 13, 2014, 01:40:21 PM
Asteroid collision is not a mod-related issue, but the increased mass of all ships (and thus increased collision damage) may be the reason why such situations bring your attention so often. Surely asteroids do hit the ship the same amount of time in vanilla, but the damage received is so small, that you don`t pay attention to it (and AI normally does not either).

No, there's definitely a difference. The ships move the same way to avoid asteroids as they do in vanilla, but they neglect the use of shields to defend themselves. I'll double check just to be sure, and post screenshots of the results.

Edit:

Here are two gifs, one for vanilla, and one for Ironclads. I noticed that I misspoke earlier, they do not move to avoid them at all. They act like they don't even know the asteroid is there, until the ship takes damage. Even then, they put the omni-shields forward, regardless of where the asteroid impacted, as if they didn't know where damage came from. It seems as if something in the mod has disabled or confused whatever logic the ships use to avoid asteroid collisions.

Note: The homepage for the gif hosting site I used has an NSFW warning, as they don't filter the gifs that are hosted. That said, the links I've provided should in no way provide a direct link to adult material. The links are to the gifs only, not the website.

Ironclads gif: http://gifti.me/i/qpy5fQY.gif

Vanilla gif: http://gifti.me/i/BjbELmIzXQ.gif
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: sirboomalot on January 13, 2014, 05:55:02 PM
The difference between your two gifs are the size of the ship. Frigates try to dodge the larger asteroids, raising shields and acting as if the 'roid was another ship, while most destroyers and larger ignore all asteroids. Even after hitting the asteroid, the destroyer in your gif isn't raising shields because there was an asteroid, it is raising shields because it took damage. Replace that wolf class frigate with something larger and it should do the exact same thing as the modded ship. Replace the modded ship with a frigate and it should act the same as the wolf.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 13, 2014, 05:56:53 PM
The difference between your two gifs are the size of the ship. Frigates try to dodge the larger asteroids, raising shields and acting as if the 'roid was another ship, while most destroyers and larger ignore all asteroids. Even after hitting the asteroid, the destroyer in your gif isn't raising shields because there was an asteroid, it is raising shields because it took damage. Replace that wolf class frigate with something larger and it should do the exact same thing as the modded ship. Replace the modded ship with a frigate and it should act the same as the wolf.

Both of the ships in question are frigates. The gif of the Ironclad California class frigate is simply zoomed in more. Sorry for the confusion.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: sirboomalot on January 13, 2014, 06:06:55 PM
D'oh, thats what I get for commenting in a thread for a mod I haven't played in a while. And also for assuming that it came down to the class of ship. If that is the case I suspect the difference is between mass of the two ships. From what I can tell ships with larger mass ignore 'roids while ships with less mass try to avoid them, so the mass of the modded ship is probably just a bit higher.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 13, 2014, 07:18:17 PM
D'oh, thats what I get for commenting in a thread for a mod I haven't played in a while. And also for assuming that it came down to the class of ship. If that is the case I suspect the difference is between mass of the two ships. From what I can tell ships with larger mass ignore 'roids while ships with less mass try to avoid them, so the mass of the modded ship is probably just a bit higher.


I'm never positive what people are referring to when they talk about Hull mass, because I can't find that listed in the information panel for ships anywhere. I'm going to assume you just mean hull points. If that's the case, then the Wolf Frigate (the one in vanilla, which dodges the asteroids) has 1500 hull points and 150 armor compared to the California frigate, which only has 1000 hull points and 100 armor.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Farlarzia on January 13, 2014, 07:21:16 PM
Hull mass is a stat provided in the ship info but not provided on the info panel. It effects a few certain attributes to ships. It mainly effects how manoeuvrable a ship is, and its acceleration, though I may be wrong.

Edit: You can find a vanilla example of this in Fractal Softworks\Starsector\0.54.1a\starsector-core\data\hulls\ship_data
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 13, 2014, 07:38:40 PM
Hull mass is a stat provided in the ship info but not provided on the info panel. It effects a few certain attributes to ships. It mainly effects how manoeuvrable a ship is, and its acceleration, though I may be wrong.

Edit: You can find a vanilla example of this in Fractal Softworks\Starsector\0.54.1a\starsector-core\data\hulls\ship_data

Oh, thanks. So the wolf's is 200 vs the california's 750. I'll do some more testing...

Edit: So I tested with an Eagle (Hull mass 1200), and it behaved just as the frigates in Ironclads do. That's really interesting. Has Alex said anything about whether this is going to be fixed? It doesn't make sense for large ships to try to move out of the way, but it certainly would for them to raise shields.

Anyway, thanks for everyone's help figuring this out. Awesome mod, Okim!
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 14, 2014, 01:13:38 AM
That`s a good catch out there. As i assumed the mass of the ship was responsible for that behavior. I increased it a very long time ago to make the feeling and danger of collisions much greater. I didn`t know that this value was used by the AI to determine the need to avoid stuff.

Perhaps i should lower the mass for frigates to make them more dodgy.

P.S.: just a hazard guess, but i think that a mass comparison takes place between two ships or ship/object in proximity to each other. The ship that has lower mass tries to get out of the way of the heavier object. Asteroids seem to have a mass between 200 and probably 500, so Wolf gladly let`s an asteroid pass, while California thinks that it`s mass grants it a defence against the asteroid.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Thaago on January 14, 2014, 01:35:26 AM
I've also seen from playing around that the AI uses mass to know whether it can run into asteroids safely.

Speaking of asteroids: from my experience several of the missions are unplayable because of them. I've had my capital explode on mission start from asteroids, or just have the majority of the fleet crippled. Also, many of the battle maps are very short vertically, so ships basically burn drive into combat range instantly.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 14, 2014, 02:12:45 AM
Yeah, missions. I kinda left them behind a long time ago. As well as the mod itself - i got myself a bit tired of it and switched to other projects.

Hope that 0.6.2 will bring back my attention to Ironclads ;)
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 14, 2014, 11:47:29 PM
Assuming you do get energy to work on the mod again, do you have any new ship ideas on the horizon? XLE and UIN research ships, perhaps?
Anyway, as far changing the mass of the ships, I actually really like the way ships handle in your mod. However, I've had frigates weakened from battle kamikaze into an asteroid and die, so hopefully Alex will find a way to fix that.


I was distraught this morning to find my save somehow corrupted.... Even after I had gotten it working again with the Java trick, it died again. I'll miss my Battlecarrier, the USS Oregon. By the way, I think that's potentially the coolest ship I've seen for this game out of any mod or vanilla.... Something about its utility as a carrier and it's ability to outfight almost any other ship just works for me. 60 lber siege cannons in the front ballistics and particle pulse cannons in the clustered medium universals make for a barrage that cripples both shields, armor, and hull.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 15, 2014, 05:18:34 AM
Seems like you are on 32 bit system... There is no proper fix for that even with Java tricks, unfortunatelly.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 15, 2014, 11:29:34 AM
Nope, definitely a 64-bit system, I'll attach my DxDiag to prove it. Are you saying that you have no issues at all once you've done the memory fix?

Edit: Now I can't even get the game to work.... I started a new game as RSF navy, and every time I fly a little ways, I get a Fatal: Null error.

This is what appears in my log:

 
953 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/bg-02-dust.jpg into existing tex id 316
28029 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 243.54 MB of texture data so far
28029 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/bg-02-dust.jpg (using cast)
39658 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.TimeManager.runDaily(TimeManager.java:55)
   at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:211)
   at data.scripts.world.TimeManager.advance(TimeManager.java:203)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


[attachment deleted by admin]
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 15, 2014, 11:52:34 AM
Ah, this one.

Can`t say for sure what is causing this issue. Probably a typo in one of the scripts that spawn random fleets.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 15, 2014, 02:55:14 PM
Ah, this one.

Can`t say for sure what is causing this issue. Probably a typo in one of the scripts that spawn random fleets.

Is there a way to get around it?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 15, 2014, 10:28:14 PM
I can`t say for sure. I recall doing some changes after 6.6.2 release. Probably even adressed that issue.

The thing is - i can`t remember any changes made. All i can do is to install the game and that version with the changes (i`m using a new PC). Need to recall some Star Sector modding staff to do that...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Toxcity on January 16, 2014, 06:45:43 PM
If/ when you begin working on the mod again could you buff the Denmark? It's not as durable as the other ships and can't fire weapons to well due to the ship being damaged if the shield comes off for a second; can't fire due to the quick build up of flux.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 17, 2014, 06:39:58 PM
I hope this means that mod work will begin again? The memory improvement is very exciting...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: OOZ662 on January 17, 2014, 07:32:14 PM
From the patchnotes thread, it seems like this would be an easy version to "hotfix." Alex stated there's "one thing" mods may need to check they're still compatible with, along with readjusting their CR levels to match vanilla. Since this mod doesn't use vanilla ships I assume that isn't specifically necessary, but I wouldn't know.

Having been a game modder in the past, I understand the waxing and waning of interest in working on one. Unlike a lot of the people whining at Alex in the patchnotes thread, I personally don't expect you to drop everything and grind out an update, Okim. Just saying. ;D
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 17, 2014, 10:00:38 PM
Oh, I don't, either. You're doing it purely as a donation, and it's much appreciated. I can't help be excited, though... ::)
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 17, 2014, 11:01:25 PM
Oh, update is out? Man... I just released a first version of a mod to another game and was kinda eager to continue working on it...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 18, 2014, 01:10:45 AM
Does that mean we might have an update in the future?
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 18, 2014, 01:33:26 AM
Depends.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Max1045 on January 18, 2014, 01:44:24 AM
That begs further questions...
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on January 18, 2014, 03:00:46 AM
Ok. Updating the Ironclads to 6.6.3 version. There was no need for it actually as current version is also playable on Starsector 0.6.2.

However, there were some changes that i made in November 2013 after the last update. And according to files - i did some changes to NPC fleets, so this probably covers the so-often reported crash. At least i hope so.

On the other hand there is a newer Jar file that Ironclads is using and this probably means that i`ve did some changes to Journal, ship spawner, cargo spawner and other scrips - which is a large part of the mod.

So, here is the archive: http://www.lordsofthestars.com/other/Sector/ironclads6.6.3.rar

Note! I`ve done modding Starsector for now as i have switched my attention to another project (http://www.strategycore.co.uk/forums/topic/10186-a-post-nuclear-mod-for-s3-sentinels/). So expect updates to be VERY rarely made and mostly if something critical occurs.

Thanks for your attention :)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Typo91 on January 18, 2014, 04:05:41 AM
(http://cdn.memegenerator.net/instances/500x/45014001.jpg)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 18, 2014, 04:17:43 AM
Well, thanks! That wasn`t really necessary :)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: OOZ662 on January 18, 2014, 06:11:32 AM
After flying around for about 30min it just crashes...
Disappointed, almost got to buy my first ship
yes i have xms1024 set

log file attached.
https://www.dropbox.com/s/90v9f39uipzgytm/starsector.zip (https://www.dropbox.com/s/90v9f39uipzgytm/starsector.zip)

See the second 2/3 of this (http://fractalsoftworks.com/forum/index.php?topic=7607.0). Same error by the looks of the log.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Typo91 on January 18, 2014, 06:15:19 AM
this sounded so great at first, but unplayable...

Using lastest version of starsector, fresh install

Only mod in use is this one.

After flying around for about 30min it just crashes...
Disappointed, almost got to buy my first ship
yes i have xms1024 set

log file attached.



(i reposted this because my log file was huge, and deleted it, reloaded my save game, and got it to crash about 30second later again)
https://www.dropbox.com/s/ezkp2uzyz177l53/save_Smacktard_829103531318201517.zip (https://www.dropbox.com/s/ezkp2uzyz177l53/save_Smacktard_829103531318201517.zip)
here is the save game

[attachment deleted by admin]
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: OOZ662 on January 18, 2014, 06:18:26 AM
(i reposted this because my log file was huge, and deleted it, reloaded my save game, and got it to crash about 30second later again)

See reply above.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 18, 2014, 06:40:09 AM
Quote
com.fs.starfarer.campaign.accidents
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)

I have no idea what these are. Will try asking Alex.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Typo91 on January 18, 2014, 08:01:55 AM
Ok so here is something... load the saved game... sell 1 supply back to the first station you are next too...

Seems to not crash?

When you said accident manager i thought of supply accidents, because my save game is right at 40/40 cargo...

----- nevermind, crashed moments after i posted this... not even 2min in

could it be related to this ?
http://fractalsoftworks.com/forum/index.php?topic=7607.0 (http://fractalsoftworks.com/forum/index.php?topic=7607.0)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: OOZ662 on January 18, 2014, 08:21:06 AM
could it be related to this ?
http://fractalsoftworks.com/forum/index.php?topic=7607.0 (http://fractalsoftworks.com/forum/index.php?topic=7607.0)
See the second 2/3 of this (http://fractalsoftworks.com/forum/index.php?topic=7607.0). Same error by the looks of the log.
See reply above.
Could be. ::)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 18, 2014, 10:01:44 AM
could it be related to this ?
http://fractalsoftworks.com/forum/index.php?topic=7607.0 (http://fractalsoftworks.com/forum/index.php?topic=7607.0)

According to your log-file - it is the same problem.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Alex on January 18, 2014, 10:06:40 AM
Hotfix coming later today; sorry about that, guys :)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 18, 2014, 10:17:12 AM
Great to hear that. Do we (modders) need anything to do with that?
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Alex on January 18, 2014, 10:21:59 AM
This is just a straight-up bug in the core code, you shouldn't have to do anything special.

Aside from telling everyone that has the issue to update to the latest version (once it's out, that is).
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Heydude on January 18, 2014, 07:11:30 PM
Hi Everyone,

My first post here, hope you find it useful.

I experienced the same issues with Ironclads 6.6.3 (0.6.2a) crashing after first 30 min and then crashing 5-10min after restart. I tried stock, then xms1024, and then Java 64bit and xms2048. The issue was with JAVA version posted here in sticky.

The solution for me was to get Version 7 of Java 64bit (sticky links to Version 6) and change vmparams (xms2048), 7 hours of game play with no issues.

Get it here http://www.java.com/en/download/manual.jsp

Cheers!
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: OOZ662 on January 18, 2014, 09:44:53 PM
It may be too early to call, but last time I got this far in a game of Ironclads my save was too large to load. Now it hasn't even gotten to the first hiccups.

Perhaps us 32-bit peasants have been saved by 0.6.2a.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 18, 2014, 11:00:47 PM
Reposting the initial Java replacement solution, but this time for Java 7:

1. get a new version of java7 JRE from here (for your 64 platform): http://www.java.com/en/download/manual.jsp .  install it anywhere you wish
3. go to the folder to where you`ve installed java
4. find there a folder named 'jre7', copy it
5. go to Starsector folder and completely remove its jre folder
6. paste jre7 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Max1045 on January 19, 2014, 12:54:19 AM
Reposting the initial Java replacement solution, but this time for Java 7:

1. get a new version of java7 JRE from here (for your 64 platform): http://www.java.com/en/download/manual.jsp2.  install it anywhere you wish
3. go to the folder to where you`ve installed java
4. find there a folder named 'jre7', copy it
5. go to Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048


I think you mean paste jre7, not jre6.

I haven't even touched that since I installed the hotfix, but no issues so far...
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 19, 2014, 01:41:26 AM
Yep.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Typo91 on January 19, 2014, 07:53:07 AM
Reposting the initial Java replacement solution, but this time for Java 7:

1. get a new version of java7 JRE from here (for your 64 platform): http://www.java.com/en/download/manual.jsp2.  install it anywhere you wish
3. go to the folder to where you`ve installed java
4. find there a folder named 'jre7', copy it
5. go to Starsector folder and completely remove its jre folder
6. paste jre7 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048


thats a bad link... it should be this

http://www.java.com/en/download/manual.jsp (http://www.java.com/en/download/manual.jsp)  (no 2 on the end)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 19, 2014, 08:03:05 AM
And again - yep :)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Toxcity on January 19, 2014, 11:08:22 AM
It's probably just me, but the Serpent Civilian destroyer feels OP. It's Streamguns are able to easily overload even fortress shields.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Thaago on January 19, 2014, 12:24:05 PM
In my experience all of the civilian XLE ships up to destroyer size (as far as I've gotten, though I mean to change that now that the save issue is better!) are better than the other faction's military counterparts. Its not just the weapons (though they help). They are faster, better armed, better armored, have more flux... the only downside is the fixed forward shields, which is sometimes an issue.

My most powerful ship so far though was a France with 3 alien blasters on it. Their charging sequence will still happen when the fortress shield is up, so you can just flicker the fortress off and back on and still enjoy full DPS. Can't wait till I have some of the bigger fortress shield ships with those onboard. (Have I mentioned how much I love this mod, btw? Easily my favorite.)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 19, 2014, 12:56:27 PM
Serpent was never meant to be civilian-grade actually. But it is for now as XLE have no other ships that can take a role of civilian DE.

Streamguns are also not planned to play a role of civilian weapon. But again - there is no other med ballistic weapon that is close enough to be considered a civilian-grade in XLE armoury.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Toxcity on January 19, 2014, 02:52:18 PM
In my experience all of the civilian XLE ships up to destroyer size (as far as I've gotten, though I mean to change that now that the save issue is better!) are better than the other faction's military counterparts. Its not just the weapons (though they help). They are faster, better armed, better armored, have more flux... the only downside is the fixed forward shields, which is sometimes an issue.

My most powerful ship so far though was a France with 3 alien blasters on it. Their charging sequence will still happen when the fortress shield is up, so you can just flicker the fortress off and back on and still enjoy full DPS. Can't wait till I have some of the bigger fortress shield ships with those onboard. (Have I mentioned how much I love this mod, btw? Easily my favorite.)

iirc the XLE faction's civilian ships are just different loadouts for their military ships.

I agree about the mod, one of the best ones.

Edit: Do you have any tips for fighting the aliens? I get them down to low hull but then they just go phase teleport crazy and end up taking forever to destroy.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 20, 2014, 12:44:25 AM
To deal with the aliens you need to bring in some powerful and fast beams. Basic XLE beamers and RSF lasers are good agains phase jumpers.

Another option is to bring Kazan drone carriers and lots of them. The amount of drones is overwhelming and ensures that these jumpers will be busy clearing their way to get to you (and thus raise flux which reduces their ability to jump).

Large ships tend to be useless agains skimmers as they are to slow to react. I was once *** by a single skimmer when i was piloting Novgorod - the little pestilence jjumped behind my CR all the time and unloaded blaster shots into my drives one by one.

Don`t use fighters against aliens - they will be massacred very quickly.

Pick off alien carrier first - you really don`t need endless alien fighter wings flying around with their powerful and all reaching lasers.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Bankoleva on January 20, 2014, 05:53:24 AM
Now what are your tips for dealing with the mother ship?

That thing is just..... Insane. Haven't even scratched it yet. With the updated i've started a new save but the mother ship is my game ending goal. I had a level 32 character with 5 capitols get put down like they were civilian frigates.

Not saying it's OP.... rather like it. Serves as a game ending boss to me.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 20, 2014, 06:56:43 AM
The mothership itself is rather easy to take down. A single UK with targetting unit can outrange it. The problem is in its escorts.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: SpaceRiceBowl on January 20, 2014, 07:15:05 AM
Followed your tip about replacing the jre and changing one of the vmparams to 2048, now starsector isnt starting :/
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Bankoleva on January 20, 2014, 07:21:37 AM
Followed your tip about replacing the jre and changing one of the vmparams to 2048, now starsector isnt starting :/

I am assuming you mean that it's not launching at all. Not even showing the prelaunch/Mod selection screen.

If that's the case, I had the same problem a week ago along with another player and we resolved it this way. Completely delete Java and follow the instructions, making sure it is a clean and fresh install of Java. That should help.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 20, 2014, 07:47:17 AM
I would also reccomend complete removal and reinstallation of Starsector.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Berty on January 20, 2014, 10:33:50 AM
I would also reccomend complete removal and reinstallation of Starsector.
Hello guys, I'm a long time lurker, first time poster and I'm having the same issue.  I've tried totally reinstalling both Java and Starsector but as soon as I change those values in vmparams to 2048 Starsector will not run.

I'm a bit of a muppet when it comes to technical stuff but maybe it is because whilst I'm using Windows 7 I am using Chrome, which I think is a 32-bit browser, and that is somehow causing when I'm installing Java?

I'll uninstall Starsector & Jave, switch to IE, try reinstalling everything and let you know how I get on.

EDIT: So in a hilarious turn around of events I realised the Jre7 folder I was copying was the 32-bit version of Java which was installing to the Program Files (x86) folder and the 64-bit version was in the Program Files folder.

It's now running with the value in vmparams modified to 2048.  Hopefully this will help others?
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Nanao-kun on January 21, 2014, 12:32:50 PM
I've been frequently getting this type of error.

Spoiler
97148 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
   at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
   at data.scripts.world.TimeManager.advance(TimeManager.java:204)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.???000(Unknown Source)
   at com.fs.oOOO.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Any ideas why? I'm not sure if this is related to this mod, or to Starsector in general.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Piemanlives on January 21, 2014, 04:42:25 PM
I know that Alex replaced the java6 with java7 in the recent update.

  • Upgraded all versions to use Java 1.7.0_45

Aka Java SE7

So that might have something to do with it.

Authors Note: I don't know what you guys are doing wrong but I decided to give the fix a go with the new version, I'm not having an issue and it starts for me as well, if you were following the instructions to the letter I'd recommend you give it a reinstall and another go.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Darrow on January 21, 2014, 05:38:57 PM
Okim I have to admit I'm really disappointed you've stop work on this mod.

The ships, factions, mechanics and everything about this is great. However I stopped playing after it became abit tedious and the campaign map itself was really bland and basic.

While the battles and factions are really cool the campaign map had no interesting features aside from running around blowing stuff up. (Mining was cool).

Alot of other mods added Spacestation construction, spacestation destroying and actual faction conquering bases etc.

I really expected the Mod to further go into the campaign map and add features like this. I to date have not found a Mod that has peaked my interest in the way yours has. The ships and factions are truely amazing.

Please don't take this as a insult, I just honestly expected to return after 2-3 months and see a few more versions out. It's just upsetting to see you switch focus on the Mod when there's so much more you could do. It almost feels like a shame that the faction, ships and idea behind the Mod isn't complete do to the vanilla mechanics of the Map/Campaign system.

I'd love to see more to this Mod, please continue work on it.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 21, 2014, 08:55:38 PM
I will continue... when Starsector 1.0 is released.

Working in between updates is currently a waste of time as all what is already done in Ironclads will be removed at some point by original code (mining, exploration, trading etc.).
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Nanao-kun on January 21, 2014, 11:18:45 PM
Think I found out what was wrong. I overlooked the fact that this mod prevents saves from being edited and added the Lazylib (just in case I ever need it). I started a new game (wasn't that far in anyway) and no problems at all so far.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 21, 2014, 11:25:18 PM
Wel, i hope that the issue is indeed in what you`ve wrote as i can`t track anything wrong that could be causing TimeManager not to run properly.

Just to be sure - you did get that crash at the end of the first day, didn`t you?
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 22, 2014, 12:11:21 AM
Guys, i need your feedback on CR changes that were made in 0.6.2 and how they impact on the Ironclads. I`ve noticed in my test that logistics values are pretty high for 1-3 ships size fleets. I feel that something might need to be changed in the mod regarding this.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Bankoleva on January 22, 2014, 04:27:18 AM
I'm sorry to hear that your going to put in some work on this mod.... until the game as a whole is fully released. You've definitely laid the ground work for a pretty amazing mod. I echo Darrows point that the only thing missing is some kind of end game goal in campaign. Feels like an unfinished masterpiece. However i totally understand your reasons. Why paint and decorate the house if it's already scheduled to be demolished.

As for CR.... I haven't run into any issues involving logistics. I have 1 point in leadership and 1 in logistics and i'm fielding a 7 ship destroyer fleet no problem. There's definitely a balance there between crew size, Ship type and the ship itself. It's workable and doable. I've had no issues and i think simplifying it more would take away from the whole customization and finding the right balance for you fleet concept.

~bank
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 22, 2014, 04:33:23 AM
I actually thought that current logistics is a bit too easy to handle. And 7 DE fleet is something that indicates that its indeed so.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Max1045 on January 22, 2014, 10:00:24 AM
Yeah, CR is definitely balanced.... differently in this mod. That said, it's not horribly unbalanced. It makes the early game easier as far as gathering a fleet together, but it has almost no effect late game. Late game you're lucky to be able to add a destroyer and a fighter squadron with a level up. As far as the early game... I almost think it works to balance the increased difficulty that this mod has. It can be very hard to start out, and not having to worry about hitting a super-low logistics ceiling takes a bit of the pressure off.

Just my two cents, though.


MVR
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: OOZ662 on January 22, 2014, 12:35:32 PM
I'd feel like an initial logistics rating of ~15 would be better than 20. That said, I also feel like you have to sink far too much into logistics skills to expand past the starting threshold.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Max1045 on January 22, 2014, 03:13:50 PM
Yeah, even with 10 points in logistics, I've never been able to make a truly late game fleet. Maybe a level 10 logistics perk that makes everything (ships/crew) 80-70 percent of the normal cost? Or doubling the amount of logistics points per level?

MVR
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Bankoleva on January 22, 2014, 05:20:41 PM
A late game fleet.... i'm not even sure what that is.

Lets actually define some of this stuff.  My 7 destroyer fleet are 5 special R&D alien destroyers and 2 UIN drone destroyers running on a little above skeleton crew requirement. That pushes 27 logistics which sits right under the 28 I get with 1 point in leadership and 1 point in logistics. That fleet equiped right has been able to pwn every everything in the game without loses except the Alien mothership fleet. To me that's an end game fleet. Challenging, which is why i'm using it, but owns 95% of everything in the game.

Now if your talking about fielding 5 capitals at full crew compilation as your end game fleet.... then yeah. Logistics isn't enough. Everyone plays alittle different. I like the small tight crew up against incredible odds scenario.... so my fleets are always small with minimum crew compliment. Makes the game interesting.

If anything i would say tie crew compliment into CR more. Right now there is no negative to flying around with a bare minimum crew... so i never stretch my logistics except to have more ships. If my CR was affect more by that... Like say a full crew compliment mean full CR possible based on rank.... then i might only be flying 3 destroyers and logistics would have more value. Just a thought.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Toxcity on January 22, 2014, 05:24:05 PM
By R&D alien destroyers you mean the ones you get by trading alien tech to the factions right?
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Bankoleva on January 22, 2014, 05:34:35 PM
By R&D alien destroyers you mean the ones you get by trading alien tech to the factions right?

Yeah. 3 from the RSF and 2 from ISA research stations.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Max1045 on January 22, 2014, 08:37:09 PM
The whole crew compliment into CR thing is more of something that needs to happen in the game itself, not just the mod.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 22, 2014, 10:55:02 PM
By R&D alien destroyers you mean the ones you get by trading alien tech to the factions right?

Yeah. 3 from the RSF and 2 from ISA research stations.

Ah. Now i see why you can`t deal with the mothership.

For RSF DEs i`d recommend you to pick either heavy beamers or RSF tri-beam lasers. The first can pick teleporters at great ranges while the last one has better turning rates. Whatever you put on those DEs wont give them any chances agains the mothership itself. Even turbo laser or

ISA DEs can teleport which makes it possible for them to get close to the MS. So a pair of heavy Magna cannons complimented by either plasma or magnas for medium mounts may be useful here (jump in, fire as many shots as you can and jump out). These ships are better controlled manually.

UIN Drone Carriers are useless against aliens. Drones are slow as well as their weaponry. They can be useful against carriers, but jumpers will either run away from them or eliminate them with lasers and beams. Drone are also useless against alien fighters and even bombers.

You can get rid of 2 Drone Carriers and get a UK Battlecruiser. Its assault massdrivers with targetting unit can outrange anything the mothership has and shields can protect against its missiles. Just make sure that jumpers will be busy with your other ships as UK is slow to react against fast ships.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Bankoleva on January 23, 2014, 05:08:58 AM
By R&D alien destroyers you mean the ones you get by trading alien tech to the factions right?

Yeah. 3 from the RSF and 2 from ISA research stations.

Ah. Now i see why you can`t deal with the mothership.

For RSF DEs i`d recommend you to pick either heavy beamers or RSF tri-beam lasers. The first can pick teleporters at great ranges while the last one has better turning rates. Whatever you put on those DEs wont give them any chances agains the mothership itself. Even turbo laser or

ISA DEs can teleport which makes it possible for them to get close to the MS. So a pair of heavy Magna cannons complimented by either plasma or magnas for medium mounts may be useful here (jump in, fire as many shots as you can and jump out). These ships are better controlled manually.

UIN Drone Carriers are useless against aliens. Drones are slow as well as their weaponry. They can be useful against carriers, but jumpers will either run away from them or eliminate them with lasers and beams. Drone are also useless against alien fighters and even bombers.

You can get rid of 2 Drone Carriers and get a UK Battlecruiser. Its assault massdrivers with targetting unit can outrange anything the mothership has and shields can protect against its missiles. Just make sure that jumpers will be busy with your other ships as UK is slow to react against fast ships.

Interesting. I'll give those a try. This is my new game since 6.2a so other than 2 light hearted attempts i have not gone up against the mothership. too kout the rockfly, the AI and Pirates.... no problem but those aliens...... nice and challenging. I'm actually still grinding my character up to level 40 so i can fully stated against that motherfu.....  eeerrrmmm ship. This is my Detryoers only playthrough though... so no battlecruiser for me.  :P
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 23, 2014, 05:29:31 AM
Try out Kursk mk.3. With two heavy massdrivers and targetting unit it has some chances against the mothership, but only if you invest heavy in flux and shields for it.

Mothership is also quite susceptible to EMP guns due to the abscence of shields. I never tried this, but i think that lots of UIN Blizzards may overwhelm its guns. You`ll need a couple of ISA DE carriers for this one or even better - XLE fast ones.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Typo91 on January 23, 2014, 09:31:21 AM
So i managed to find a Michigan Battleship in a station wreck...

i am killing everything now, even the alien motherships with ease.

Is the Russia Dreadnaught hidden somewhere??? it would be cool to find a damaged one somewhere in the game.

it sounds like 3 where made and 1 might be lost?

So far this mod actually makes starsector into a game... really freaking cool.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 23, 2014, 10:30:18 AM
Michigun in a wreck? Sounds like a bug.

Where did you get it?
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Typo91 on January 23, 2014, 12:16:15 PM
honestly i am not sure, it might have been from a pirate fleet i killed, and they had it mothballed, and it was boardable...  

Cause thats how i got my 2nd one...



On another note, the further i've played, I killed some AI fleets got some of their guns...  
AI Pulsar Beam
Large, Energy
30 Ordinance points
1250 DPS!
800 Range
Energy Damage type
Perfect Accuracy
only 500 flux/second!


I got some of these on the Michigan... it kills a rock fly in 3 seconds with 4 of these, before i can even fire my main guns

Yikes maybe a little too powerful? or was it suppose to be hard to get...

Maybe i am just too good at ship setup and combat control, i can't seem to make this game hard.
https://www.dropbox.com/s/8o9u5ehqflhl896/screenshot003.png (https://www.dropbox.com/s/8o9u5ehqflhl896/screenshot003.png)
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Bankoleva on January 23, 2014, 03:46:04 PM
The AI's aren't as amazing as I would have expected. The Aliens really stand on their own with all that phase teleporting and their personalize weapons match. The Rockfly definitely stands out with that rediculous armor rating and again pretty good weapon wise. But the AI... their niche needs some buffing.

Once you really get a hang for this mod you can design a pretty solid fleet with just the basic weapons from stations. The most OP thing is human intelligence. I'm actually limiting myself to only destroyers this playthrough just to make it challenging. I plan to do fighters only my next new game.

As far as OP weapons.... try the alien missle pod. Initially it's an ok weapon..... put a couple of them in my hands and i can practically solo defence fleets with 1 cruiser.  :-\
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Toxcity on January 23, 2014, 03:53:38 PM
Another good ship is the Greece. While it doesn't have the range of the UIN capital ship, with fortress shields it can tank a ridiculous amount of damage. I was able to kill a Michigan (in the simulation) with 3/4 of my hull still there.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Max1045 on January 23, 2014, 06:48:22 PM
Another good ship is the Greece. While it doesn't have the range of the UIN capital ship, with fortress shields it can tank a ridiculous amount of damage. I was able to kill a Michigan (in the simulation) with 3/4 of my hull still there.

Fortress shields in player hands are unstoppable. I've destroyed all the battleships (in the simulation, one at a time) with the Finland destroyer, without taking hull damage at all.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Typo91 on January 24, 2014, 06:58:01 AM
that Michigan ship can take entire fleets solo, now i've gone around joining everyone's military and buying up there prototype and capital ship for fun.

I am kinda surprised we can't conquer the stations and stuff, and win the war.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Cyan Leader on January 24, 2014, 09:29:39 AM
I noticed that there is something odd about the graphics of one of the Russian destroyers. IIRC it's the MK.II but I'm not sure.

(http://h.dropcanvas.com/7uekv/screenshot000.png)

Notice the one on the bottom right, it's seems like the brightness of that ship is off or something. It's very noticeable when refitting ships and browsing a bunch of variations and suddenly that one pops up looking all white-ish.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: CrashToDesktop on January 24, 2014, 12:07:28 PM
I think that's an older ship, from before Okim decided to redo just about everything.  I remember that color tint when I was trying to make (and rather failed hard) a mod.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: drakhades on January 24, 2014, 05:52:14 PM
i am staring at all 3...  and on my monitor, i can't see any difference :P

maybe i'm blind....   or maybe my monitor has crappy colors
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: OOZ662 on January 24, 2014, 08:48:50 PM
i am staring at all 3...  and on my monitor, i can't see any difference :P

The easiest place to see it is in the red bow. The red on the lower right ship is less saturated; more a washed pink, if you will. The other ships are a rather "standard" red.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 26, 2014, 09:00:03 PM
Guys, can you check if you get hostile with the faction after attacking its fleets, please?
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: eizen0 on January 27, 2014, 07:31:15 AM
So is there a reason that the Xiao Lung Navy option doesn't star you off with a combat ship AND a shuttle like the other 3 factions? Or is this a bug?
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 27, 2014, 07:42:02 AM
Bug. Easily fixed - open CharacterGenerationPlugin (scripts/plugins), find there 'else if (response == NOOB)' and remove extra '3' from 'if (factionpick == 33)'.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 27, 2014, 08:58:09 AM
I`ll be releasing a new update today. While its being prepared and tested i`d like to post a changelog here:

1. Max1045 scouped the description, tips and some other texts fixing quite a bunch of errors and typos
2. As a reward for his work Max gets a new neutral system named after him (Van Raden) with either a wrecked station or abandoned station in it
3. adjusted all missions` asteroid field sizes and density (significantly reducing asteroid hazard) as well as heights (maps now have more space for ships to jump in)
4. updated some fleet encounter scripts to match changes of 0.6.2a
5. added a new 'civilian-grade' weapon for XLE that replaces Streamguns on all their 'civilian' ships. Its an auto-fire weapon that is slightly better that 42mm advanced autocannon
6. removed Serpent from XLE civilian ships list making it unavailable for player until he joins XLE military (pirates and XLE fleets still use Serpents!)
7. fixed bug with XLE Navy starting option not properly providing a player with a military ship
8. fixed a bug with neutral faction not getting hostile after attacking its fleets
9. reduced mass of all frigates (this will force them to avoid asteroids)
10. added phasing cloaks to all AI ships, added AI ships to simulator
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Max1045 on January 27, 2014, 09:33:48 AM
I`ll be releasing a new update today. While its being prepared and tested i`d like to post a changelog here:

1. Max1045 scouped the description, tips and some other texts fixing quite a bunch of errors and typos
2. As a reward for his work Max gets a new neutral system named after him (Van Raden) with either a wrecked station or abandoned station in it
3. adjusted all missions` asteroid field sizes and density (significantly reducing asteroid hazard) as well as heights (maps now have more space for ships to jump in)
4. updated some fleet encounter scripts to match changes of 0.6.2a
5. added a new 'civilian-grade' weapon for XLE that replaces Streamguns on all their 'civilian' ships. Its an auto-fire weapon that is slightly better that 42mm advanced autocannon
6. removed Serpent from XLE civilian ships list making it unavailable for player until he joins XLE military (pirates and XLE fleets still use Serpents!)
7. fixed bug with XLE Navy starting option not properly providing a player with a military ship
8. fixed a bug with neutral faction not getting hostile after attacking its fleets
9. reduced mass of all frigates (this will force them to avoid asteroids)
10. added phasing cloaks to all AI ships, added AI ships to simulator


Damn. Dealing with the AI just became challenging.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Okim on January 27, 2014, 09:49:43 AM
You asked for it (not you specifically) - you got it :)

They`ve got some unusuall phasing glow sprites that are using their armour shape as glowing parts. Looks nice and alienish somewhat.
Title: Re: Project Ironclads Total Conversion, version 6.6.4 (0.6.2a)
Post by: Okim on January 27, 2014, 10:01:56 AM
Updated Ironclads to 6.6.4.

Here is an archive: ironclads6.6.4.rar (http://www.lordsofthestars.com/other/Sector/ironclads6.6.4.rar).

There might be bugs in campaign - i haven`t tested it much. If there are any - please report them here.

NOTE: no new content except for XLE medium ballistic weapon and phasing cloaks for AI.
Title: Re: Project Ironclads Total Conversion, version 6.6.4 (0.6.2a)
Post by: Okim on January 27, 2014, 12:30:52 PM
Found a major, but relatively hidden bug. Scripts didn`t update to the 0.6.2 in full capacity resulting in missing loot, statistics and other major fleet-size influenced stuff.

Hotfix is here: http://www.lordsofthestars.com/other/Sector/jar.rar

Unpack it into mod`s folder overwriting the existing JAR folder in it...
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Toxcity on January 27, 2014, 03:06:32 PM
With the AI update (which is great btw), is the Kerch also going to change (Phase Cloak instead of 360 shield)?
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Bankoleva on January 27, 2014, 04:04:12 PM
Wow i go to work and come back to this.... :o... now i actually want a snow day :-\.

I found... not in the new update but previous version that attacking your own factions fleet and any other does not change diplomacy and make them enemies to you. Only diplomacy that seems active is whether you in RSF or ISA and that static in my game.

I asked for more challenging AI..... and i'm so glad OKIM delivered. 2 thumbs... 2 toes up  ;D.

And i second toxcity's suggestion. While i rather like the way the Kerch is currently... for lore and logic sake, it should phase.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 27, 2014, 08:54:21 PM
It wont. RSF got better reactors from AI techs and they put these to fix what they believe to be their major weakness - front shields and low flux.

XLE ship will get cloaks...
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Max1045 on January 28, 2014, 01:36:40 AM
Still planning on having this mod take the backburner for a while?
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 28, 2014, 03:30:25 AM
I`ll slowly put XLE and UIN prototype ships into the mod, but surely there wont be new major content like station construction/upgrades or capture until Sector gets its mining/trading and other stuff.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Max1045 on January 28, 2014, 09:52:16 AM
Sounds good. Makes more sense to form a really solid base (ships, weapons, etc) that won't be broken by the games progress anyway. If you want me to write anything for it, or revise something you've written, just shoot me a PM.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 29, 2014, 08:14:14 AM
XLE Salamander-class Prototype Phase Drone Carrier.

(http://www.lordsofthestars.com/other/Sector/xle3-de-salamander.png)

Drone pods are on the tail. Phase generators are on the wings (those silver tubing and vents) and are going to glow bright green-yellow. Six antennas on the frontal wings are transponders for drone controllers.

Drones will be armed with either beamers or microlasers - a haven`t decided yet. Their function is going to be defensive - since salamander has no small mounts and lacks flares - these drones will be very handy.

Salamander has two med missile hardpoints on the prow, two med energy turrets on the wings, one large energy 360deg turret in the middle and one back-facing energy med turret right behing the large gun.

That`s a pretty deadly ship and is worth befriending XLE military.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 29, 2014, 10:51:55 AM
Salamander in game.

(http://www.lordsofthestars.com/other/Sector/salamander.png)

Drones are armed with beamers. There are 6 of them forming a 'delta' formation in front of the ship (rear part is protected by microlaser array). 6 more drones are housed in drone bays for quick replacement.

Main guns are Ion-Pulse Cannon (which is a much more powerful than the one used in 6.6.4), a pair of Magna Cannons and Charged Rocket Launchers. As i already said - the rear arc is protected by Microlaser Array.

Best tactics so far is to head-attack frigates and desroyers and orbit anything that is larger and slower. Drones can be set to roam, but at a limited range. Loosing drones is fatal against any missile/fighter heavy fleet.

Salamander under my control managed to kill Kentucky cruiser one on one. Good speed allowed me to stay away from its guns, while large gun coverage provided an ability to fire Ion-Pulse Cannon at any direction.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Max1045 on January 29, 2014, 02:51:06 PM
Looks awesome! Do the drones have shields/cloaks?
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 29, 2014, 10:18:16 PM
Nope. XLE drones aren`t the most advanced in this universe. UIN drones are (Devastators).
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 30, 2014, 03:32:56 AM
UIN Italy Prototype Carrier.

(http://www.lordsofthestars.com/other/Sector/uin3-de-italy.png)

Deadly and extremely agile carrier. Armed with a large energy weapon, a couple of medium energies and 4 med missiles.

2 decks, good flux capacity and perfect venting. No special systems.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 30, 2014, 03:37:28 AM
So, all 4 prototypes in one post:

(http://www.lordsofthestars.com/other/Sector/prototypes.png)

Italy and Salamander are quite large compared to other destroyers of all factions, however both are carriers (XLE - drone carrier).
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Toxcity on January 30, 2014, 06:13:42 AM
The new prototypes are great! Hope I get to use them soon.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Max1045 on January 30, 2014, 10:55:10 AM
Are the new prototypes still classified as destroyers?
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 30, 2014, 11:59:08 AM
Yes. Why should they be classified otherwise?
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Max1045 on January 30, 2014, 08:46:15 PM
Size, but the difference is less significant on my computer than it seemed on my phone.

Just curiously, have you thought about adding more fighters/bombers to the XLE/UIN?

They feel a little empty as far as variety, XLE in particular. I think the ISA has seven and the RSF has six, compared to four for the UIN and three for the XLE

 I love the Blizzard wing for the UIN, it's very unique.
Something like that for the XLE would be cool, a niche role just for them. Shielded gunships, maybe? Something that could act as an anti capital, but is also more unique than a bomber. Less one-shot than the AC-300s, but more vulnerable, too.

As for the UIN, I wonder if there would be a way to incorporate their broadside style into a squadron....

Just my two cents, of course.

MVR



Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 30, 2014, 11:32:13 PM
Well, there were plans to add a torpedo bomber for UIN with drone escorts. Something like alien heavy skimmer - a single large craft fitted with 4 torpedoes and a pair of 2-pdr precision guns (fixed) with 2-3 defence drones armed with vickers.

For XLE there were plans for a strike craft armed with charged rockets and a single advanced 42mm autocannon. There was another thought to add a much heavier craft with scorcher and two microlasers for defence.

And i also thought about making some more unmanned crafts for UIN and ISA.

So yes, there were/are plans for more crafts. Just no time for it :)

P.S. as for other plans i recently had a thought to make a large dedicated drone cruiser for ISA (probably even with a single flight deck) that houses and produces large AC-300-sized drones with strike weapons (linked heavy blasters + ugrs perhaps or even plasma guns) and escorted by a couple of dual-blaster-armed lighter drones. ISA needs to match RSF`s amount of cruisers and that monstrosity would be a nice and unique way to do that.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Toxcity on January 31, 2014, 03:39:38 PM
Where do you sell Rock Fly parts?
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on January 31, 2014, 09:55:34 PM
Everywhere. Each resource can be sold via basic trading screen.

Currently there is no specific place that buys RF parts.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on February 02, 2014, 07:04:35 AM
New version of the mod is ready: Ironclads 6.7 (2.2.2014) (http://www.lordsofthestars.com/other/Sector/ironclads6.7.rar)

List of changes is here (http://www.lordsofthestars.com/other/Sector/readme.txt)
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: ArkAngel on February 02, 2014, 08:34:00 AM
Ooooh shield coloring! Its just so pretty. :D
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on February 02, 2014, 08:45:43 AM
I left explosions aside for now. Not sure if green/red/cuan blasts would look ok for humans.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Nanao-kun on February 02, 2014, 11:11:46 AM
I wonder what a Pirate prototype would look like...
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Sabaton on February 02, 2014, 12:00:01 PM
 Keep thinking, pirates are a minor faction, it's unlikely they'll get something like a prototype, it would be an unstable one at that.
 Thou they do have more ships than aliens and AI.

Edit: Banko, that is actually a really good idea!
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on February 02, 2014, 12:17:06 PM
I once planned them to have a phase jumper scrap-buil ship with parts from Alien frigate. But as you can see Marauders have never seen Aliens in campaign, so they wont have anything alien-techy :)
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Bankoleva on February 02, 2014, 12:28:17 PM
I'm thinking since the pirates are all about scrapping and patching various ship pieces from their raids.... what if their prototype was from the Rockfly parts.

Conceptually Pirates don't have research stations, budgets or anything to facilitate any kind of technological advancement. So even if they came across AI or aliens they wouldn't be able to incorporate the tech anyway. Running on the basis that AI and Alien is too different to just throw in with normal human tech. However they would with the Rockfly take it's hide and slap it on the hull of their ship. Hell they might take the head and put it on the front of the ship as a hood ornament to show their prowess or scare traders. That wouldn't take research or tech know how... just creativity and it ties right into what they already do.

Essentially the Pirate prototype would be the heaviest armored (not as much as the Rockfly) ship out there. That's their special. Damn hard to kill.... Which considering how easy they are to kill comparatively to the real factions kinda makes sense they'd build a heavily durable ship.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: Okim on February 02, 2014, 01:53:20 PM
Forget about pirate prototype :)

The only pirates who scrap-build their ships are Marauders and they are far away from any rock flies, AIs or aliens. They are in the middle of the War and are busy plundering its spoils.
Title: Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
Post by: SpaceRiceBowl on February 02, 2014, 05:51:20 PM
Eh? I think you forgot to change the title from 6.6.4.1 to 6.7
Edit: Nevermind, you fixed it
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 04, 2014, 01:11:21 AM
Anything to report, guys?
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: reactorcore on February 04, 2014, 02:13:03 PM
Gonna give this mod a try. Does it have a win-state or is it just a sandbox with no end-goal?
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 04, 2014, 02:21:00 PM
Are there any mods with an end-goal actually?
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Debido on February 04, 2014, 02:28:29 PM
Yeah, Xenoargh's Vacuum has a win state if you defeat every single enemy apparently, which I think is a text pop-up saying "You win" or something. I've never done that so you'd have to ask him about that.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Bankoleva on February 04, 2014, 05:37:32 PM
Yeah, Xenoargh's Vacuum has a win state if you defeat every single enemy apparently, which I think is a text pop-up saying "You win" or something. I've never done that so you'd have to ask him about that.

It works but it's rough.... last time i tested it about a month ago. Interestingly it's literally if you defeat only your enemies. so if you stay friendly with the whole universe and only kill off 1 enemy race ... you win. Still a solid move forward though.

At the very least we know it's possible to program it in.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: reactorcore on February 04, 2014, 05:45:47 PM
Yeah, Xenoargh's Vacuum has a win state if you defeat every single enemy apparently, which I think is a text pop-up saying "You win" or something. I've never done that so you'd have to ask him about that.

Yeah, I suggested for him to add that and it was perfect, despite its simplicity.

Xeno actually took it a bit futher and also added some text saying about the past of his mod, how it came to be and what was its purpose, maybe even a credits lists of contributing people too (can't remember if there was credits, would totally work though) which made the game feel really satisfying when it ended by having beaten every potential challenge the mod could offer.

The best part was that type of "you win" message doesn't forcibly end the game, but allows you to continue playing in a more sandbox-mess-around sense. Really flexible solution.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 04, 2014, 09:00:03 PM
Well, defeat the mothership in Ironclads and imagine that a message pop-ups saying that you have saved humanity from its doom and from now on are considered heroes of the humanity :)

As far as i know original campaign wont have any winning conditions.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Vensalir on February 05, 2014, 12:47:55 AM
I've been playing for a few days now and everything works quite well actually. Stability has improved greatly for me since the last release, haven't had a single crash in more than 10 hours of play.

I really like what you've done with the mod, especially planetary exploration. It complements very well with the rest of the game I think, and is a viable alternative to piracy or trading for the new player. I've also tried the new UIN Prototype (I always play UIN) and it's really powerful. The only complaint I have is that it's actually a bit difficult to use it's main gun due to it's rotation speed. It turns so quick you have to zoom in a lot to get accurate shots of the particle cannon, which is already not the easiest gun to use due to the slow speed of the projectiles. Most of the time, I end up spraying an arc in front of me instead of hammering the same point because of the violence of the turns.

Personally, I'd rather have a lower turn speed and a universal mount instead of an energy one for the main gun. UIN large energy guns area mainly short ranged, and being able to mount a railgun on the ship would enable it to play in a support role better. Or those really really neat dual 60pdr guns  ;D

Anyways, great mod as always, really enjoying it so far !
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 05, 2014, 01:13:51 AM
Well, its all about practice actually. I for one have no problems aiming the ship, however i use strafe and mouse point to rotate it (its very easy, actually: point the mouse in the direction you need and press shift - Italy will swing and fix firmly at the mouse pointer).

As for universal mount. I kinda wish this ship to remain balanced compared to other prototypes. Currently both UIN and XLE new ships are somewhat more powerful than RSF and ISA, imho. Giving Italy a universal mount will make her too powerful.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 05, 2014, 01:32:08 AM
Rethough Bankoleva`s idea about Rock-Fly-pirates. I think that XLE and UIN need a new enemy to fight against. Rockmancers :)

I actually think that this faction will help me to make Rock Fly parts a bit more valuable (giving better prices for them at this faction`s stations, providing conversion options and even growing a Rock Fly for your self...).

Now i just need to find a way to meld an XLE/UIN ship with Rock Fly parts. Or may be just create some absolutely new faction style instead. Need to think about this...
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Vensalir on February 05, 2014, 01:50:54 AM
Semi-organic ships are a cool idea indeed ! It would complement well with the high-tech look of UIN ships and the green hulls of the XLE. Also, thanks for the tip about mouse strafing, I had absolutely no idea I could do that !
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 05, 2014, 02:20:37 AM
Well, its not organic actually. And that`s the problem. Its like glueing a granite plate to a modern tank - looks kinda weird.

All i can do is to put Rock Fly plates on the ships. On the other hand i can imagine this faction finding a way to manipulate Rock Fly development process to 'grow' parts out of the eggs giving a desired shape to the plates and probably recreating some weapons (like spike thrower and melter beams). So it would be legal to make a new set of ships.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Bankoleva on February 05, 2014, 04:46:11 AM
In my mind i was thinking that the ships would look patchworked. Very much in the way you have the marauders design... only with the rockfly's dessicated body parts. Pirates are smart enough to slap things on the hull but not necassarily smart, organized or financed enough to create tech of anykind.

Anyway, glad you thought it through. Based on what i've seen so far, whatever you come up with will be great.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 05, 2014, 05:27:39 AM
Well, i`ll try to make a couple of sprites both for scrappish approach and grown approach and see which one is better.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Vensalir on February 05, 2014, 07:03:49 AM
Well, you could have something like a "composite" ship plating with bone inlays, like in an ancient decorated box. For instance, the flank of the ship would be 3/4 standard plating and 1/4 bone plate inlays, maybe lined with bolts and metal connectors along the edges of the bone section. It would, in my opinion, look better than just to strap rock plates over standard ones and it's compatible with the idea of something that has either been cut and shaped (or grown) to fit into a particular slot, like over the vital areas of a ship.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: limmet on February 06, 2014, 07:55:19 AM
Great mod and i've been playing it for a bit but a while ago the game crashed on me with the message talked about in this thread (http://fractalsoftworks.com/forum/index.php?topic=5389.0)
Any idea what it might be that's causing it?
Everytime i try to play with the mod i'm crashing a few seconds after starting a game with the Fatal: Null error message.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 06, 2014, 01:25:50 PM
This mod does not work with ANY other mods, even utility mods are not recommended to be used with it.

The other problem could be in you using old versions of the game itself. If so - upgrade it to 0.6.2a rc3.

Post the last portion of your log file (starsector-core/stasector.log) here or the log file itself.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: limmet on February 06, 2014, 01:59:14 PM
I got it to work, i thought i had done the 64 bit fix you mention in the first post. but apparently not... after following that guide i got it to work without crashes (so far).
Thanks anyway :).
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Toxcity on February 06, 2014, 04:07:57 PM
The new update is great! I especially like the UIN prototype combat carrier.

I still think that some of the AI should have shields (maybe with flux shunts?).
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Death_Silence_66 on February 06, 2014, 05:10:43 PM
the AI need some fighters and a capital/cruiser
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: darkova on February 06, 2014, 05:56:50 PM
... i was just thinking about how RSF could have mind controlled rock flys similar to red alert 2 when soviets had mind controlled squids lol
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 06, 2014, 08:54:22 PM
A large carrier and a couple of fighters for AI? Hm...

I was thinking about the fighters, but not about the carrier actually. These have a nice odds to be added to the mod.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Death_Silence_66 on February 07, 2014, 02:41:12 PM
The RSF tug does not have the tow cable installed
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Toxcity on February 07, 2014, 05:04:21 PM


Put at the end of the file these strings (including ','):


,
"builtInMods":["tow_cable"],
Go to the Burlack hull file and put this in. That should fix the RSF tug problem.
Title: Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
Post by: Okim on February 07, 2014, 11:43:42 PM


Put at the end of the file these strings (including ','):


,
"builtInMods":["tow_cable"],
Go to the Burlack hull file and put this in. That should fix the RSF tug problem.

Thanks. I suspect that old ShipEditor is to blame for not saving the built-in hull mod for this tug ;)
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: darkova on February 08, 2014, 07:19:44 PM
uh just wondering in your eyes okim is it considered an exploit to join another nations military when you are already a member of anothers? (and do this several times back and forth throughout a playthrough)
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Cruis.In on February 09, 2014, 04:29:45 PM
Trying the mod now will post my feedback here.

First thing I noticed when beginning a new game it says earlier in your 'carrier'. I believe you mean 'career'

:)
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Cruis.In on February 09, 2014, 05:05:54 PM
editing vprams in notepad I take it?

I can't fly anywhere after 5 minutes. The game is still functioning. Just can't navigate. Menus open and everything. It even saves.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 09, 2014, 11:32:04 PM
What do you mean by "can`t fly anywhere"? Hyperspace or what?
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 10, 2014, 01:05:42 AM
uh just wondering in your eyes okim is it considered an exploit to join another nations military when you are already a member of anothers? (and do this several times back and forth throughout a playthrough)

Its up to a player to decide if this is an exploit. I just provide such an opportunity, but i don`t like what you have now.

Its possible to make a very easy check to avoid being able to join other faction`s military, but i`ll get a lot of 'hey, why can`t i join another faction' comments here. For now Ironclads are sandbox as vanilla campaign and limiting choices for a player in such play style is a bad idea IMHO.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Cruis.In on February 10, 2014, 08:03:35 PM
Hi, I am new to the game. Didn't realized it auto paused. Or didn't remember. Hadn't played in a long time.

But there is nothing on the screen saying game paused. When I pressed space, it said it had unpaused. But nothing to indicate it was actually paused. After a fight I think.

I edited vmparams with wordpad. Notepad kept asking to save it as a .txt which obviously wouldn't work.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 10, 2014, 08:51:57 PM
Save it as .txt and then just edit its extension.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: mazer on February 11, 2014, 01:22:59 PM
Great mod!  Thanks for making it, I really look forward to your future development.

I also really look forward to the save game issue being completely fixed.  I've followed the instructions found within this thread, but sooner or later I run into issues :(. 
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 11, 2014, 02:00:27 PM
That`s odd as you shouldn`t get save issues even when playing on 32bit rig...

As for the development - i`m currently trying to set up a station upgrade module that allows player to convert reactivated abandoned stations into something that makes profit. I`ve got some issues and have not so much time to spend on it, but it slowly gets shaped into something graspable and usable.

I hope that we will get a more flexible map with adjustable dimensions that will make it possible to expand the playing area of the hyperspace beyond the current grid...
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: wolfsruhm on February 11, 2014, 11:08:52 PM
really, really nice mod, though i got something to complain. It's the Greatdragon of them chinese. as a pinnacle of it's smaller ships some would expect it to be similar to them, but when i got one i was shocked. Up to the battlecruiser those ships are almost pure universals but the battleship is a massive turn around in design philosphy making it a balistic centered ship instead. If you ask me, according how the smaller ships are not balbased at all, it is such a massiv break in design, that i think you really should consider this kind of choice. Same goes for the balistification of the small mounts for the michigan too, which were iirc universals prior to .6 too, or at least energy which is fine with the more energy focused design pilosophy of the ISA; but pure balistic(for them smalls) . . . thats kinda wanky iyam, especially when all the other ISA caps utillise almost pure energy and missle mounts for smalls.
I mean nothing wrong with that, since it is your mod, but at least the Greatdragon is somewhat incosistent with her smaller sisters. Ohh and another thing i found quirky. I understand that ISA sjips are more fragile then those of other factions, but the michigan having less HP then your avarage battlecruiser . .  thats a bit too harsh don't you think, and i don't think it's shield live up for this, since you have to regularily drop them to soft vent flux for fireing all her energy weapons especially the plasmacannon.
Ohh and is the range of 150(???) for the energy lance correct? If so it might be the most useless weapon in the mod.

PS: since i really like universal mounts, and no universal BB is around, i wanted to make universal only variants for all them battleships around, though not replacing the original ones i failed to integrate these 'new' shipdesigns into the game. whenever i tried so, by adding a modified copy of the ship into the hullfolder, as well as editing the ship.csv i always get an error saying soemthing avbout ship in the ship.csv not found in shop(???). It seems like i missed at least one file to edit the new ship in.

PPS: just edited a archive(just rename it's extension to rar) with the 3 neccessary files(edited michgan, ship.csv and starsector.log) for you to look at it, if i had missed something out there(though i doubt it)

[attachment deleted by admin]
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 12, 2014, 12:59:04 AM
I don`t get you... The only universal ship that XLE have is The Dragon cruiser and that`s mainly because its a single combat cruiser for XLE. All other ships are dedicated to use specific weapon types. Very few ships have universal mounts and those are mainly small ones.

Great Dragon has two large universals which is in fact the same or more as any other capital ship has in the mod (with the only one exception - Michigun). XLE have deadly anti-shield ballistic guns and the most powerful flaks in the mod, so having all-ballistic mounts is what makes GD a very powerful ship...

Michigun is currently a very well balanced ship. Its low-hp is more than compensated by its over powered plasma burst cannon and great flux capacity/vent. This ship can kill any other capital with just its PBC... ISA have no small missile mounts on cruisers and even destroyers. And if you look closely at ISA ships - only frigates and very few destroyers have universal small mounts. Kentucky is a missile/ballistic centered ship, Kanzas is a pure energy cruiser, destroyers are all dedicated to specific roles (with a few exceptions). There is no such thing as 'ISA is all-energy centered' or XLE is 'all-universal'.

Why all capitals tend to use ballistic smalls? Simple - put a beamer/microlaser on it with a targetting unit and no fighter or missile will get any chances to fly close enough to it. Flaks with great range also tend to be devastating, but not against fighters and especially bombers.

Energy lance is only used in UIN mining drones and purely for decorative roles (as RSF mining drones do). The do have some effect in combat, but surely must not be considered as combat drones at any point. Now if you got this gun elsewhere - this is a bug.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 12, 2014, 03:30:20 AM
Guys, i`ve made a very primitive station upgrade system that upgrades abandoned stations to mine, factory or supply depot. Upgraded station produces some stuff at a weekly basis, consuming some resources.

I`d like to expand some controls over it, but i have no idea what a player would really need here. Any ideas?
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: wolfsruhm on February 12, 2014, 04:15:38 AM
as said, it's your mod so it's your decision, and witht he explanation of anti-fighter it makes kind of a sense actually. Still like em unoiversal, gives some kinda freedom. Ohh and you still can get enemy fighters easily down with med and large beamsjust not so perfect.

Just another thing about your mod. found a little bug, but don't know if it was allready mentiuoned somewhere: When ever you have augmented engines installed besides other ship-mods it becomes unionstalled if you do that to any other mod on the ship too. nothing major but quite inconvinient.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 12, 2014, 04:41:49 AM
Yeah, noticed that too. Didn`t pay much attention to it, but i can see how this may be a problem if you get some restricted mods... Though i see no such situation when you get these mods.
Title: Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
Post by: Okim on February 14, 2014, 01:13:25 AM
Releasing version 7.0 of the Ironclads.

The main features of this update are station upgrades and automated production options. Both systems are working normally and provide a good start for some of the more advanced systems in the future.

Here is and archive: http://www.lordsofthestars.com/other/Sector/ironclads7.rar
Here is a full changelog: http://www.lordsofthestars.com/other/Sector/readme.txt

Enjoy a new option to get some money in the Ironclads. Note that without production management skills it wont be so easily to get profit out of production (you`ll always break even though).


P.S.: ah dammit... Forgot about 'carrier/career' issue :)

P.P.S.: never mind - forgot that i`ve fixed it actually...
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: drakhades on February 14, 2014, 02:22:01 AM
i'm getting a corrupt archive, okim can you test it?
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: wolfsruhm on February 14, 2014, 02:52:33 AM
no currupt archieve for me

PS: it must seem like i am complaining constantly, but i wondering why beeing pirate only nets me as a enemy of the civilists part of the factions but not the military one
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: Okim on February 14, 2014, 02:54:10 AM
Archive is ok. At least it opens in WinRar without errors.
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: drakhades on February 14, 2014, 02:57:18 AM
i see.   i must have downloaded it while you were still uploading.   the first time it was 20mb, then 28.  now it's 36mb :)
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: Okim on February 14, 2014, 03:19:57 AM
You couldn`t do that as i posted the link after i uploaded it  :P
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: Okim on February 14, 2014, 03:23:44 AM
no currupt archieve for me

PS: it must seem like i am complaining constantly, but i wondering why beeing pirate only nets me as a enemy of the civilists part of the factions but not the military one

Just play for a single day...
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: Silver Silence on February 14, 2014, 03:53:26 AM
Was the amount of universal slots on bigger ships reduced at some point? I never really noticed. I remember the days before accidents when I would roam with a single alien-tech Michigan, all heavy mounts using the mothership blasters, all medium mounts using alien missiles and all small mounts using alien lasers. Nothing got near it. It was awesome. I remember still doing that in the last version I played (which was a while ago, when AI were introduced). Of course, the Michigan didn't have alien heavy blasters that time around as they were locked to the mothership hull. Then I got my mitts on the UK. I remember the majority of the smalls on the UK being ballistic, so every single small mount was turned into a bofors gun as they were the least flux-intensive flak gun at the time. If I looked at the groupings, all the flak guns alone would be able to generate more flux than the UK's assault drivers and other main guns if all were firing at once. It was such a turtle of a ship.
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: wolfsruhm on February 14, 2014, 05:03:29 AM
ohh well, yeah now i'm 'fiendly' with everyopne, awesome, somehow. and i suppose there is no way back too, ain't it ^^

@Silver silence
Yeah quite similar to my pre .6 Michigan, though i did not use the bigger alien guns(only the missle) but instead phase beams and heavy beamers, since i like super accurate guns a bit more then pulse guns. Now every BB has only balistics for smalls, and once again it is for at least the ISA and the XLA it felt a bit like a design break to me, and yes dear Okim i have rechecked the smaller vessels to come to that conclusion. But i don't want to turn that into a heated discussion, since it is your mod, and it's up to you what you do with it. My suggestion would just be, to give give the GD a half-half bal-uni like those of the majority of the XLE ships, and the M;ichi at least some energy mounts, which also fits better with her smaller sisters(besides those three other ships that run on bal only for small mounts). It just would feel a bit more . . . fitting.  But once again, thats just my own rant about it ^^

@Okim
just another question i got. Whenever i want to edit the vpparams xms and xmx parameters i can not 'allocate' more then 1024 into them. I tried 2048 and also 3072 and 4096 a few times, but with these values my starsector does not even  want to start, any idea whats wrong there, since you yourself suggested at least a 2048 setting.
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: Okim on February 14, 2014, 06:52:07 AM
2048 and higher AFAIK are for 64 bit windows only. 32 can work only on 1024  values which should be enough for 0.6.2.

Now i must apologise for forgetting fixing that friendlies problem. Should insta switch to hostile, but for some reason they don`t.
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: Dr.Noid on February 15, 2014, 04:36:37 AM
After activating an abandoned station I just flew to a second one, and I did not have to activate it. I was directly greeted with the menu for re-activated stations. The station did not get my colour though.
A third station also did not need re-activation. It seems as though reactivating one station re-activates all of them.
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: Dr.Noid on February 15, 2014, 05:04:22 AM
I have lvl 10 salvaging skills, but it does not let me pick the other two options for station wrecks. It still tells me that I can come back one I reach lvl 10 Salvaging skills. (even though I have lvl 10)
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: Okim on February 15, 2014, 05:30:11 AM
I see. Both are the result of the recent persistent data storage changes i`ve made.
Title: Re: Project Ironclads Total Conversion, version 7 (0.6.2a)
Post by: Okim on February 15, 2014, 08:37:36 AM
Fixed the issue with wrecks and stations and tested it. Seems to be working fine. Also made some changes to relationship hits, so i hope it will fix the all-forgiving-friendlies bug (not tested this one).

NOTE - this fix kinda breaks saves... sorry  :-\

Save this file (http://www.lordsofthestars.com/other/Sector/IroncladsDialogs.jar) into the mod`s JAR folder replacing the original jar file.

And another note: this fix will be included into current archive.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Dr.Noid on February 15, 2014, 01:11:16 PM
Thanks, I'll try it out :)
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Dr.Noid on February 15, 2014, 01:32:33 PM
Managed to replicate a NullPointerException:
Start a new game.
Quite.
Start a new game.
Fly around for a few seconds.

java.lang.NullPointerException
   at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
   at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
   at data.scripts.world.TimeManager.advance(TimeManager.java:204)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.B.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0 [...] 000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:744)
Exception in thread "Thread-9" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalSourcef(IIF)V
   at org.lwjgl.openal.AL10.nalSourcef(Native Method)
   at org.lwjgl.openal.AL10.alSourcef(AL10.java:810)
   at sound.K.Ø00000(Unknown Source)
   at sound.public.Ô00000(Unknown Source)
   at sound.H$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:744)
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 15, 2014, 03:13:14 PM
Yeah, a known bug which i fail to nail down. And to be honest since the walk around is so simple - i don`t want to bother looking for it any deeper.

Seems to be related with Global.getSector() persistent data storage which i use for the journal.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on February 15, 2014, 09:33:13 PM
Yeah, a known bug which i fail to nail down. And to be honest since the walk around is so simple - i don`t want to bother looking for it any deeper.

Seems to be related with Global.getSector() persistent data storage which i use for the journal.
What is the work around?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 15, 2014, 10:16:41 PM
Restart StarSector. In this case a new game will launch properly.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on February 16, 2014, 03:31:12 PM
I can't upgrade my abandoned station. I have all the resources needed, 100 Low Tech, 25 High Tech, 50 Industrial. I try with them in my ships cargohold: nothing. I put them in the station cargohold: nothing.

Any ideas? The options remain grayed out with it telling me I don't have enough resources.

EDIT: Figured it out. You need double. 200 low tech parts, 50 high tech, and 100 industrial parts.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Armyguy on February 17, 2014, 01:53:15 AM
I'm getting a odd bug in the new Ironclads when I'm try to do a RSF start i get 20 Apt and 40 Skill and i don't know how all the starts but the RSF one don't have it.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 17, 2014, 01:59:22 AM
Oops :)

Seems that i forgot to remove the dev-mode starting options ;)
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Armyguy on February 17, 2014, 02:21:24 AM
Oops :)

Seems that i forgot to remove the dev-mode starting options ;)
Yea thats was i thought it was i saw it when i was goinging to start a new game and stopped as i thought it will be too easy :D.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 17, 2014, 03:20:30 AM
Here is a fast fix: http://www.lordsofthestars.com/other/Sector/CharacterCreationPluginImpl.java
 (http://www.lordsofthestars.com/other/Sector/CharacterCreationPluginImpl.java)
I`ve also uploaded a fixed archive.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: try666 on February 17, 2014, 05:48:36 AM
any  NullPointerException fix?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Armyguy on February 17, 2014, 06:03:00 AM
Here is a fast fix: http://www.lordsofthestars.com/other/Sector/CharacterCreationPluginImpl.java
 (http://www.lordsofthestars.com/other/Sector/CharacterCreationPluginImpl.java)
I`ve also uploaded a fixed archive.
The fast fix and the new archive still set it to 20 and 40 and in the CharacterCreationPluginImpl.java still have

Quote
         stats.addAptitudePoints(20);
         stats.addSkillPoints(40);
And all the dev lines for Credits and Resources so i removed all the lines to fix it on my side any way.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 17, 2014, 07:01:08 AM
Fixed the archive and fast fix file. That`s odd that both turned out to be unedited...

As for NullPointer - if you get it after you start a new game, exit to menu and start a new one - there is no fix and wont be ever. This issue is unresolvable without cutting out the journal. The work around is simple - quit the current game and then close Starsector aplication before starting a new game.

If you get it somewhere else - than please be more specific and post a stasector.log file here.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 17, 2014, 07:10:09 AM
I can't upgrade my abandoned station. I have all the resources needed, 100 Low Tech, 25 High Tech, 50 Industrial. I try with them in my ships cargohold: nothing. I put them in the station cargohold: nothing.

Any ideas? The options remain grayed out with it telling me I don't have enough resources.

EDIT: Figured it out. You need double. 200 low tech parts, 50 high tech, and 100 industrial parts.

Thanks. Fixed this thing.

As far as i can see - its just a check going crazy. You still get only the half of the price if you pass it with 200/50/100 resources.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on February 17, 2014, 07:53:55 PM
I might just be imagining things, but it feels like the ships for sale haven't changed at all since I started on my save for this version. About two years have passed ingame, yet the pirate bases still have the same ships as before.

I'm doing the Pirate start though.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 17, 2014, 08:50:39 PM
Pirate fleets have to survive their raids which happens not so often - that`s the only way for their bases to obtain ships and resources.

I think i`ll make some pirate smugglers that start from near by trading stations and move towards their bases. May be even some inter-pirate traders.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Dr.Noid on February 18, 2014, 02:05:49 AM
I feel trading gives a bit too much XP. As it is now, all you need to do is find a station that sells exotic materials, and a research station. You start ferrying exotics and pretty soon you'll be able to fill that XLE cruiser sized cargo ship with burn 6 (the bottom right one) and at that point you can get 2 to 3 levels per trip. At that point you'll also be swimming in more money than you can spend...
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 18, 2014, 04:33:23 AM
Hm.

I`ll look into it. I never used trading past mid game - just for initial fund raising. At first levels getting XP with trading required quite a bunch of trips, so that looked pretty much ok to me.

I see a couple of ways to adress this issue:

1. simply reducing the amount of XP generated per item sold
2. making a fixed max value of XP gained, so that large trade runs will not pump you up several levels
3. making XP degrade per player level, so that at higher levels you get less XP per trip
4. removing XP at some specific level or when you get high enough trading skills
5. removing XP for trade at all
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Dr.Noid on February 18, 2014, 09:12:06 AM
Am I right in that XP for trading is based on the value of the sold items?
Instead of the pure value of the item, maybe basing it on the profit percentage would be better. That way, selling a full load of expensive items for 20% profit doesn't net you more XP than selling a full load of cheap items for 20% profit...
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 18, 2014, 09:29:51 AM
You need to store the prices at which you bought the specific items and this is not worth the coding effort and extra memory usage, trust me :)
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Dr.Noid on February 19, 2014, 03:37:35 AM
But do buy prices actually fluctuate much? My impression is that besides the 10% discount on some stations, stuff costs the same where ever it is sold. (I could be mistaken of course) Prices change when you put points in Trade, but that change is small enough to just ignore. So when someone sells trade goods, you basically know what they bought it for.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 19, 2014, 03:48:46 AM
Prices are unique per resource and per faction. One tonn of rare minerals has 8 prices - 4 for buy and 4 for sell. You can see these prices in journal on financial info page.

Through your journey you could buy the given resource at one station and then move to another and then visit the third one that grants you a 10% discount for being friendly and etc. Storing info on each transaction is not worth it.

Look, if it would be so easy to do - i would have already done it along with introducing the trading system itself. Those 5 options of solving this issue that i listed previously are the only ones possible.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: oranoron on February 19, 2014, 09:56:26 AM
Is there some kind of bug where the factions will never go to war? I've been playing my current play through for around 40 in game days as UIN Military and there have been no inter-factional hostilities the entire time.

I would like to point out that I've built my fleet up to the point it is now unsustainable fighting only Pirates because its to large and slow to chase them down. I've had to reload to an earlier point twice now because the fleet has starved to death without bigger targets. 
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on February 19, 2014, 10:07:27 AM
There were never any wars in the mod except for RSF/ISA conflict. UIN/XLE are fighting only pirates, aliens, ai and rockflies.

If you wish to pick other factions as targets for your fleet - buy some Scramblers at pirate bases. These will allow you to kill any fleet without anyone becoming hostile to you.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Lcu on March 01, 2014, 01:10:46 AM
Hmm, i don't know if this is a bug or not, but when i started a game and joined ISA the background of the systems is white, pure white.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Toxcity on March 01, 2014, 07:33:42 AM
I think that means you need more memory. Did you change the vmparam numbers?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 01, 2014, 02:27:32 PM
Try to search for white screen or white background bugs on the forum. I do remember seeing a thread with similar issues quite some time ago.

It surely has nothing to do with the mod, but might be caused by extreme mod`s memory requirements as Toxcity said.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Lcu on March 02, 2014, 04:28:07 AM
I changed it just like what Okim said in the OP, change the numbers into 1024.
My Pc's RAM is 3 GB, CPU is 1.7 GHz, running Windows Server 2008 (32 bit system)
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 02, 2014, 05:53:28 AM
And what GPU does your Windows Server PC has?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Lcu on March 03, 2014, 03:24:48 AM
It's..... a pretty bad one,
Mobile Intel 945 Express Chipset Family is what it says in the Device Manager.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 03, 2014, 03:36:34 AM
That`s probably the one to blamed for your graphical issues.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Silver Silence on March 05, 2014, 11:13:00 AM
It's..... a pretty bad one,
Mobile Intel 945 Express Chipset Family is what it says in the Device Manager.

Integrated GFX is no good for Ironclads, sadly. There are just too many assets involved. Even with the memory boost, virtually every game will start up without a background (though I find that the menu often has a background as it's the first part of the game to get one). If you save a game, the sheer size of the map and all the systems that Okim has laid out may end up causing hangs as the game runs out of memory while loading and crashes while still playing music. Comes with the territory, I'm afraid. No babby shop-bought PCs here. Need some good RAM and need an actual GFX card to run Ironclads.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 05, 2014, 11:55:08 AM
Hope that things will get better once optimisation starts to pop up in the core game.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: OOZ662 on March 05, 2014, 06:24:37 PM
No babby shop-bought PCs here. Need some good RAM and need an actual GFX card to run Ironclads.

I'm running it on a Dell Vostro 1520, essentially a 5 or 6 year old business laptop. The 32-bit limitation is the issue more than the overall hardware, though integrated graphics cards are rarely suitable for anything with a semblance of 3D.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 14, 2014, 02:18:09 AM
(http://www.lordsofthestars.com/other/Sector/showcase.jpg)

Got bored and decided to post these ships here...

Note: these ships WONT be present in Ironclads or any other mod for Star Sector...
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Sabaton on March 14, 2014, 11:24:56 AM
 What was their intended role? If they ever had any.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: HELMUT on March 14, 2014, 11:29:36 AM
And for which game are these for?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 14, 2014, 11:42:41 AM
That`s a secret for now :)

Hope that it will eventually evolve into smth that i was promissed...
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 15, 2014, 04:49:24 AM
(http://www.lordsofthestars.com/other/Sector/ffs2-frg-law.png)

Federation of Free Stars fast attack gunship codenamed Law. Missile/ballistic gunship, to be specific...

This one is for Ironclads.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Sabaton on March 15, 2014, 05:04:21 AM
 FFS? New nation? Unaffiliated sub/faction? Design philosophy?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 15, 2014, 05:26:25 AM
New faction. Enemies for both XLE and UIN. Children to both factions that once rebelled and separated.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Tecrys on March 15, 2014, 06:06:23 AM
Love that ship!

Looks very military like a modern jet somewhere between an F14, F22 and Apache helicopter.

Maybe some turbines left and right like the square ones on an Apache would look really cool, too.

Not that I think the sprite needs any improvement, it's perfect.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Toxcity on March 15, 2014, 09:47:23 AM
Can't wait to see them in game (and destroy their ships).
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 15, 2014, 11:21:49 AM
(http://www.lordsofthestars.com/other/Sector/pic204.jpg)

Law in game. Note that this is not the final version as it uses UIN/XLE weapons and RSF dish (as well as standard midline drives). All of these will be replaced + decals added. I just need to experiment a bit with the sprite itself.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Piemanlives on March 15, 2014, 12:43:32 PM
I feel the FFS should be slightly bigger than it's parent nations, considering it has 2 factions that are hostile to it.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: CrashToDesktop on March 15, 2014, 01:37:20 PM
And think of the poor pirates. :D But I wouldn't mind if it were bigger, more fleets to scrap in my wake!
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 15, 2014, 02:22:00 PM
The idea is actually an opposite one - FFS are a unity of lonsome colonies scattered across some distant space in the SE corner of the map.

They are the only faction that combines XLE extreme FTL speeds with UIN outstanding fuel economy allowing their ships to travel further than XLE/UIN ships.

This advantage makes it possible for one-side raids into XLE/UIN territory with very rare retaliatory incursions in FFS space.

Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on March 15, 2014, 06:52:35 PM
The idea is actually an opposite one - FFS are a unity of lonsome colonies scattered across some distant space in the SE corner of the map.

They are the only faction that combines XLE extreme FTL speeds with UIN outstanding fuel economy allowing their ships to travel further than XLE/UIN ships.

This advantage makes it possible for one-side raids into XLE/UIN territory with very rare retaliatory incursions in FFS space.


Sounds like fun!
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Berkys32 on March 16, 2014, 08:40:40 AM
I really like your mod, even though that trade is easy way to earn money. Perhaps next update of game will change it ;)

But i have problem with my Ressuply depot in Gianopolis - instead of consuming Industrial equipment and producing supplies, it produces Industrial eq. Last time i get 218 IE from 25 IE... Whats wrong?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: SpaceRiceBowl on March 16, 2014, 09:43:45 AM
Of course the UIN (EU) would get outstanding fuel economy :P
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 18, 2014, 12:28:46 PM
(http://www.lordsofthestars.com/other/Sector/pic205.jpg)
(http://www.lordsofthestars.com/other/Sector/ffs2-frg-law.png)

Law in game. This is a slightly modified version - 2 engines are added, 2 signs and flags, paints made a bit brighter.

Ship is armed with two Janitor missiles (small mount, short range, high damage compared to Barracuda), Burstmaster-I Autocannon (125dps, kinetic, 5 shots per burst, 750 range) and two pd E-Beams (beamers with 80 dps, 80 emp/s, 600 range, but 120 flux).

The idea of FFS is to quickly overwhelm shields and strike the ship with missiles. This is what you`ll eventually see in all their ship designs. FFS wont have any large or small ballistic guns - only med and all of them kinetic autofiring. Energy guns will have various sizes and all will have EMP effect. Missiles will be large, but short ranged. No torps or rockets.

All ships will have 3 weapon types with some of them having ECCM built0in mod to overcome XLE active flares.

---

I`m planning to put in the mod at least 1 ship per size for this faction. But main focus will be on destroyers as this faction is kinda poor on resources. The main concept of FFS naval warfare is to strike the enemy while remaining unreachable to it. Thus the distance between FFS and XLE/UIN colonies will be very large and XLE / UIN strike fleets will be very rare, but huge with lots of support ships.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Fevz on March 18, 2014, 02:29:15 PM
I instaled this mod on macos and opened info.plist file like i was told to do, and i can't find valuables 512??

Here is a SS to prove it
Spoiler
(https://dl.dropboxusercontent.com/u/18871150/Screen%20Shot%202014-03-18%20at%2022.28.03.png)
[close]


Is there any other way to fix this?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Piemanlives on March 18, 2014, 06:13:51 PM
Is that the entire file? If so I don't know what to tell you, the possibility that it's hidden in there somewhere or the file has been changed and that the value is either elsewhere or none existent.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 18, 2014, 09:57:20 PM
Starsector 0.54.1a is probably the reason. Upgrade to current version (0.6.2a) and see if it has these values.

And please close this image with <spoiler> tag. It kinda ruins my previous posts while having no connection to the mod itself.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Fevz on March 19, 2014, 03:58:19 AM
My apologies for not using the spoiler tag.

I have latest version of starsector (0.6.2a) and it seems like this is the only text that this file contains  :-\
I don't know how to show hidden files in mac folders (if there are any)


To bad, cause i really wanted to play this mod  :'(
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 19, 2014, 04:03:49 AM
Try asking in support forum. Surely there are many MAC users who may be aware how to edit this file.

BTW, have you tried playing Ironclads without changing these values? The latest SEctor update has some optimisation works that cover memory issues. Perhaps MAC can handle the mod without virtual memory adjustment.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Kazzthal on March 19, 2014, 05:20:17 AM
First of all Thank you Mr. Okim for making this piece of art & the joy you give me while playing it.

Then comes my question (maybe a silly one because I haven't read the whole posts)

Do the starbases replenish their inventory of ships ? It seems to me that they don't & this is gave me a hard time at my first game when loosing a ship would mean that replacing it with a new one of the same hull would be imposible if the starbases ran out of them.


Also, IA & Alien factions give a nice touch to the game, Do you have future plans for them ?

Thanks in advance !
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 19, 2014, 05:28:09 AM
Stations replenish stuff, but fleets that bring new ships/weapons/supplies are subjects to pirate raids. Normally a hauler fleet can handle the pirates, but when the last get bigger fleets civilians will get into troubles.

A single pirate destroyer fleet can break all civilian supply lines in a system for quite some time.

Note though that only fleets traveling to trade, security and military stations will bring new ships with better odds of avoiding pirates. Mostly because these fleets are much larger and better escorted.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Fevz on March 19, 2014, 05:40:21 AM
When i freshly started it worked. But I decided to start a new game and then it started to crash. Maybe if i delete all savegames and restart it could work?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 19, 2014, 05:45:48 AM
If you start the new game directly after abandoning the previous one (quiting to main menu and hitting campaign) - the game will always crash.

This can`t be fixed. So if you wish to start a new game - quit Sector and restart it.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Fevz on March 19, 2014, 08:43:43 AM
So that was the problem :) Works like a charm now.
Thank you for your help
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 19, 2014, 10:01:08 AM
This issue can`t be resolved without cutting out the whole journal system. I think that i need to put in some instructions for this case.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Kazzthal on March 22, 2014, 12:47:45 AM
Thankx Mr. Okim !

By the way, Do you have any more plans for the Alien or AI factions?

Any chance of some more prototipes ? :D

Sorry if my questions become anoying!

Great work !
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 22, 2014, 01:26:12 AM
Nope, at least for now. Both AI and ALiens have all they really need. Well, probably AI will get some kind of carrier and fighters, but i`m not sure.

Prototypes... Can`t tell you anything regarding them - haven`t though about it.

For now i`m focused on FFS. That`s quite a lot of work to do.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Sabaton on March 22, 2014, 10:48:48 AM
 Would FFS have the resources and capabilities to make their prototype?
 Will they have cruisers and cap ships, even thou you said they're kinda low on resources?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 22, 2014, 11:24:21 AM
They`ll get a Rock Fly...
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on March 22, 2014, 12:51:30 PM
Would FFS have the resources and capabilities to make their prototype?
 Will they have cruisers and cap ships, even thou you said they're kinda low on resources?
Frigate and Destroyer fleets are pretty devastating since there are so many.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 22, 2014, 01:23:55 PM
The goal of FFS is to prevent XLE/UIN from getting close to their colonies. Having the longest ranged ships they can easily hunt down any construction, colonisation and mining fleets in neutral territory. They also have a couple of outposts close to the XLE/UIN to improve raiding efficiency.

For this goal you don`t want to pick anything larger than a destroyer, but for system defence such fleets aren`t the best force. So here comes the cruisers and capitals which FFS will have, but not so many as others.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: joe130794 on March 25, 2014, 12:45:31 PM
when will the ffs be added
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on March 25, 2014, 01:30:22 PM
Em. When trade update comes out for the Sector. Or somewhere between now and that date...

I`m busy right now with my Lords Of The Stars game. All of a sudden it began to draw all my attention.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: th3boodlebot on April 04, 2014, 02:28:45 PM
Ok guys I have a weird background error. The problem occurs when I start a new game. The error doesn't occur until the new game is loaded and you see your ship. When it reaches this state the background becomes stark white and stays that way no matter what mode of play I enter. It doesn't crash so I cant get a crash report to give to you guys. What can I do to get you guys the information you need to work it out? Is there a fix I can apply myself? Thanks in advance!!
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 04, 2014, 11:11:41 PM
I think i saw someone reporting this issue in support forum. Try searching for 'white screen' or 'white background'.

Its not directly mod related, but might be caused by its 'mass'.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 10, 2014, 06:53:02 AM
(http://www.lordsofthestars.com/other/Sector/ffs2-frg-law.png)     (http://www.lordsofthestars.com/other/Sector/ffs2-frg-order.png)

To the right is a new FFS Order-class Heavy Attack Ship.

This craft is designed for dogfighting leaving hit-and-run tactics for other FFS ships.

By default each Order is armed with 4 Janitor HE missiles, 1 medium sized E-Cannon and 4 small E-Guns. Both energy weapons deal additional EMP damage and are somewhat an equivalent to RSF laser cannons/ISA blasters.

The ship has two combat engines that once triggered provide the Order with extra mobility for a short duration of time.

P.S.: FFS raiding fleets are being spotted entering UIN and XLE space. The number of incidents and their frequency is slowly escalating forcing both factions to increase security patrols in endangered systems.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 11, 2014, 02:48:09 AM
(http://www.lordsofthestars.com/other/Sector/ffs1-f-regulator.png)
FFS Regulator-class fighter.

(http://www.lordsofthestars.com/other/Sector/pic206.jpg)
(http://www.lordsofthestars.com/other/Sector/pic208.jpg)

Fighter carries a single Janitor missile and two E-Beams. It also has a Beam Modulator hull mod that boosts its E-Beams damage output.



--------



FFS on a raid.

(http://www.lordsofthestars.com/other/Sector/pic207.jpg)


I need to make a supply ship and a carrier for this faction in order to make a new update for the mod.

So if you have any bugs/errors/whatever to report - please hurry up :)
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Toxcity on April 11, 2014, 04:19:27 AM
Those new FFS ships are looking good!

The only bug I can think of is that when joining pirates using money you don't become an enemy to the other factions.
Can't wait to fight these guys!
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 11, 2014, 04:36:17 AM
That`s because you aren`t actually joining them. You pay for pirates becoming neutral to you.

You can only start as a pirate.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Erick Doe on April 11, 2014, 08:16:07 AM
Is that FFS Regulator-class fighter's sprite all done? It looks a little flat and its borders a little too sharply defined compared to those larger FFS ships, imo. I like everything else about it, though. Its shape, the way it matches the other FFS ships.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 11, 2014, 08:44:09 AM
I tend to draw fighters pixel by pixel in order to avoid making them too blurred. Probably Regulator indeed requires some smoothness to be added.

Thanks for pointing it out.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Sabaton on April 12, 2014, 03:43:07 AM
 Since this faction has poor colonies and relies on raids to get resources, will their haulers have greater capacity?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: RandomGuy on April 12, 2014, 10:42:04 AM
Whenever i start the game with ironclads i get an error saying "Fatal: Error loading (graphics/hullmods/flux_shunt.png) resource, not found in (C:/Starsector/Starsector-core/../mods/ironclads,../starfarer.res/res,CLASSPATH Check starsector.log for more info" I have no idea what any of this means... XD any help???
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on April 12, 2014, 10:55:27 AM
Whenever i start the game with ironclads i get an error saying "Fatal: Error loading (graphics/hullmods/flux_shunt.png) resource, not found in (C:/Starsector/Starsector-core/../mods/ironclads,../starfarer.res/res,CLASSPATH Check starsector.log for more info" I have no idea what any of this means... XD any help???
Sounds like a picture is missing. Which Ironclads version are you using?

EDIT: Huh, the flux_shunt.png file really is missing. Trying going to your installation folder and then go through these folders:

starsector-core -> graphics -> hullmods

And then copy the flux_shunt.png file and then go back to the installation folder where you will:

mods -> ironclads -> graphics -> hullmods

And paste it there.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: RandomGuy on April 12, 2014, 11:10:26 AM
im using version 7
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: RandomGuy on April 12, 2014, 11:14:11 AM
also i dont see that file anywhere ... it's not in any of the folders, i've tried installing exrelin, ironclads, among many other mods and i usually get something like this

Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: RandomGuy on April 12, 2014, 11:17:47 AM
alright, thanks for the help guys. Ill try reinstalling starsector.

Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: RandomGuy on April 12, 2014, 11:19:46 AM
Okay PHEW hahaha, ya those errors were really bothering me.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 15, 2014, 06:16:09 AM
0.6.2a...
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 15, 2014, 06:18:11 AM
Since this faction has poor colonies and relies on raids to get resources, will their haulers have greater capacity?

Yep. And these haulers will act as a mobile supply depots carrying everything a raid party might need - supplies, fuel and crew.

Some larger versions will also act as repair gantries and carriers.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 17, 2014, 05:44:42 AM
FFS Justice-class destroyer.

(http://www.lordsofthestars.com/other/Sector/ffs3-de-justice.png)
(http://www.lordsofthestars.com/other/Sector/pic209.jpg)

This ship is armed with 4 Burstmaster-II cannons and 8 1-shot Janitor missile launchers. For defence it uses a couple of E-Beams.

No specials, but quite a good cargo/fuel capacity and burn/fuel consumption.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on April 17, 2014, 11:21:18 AM
Nice.

Also, when I see "FFS" all I can think of is captains from other factions thinking to themselves as their shipping fleets are looted...

"For *** Sake!"
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 22, 2014, 02:24:10 AM
A little derail from current work on FFS faction...

(http://www.lordsofthestars.com/other/Sector/pir3-de-skull.png)

This is a custom-made destroyer code-named Skull Crusher. Used by Blood Skulls pirate faction in elite fleets.

The prow is decorated with a huge skull. Two built-in laser beams are put inside its eyes. Ship has frontal shields and improved capacitors over any of the Kursk variants it is based on.

You`ll be able to buy these at Blood Skulls base, but only if you start the game as a pirate.

(http://www.lordsofthestars.com/other/Sector/pir3-de-widowmaker.png)

Black Widows` converted version of UIN France destroyer. Fast, agile and well armed, but has no fortress shields.

Widowmaker (that`s how this ship is called) is better used for circling around its target and unleashing its broadside firepower at it.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: joe130794 on April 22, 2014, 05:42:34 AM
the pirate versions look good. will their eventually be alien enhanced version of more ships because the only alien enhanced ship for the factions look alright like that especially with the phase jumping.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 22, 2014, 06:28:51 AM
I`ve already answered this question. No new alien-tech ships.

Its not that easy to come up with an idea of a ship that can properly fit into more than 100 ships mod...
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 22, 2014, 08:50:12 AM
Black Widows` Widowmaker

(http://www.lordsofthestars.com/other/Sector/pic210.jpg)

Redwood Corsairs` Burglar

(http://www.lordsofthestars.com/other/Sector/pic211.jpg)

Blood Skulls` Skull Crusher

(http://www.lordsofthestars.com/other/Sector/pic212.jpg)
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on April 22, 2014, 10:50:23 AM
Awesome. I quite like the look of the Burglar.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Toxcity on April 22, 2014, 04:43:59 PM
Can't wait to play with these new ships! I love all the small details.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: gamewarlord on April 22, 2014, 09:40:23 PM
Hi is it possible to get a mothership? I have been trying for days to get it but it doesn't seem possible ,or are there some secret recriminations? thanks for any help about is!
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on April 22, 2014, 09:42:41 PM
Hi is it possible to get a mothership? I have been trying for days to get it but it doesn't seem possible ,or are there some secret recriminations? thanks for any help about is!
You can not capture AI or Alien ships.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: gamewarlord on April 22, 2014, 09:52:52 PM
Hi is it possible to get a mothership? I have been trying for days to get it but it doesn't seem possible ,or are there some secret recriminations? thanks for any help about is!
You can not capture AI or Alien ships.

Why is that?  its a good end game goal ,to put all those hours in getting a op fleet is fun ,it not going to hurt the game at all.
By the time you get to that point you'll all ready powerful and its good reward for all that hard work.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Piemanlives on April 22, 2014, 10:35:12 PM
Well in the case of an AI ship it would probably just be an entirety of cords and power lines, redundant systems, and small maintenance shafts big enough for maintenance drones to travel through and do their work, maybe a large central core region. As for an alien ship, I have no opinions other than "I have failed my people, commit self destruct." or something along those lines.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 22, 2014, 11:11:15 PM
Yep, exactly what Piemanlives said. AI can`t be 'captured' and just blows up into piles of high-tech garbage which you can salvage.

Aliens self destruct on intention. 'No way anyone will get our hyper advanced techs' they say when manually overload their whatever-powercores. To bad for the them that they don`t realise that even a single chunk of their advanced ships provide much insight for human scientists.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: gamewarlord on April 22, 2014, 11:43:20 PM
ok i understand. T^T

so moving on has there been any thought about making a Dreadnought for the 4 main factions?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 22, 2014, 11:51:52 PM
Nope. There is currently only 2 DNs in the mod. One is only present in the mission and the other is an alien Mothership which is not faction-related.

I kinda fail to see any proper role for such a huge ship. XLE and UIN aren`t fighting any wars and ISA has no use for large ships - they can pretty well fight with their fighter wings and current battleship. RSF had such ships, but managed to loose them all lore-wise realising their mistakes. These days they prefer to concentrate their military firepower on Novgorods and Kursks.

Aliens` mothership is a unique case as it fits pretty well the role that it has - a mobile base of operations and somewhat of an 'End Boss'.

It also is just too difficult to balance such ships.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: gamewarlord on April 23, 2014, 12:10:13 AM
ok

Can you give the teleport spamming aliens a say 5 second cool down before they can use it again ?         








predicted answer is NO
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Nanao-kun on April 23, 2014, 12:49:45 AM
ok

Can you give the teleport spamming aliens a say 5 second cool down before they can use it again ?         








predicted answer is NO
Yeah, they're meant to be OP.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Sundog on April 23, 2014, 01:01:19 AM
predicted answer is NO
You're probably right, but there are good reasons for him not to take most suggestions. I'm sure Okim has spent hundreds, if not thousands, of hours creating Ironclads and thinking about how to make it as good as possible, so if he thinks something should be a certain way, he probably has very good reasons.

That's not to say modders and game developers don't welcome suggestions, but there's no justification for being bitter about it when they refuse to take them. I know you're probably not actually bitter, but statements like 'predicted answer is NO' tend to give that impression.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: gamewarlord on April 23, 2014, 01:31:49 AM
predicted answer is NO
You're probably right, but there are good reasons for him not to take most suggestions. I'm sure Okim has spent hundreds, if not thousands, of hours creating Ironclads and thinking about how to make it as good as possible, so if he thinks something should be a certain way, he probably has very good reasons.

That's not to say modders and game developers don't welcome suggestions, but there's no justification for being bitter about it when they refuse to take them. I know you're probably not actually bitter, but statements like 'predicted answer is NO' tend to give that impression.


I apologize that was not my intent.

I'm sorry, but those damn things are soooo frustrating to kill!! I will be happy if it's 2 or 1 second delay.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 23, 2014, 02:32:41 AM
Yeah, the answer is no. And the reason is simple - i don`t know how. There is probably a way to do that by increasing flux cost for it, but i haven`t looked into it.

And trust me - i hate them myself...

EDITED: looked into it, found that you can specify cooldown. Set to 1 second. Thanks for bringing this up.

You can manually do that in shipsystems.csv for phase teleporter.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: gamewarlord on April 23, 2014, 03:10:29 AM
Yeah, the answer is no. And the reason is simple - i don`t know how. There is probably a way to do that by increasing flux cost for it, but i haven`t looked into it.

And trust me - i hate them myself...

EDITED: looked into it, found that you can specify cooldown. Set to 1 second. Thanks for bringing this up.

You can manually do that in shipsystems.csv for phase teleporter.


>///< THANK YOU !!!!!!!!!!
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Necro Torrent on April 23, 2014, 05:50:04 AM
Hi, i've get this white background bug that i've also noticed mentioned on other forums, but nobody seems to have a fix. When i load the mod everything is fine, but once i load a save, all of the black stars and space that make up what i've heard called the "starfield" goes a bleached white. This also occurs in battles an the only way to get out of it is by going into the warp. When you return to a normal system however, it goes white again. Any ideas on how to fix this? (please)   :(
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 23, 2014, 05:57:39 AM
Other than changing your system`s memory and other specs i can`t really advice you anything. May be switching to 64bit OS will help.

The thing is that i`m running the mod on extremely old 128mb video card that is so ancient that can`t support pixel shaders - and i have no problems with the game. A bit of lagging, but nothing like white screens.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: sarducardun on April 23, 2014, 06:33:34 AM
Hi, i've get this white background bug that i've also noticed mentioned on other forums, but nobody seems to have a fix. When i load the mod everything is fine, but once i load a save, all of the black stars and space that make up what i've heard called the "starfield" goes a bleached white. This also occurs in battles an the only way to get out of it is by going into the warp. When you return to a normal system however, it goes white again. Any ideas on how to fix this? (please)   :(

I used to have this issue, more often while running larger mods. Alex fixed it two? versions back. Or at least it's fixed on my system.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Angelwing on April 23, 2014, 03:20:37 PM
Hi is it possible to get a mothership? I have been trying for days to get it but it doesn't seem possible ,or are there some secret recriminations? thanks for any help about is!

You can capture them  , but so powerful   ;D
Spoiler
(http://i.imgur.com/lwUgogN.png)

(http://i.imgur.com/XNddLRU.jpg)

(http://i.imgur.com/rbAbR4R.jpg)
[close]

Nice job for this mod , i love the ships deisgns.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Farlarzia on April 23, 2014, 04:02:20 PM
You can capture them

Actually you can't, as said above already. A specific script is in place to make sure you can NEVER capture them. The only way to change this to is to directly edit the script, or cheat one in.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Angelwing on April 23, 2014, 10:31:42 PM
You can capture them

Actually you can't, as said above already. A specific script is in place to make sure you can NEVER capture them. The only way to change this to is to directly edit the script, or cheat one in.

You can , i just used Quickreload to replay the fight and get the chance to board them ( i talk only for Alien ship, i didn't test for AI). Test it yourself. ( if a script exists, it doesn't work )

It took me an hour to kill all frigates and destroyers and only keep the mothership ( thanks teleports )
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: gamewarlord on April 25, 2014, 05:10:17 AM
Is it possible to capture a rock fly?
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 25, 2014, 05:13:42 AM
Nope. AI, ALiens and Rock Flies can`t be captured by player.

But it seems that these can be captured by other factions and later recaptured by the player... Which is fun, to say the least.

Not sure if i`ll do anything with this.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: joe130794 on April 25, 2014, 12:49:17 PM
i have a couple of AI ships and a couple of aliens ships but i haven't edited anything.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Okim on April 25, 2014, 03:42:39 PM
And you got them for killing AI/Alien fleets? If so - than indeed the script is not working which is odd.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: joe130794 on April 26, 2014, 01:56:44 AM
yeah the ai and alien fleets are the only fleets i have seen with those ships.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 05, 2014, 06:52:47 AM
Ironclads 7.1 is available: http://www.lordsofthestars.com/other/Sector/ironclads7.1.rar (http://www.lordsofthestars.com/other/Sector/ironclads7.1.rar).

Changes log is here (http://www.lordsofthestars.com/other/Sector/readme.txt).

Short description:

- added few new ships (3 for pirates, 4 for a new faction).
- introduced pirate smugglers that starts from the nearest trading station.
- added a faction-specific built-in hull mod for the majority of the ships (mods are old - they are just put by default on most of the ships).
- a couple of new weapons for old factions (Plasma Caster for UIN, 125mm Guided Rocket Cannon for RSF, new FFS toys).
- some fixes for scripts, Alien phase teleporters and etc.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 05, 2014, 07:00:21 AM
Note:

- I haven`t yet tested the fix for the no-IA/Alien/Rock-salvage system. So if you still get their ships for capture - please let me know.

- If you have spotted some of the fixes listed in change log not to be working as intended - please let me know. The lack of time for testing provides an opportunity for bugs to slip in...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on May 05, 2014, 05:22:23 PM
Love the update so far. The new RSF Ballistic Missile weapon is amazing.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 05, 2014, 10:56:03 PM
Glad you find it to be so. I was kinda unsure if 15 OP cost is justified for it.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 06, 2014, 08:48:45 AM
RSF SU-252 Assault Fighter

(http://www.lordsofthestars.com/other/Sector/pic213.jpg)

An old, bulky, but reliable and pretty effective strike craft. Armed with two 220mm rocket launchers. Front-mounted turret with 14mm dual machineguns is designed to shot down anti-fighter missiles in front arc while wide-arc flare launcher protects it`s rear. Not the best combatant against enemy fighters, but can fend off some ISA F-61s.


XLE Stinger Missile Fighter

(http://www.lordsofthestars.com/other/Sector/pic214.jpg)

Fast multi-role fighter that excels in hunting other fighters and harrassing small ships with its medium sized Micromissile battery. Stinger has no other weapons and uses just a single flare launcher for defence. Needless to say that without carrier support this universal fighter has no use in combat...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: joe130794 on May 06, 2014, 12:39:09 PM
just wondering how i update my files? which bits i copy across? and will it affect my save file?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 06, 2014, 01:05:09 PM
Delete old, unpack new. Pretty simple :)

The saves should not be ruined, but oddities might happen.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on May 06, 2014, 01:06:36 PM
The link in the Ironclads Codex section of the journal that's supposed to lead to a description of ship upgrading (I don't remember the exact wording of the link) leads to a description of mining.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 06, 2014, 01:12:40 PM
Thanks. Journal will get some extra attention. It needs info on station modifications and production and, as it seems, some fixes.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on May 06, 2014, 01:15:38 PM
Station production was actually what I was digging around for when I found that issue. I was trying to figure out of I could produce my own military's ships (namely gunboats and frigates) so I can more sustainably send them off to die en-masse. ;D That would leave finding weapons for them, but that's easier.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 06, 2014, 02:44:00 PM
Eventually i`ll come up with this, but for now the whole production system is there just for testing.

You can set up either a mine, or a plant or a supply point at any reactivated abandoned station. All you need after that is to supply the station with specific resources and manually haul the produced stuff for sale.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on May 06, 2014, 08:08:57 PM
I get a NullPointerException after choosing UIN and choosing to start in the military.

Spoiler
Quote
310 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to ERROR
26325 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot2_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id phasecloak-xle_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_pirate_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_mining_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_pd_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fly-spawn_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UINx3_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator2_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id emp-uin_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_mining_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_XLE_SHIP_SYSTEM not found
26328 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
26331 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.61 MB of texture data so far
26331 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
26457 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
38996 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_AtlasI_5444549778239717645\descriptor.xml]
39023 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_BeggarEN_3873129710424607239\descriptor.xml]
39029 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_BriggsI_771873171873301357\descriptor.xml]
39033 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_LukeU_7922745914721855985\descriptor.xml]
39037 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_SmithU_4399399017306144147\descriptor.xml]
39041 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_VickU_5979189912432663042\descriptor.xml]
39045 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_VickU_8477637292838694741\descriptor.xml]
39049 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Vigilance_6327683788004645481\descriptor.xml]
40786 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\saves\save_BriggsI_771873171873301357...
43652 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
43916 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/bg-02-green.jpg into existing tex id 316
44055 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 255.60 MB of texture data so far
44056 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/bg-02-green.jpg (using cast)
53104 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
   at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
   at data.scripts.world.TimeManager.advance(TimeManager.java:204)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Also, when you make the new pirate ships able to be bought from stations, will you also make them able to be made via ship conversions?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Nanao-kun on May 06, 2014, 09:18:08 PM
I get a NullPointerException after choosing UIN and choosing to start in the military.

Spoiler
Quote
310 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to ERROR
26325 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot2_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id phasecloak-xle_SHIP_SYSTEM not found
26326 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_pirate_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_mining_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_pd_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fly-spawn_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UINx3_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator2_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id emp-uin_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_mining_SHIP_SYSTEM not found
26327 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_XLE_SHIP_SYSTEM not found
26328 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
26331 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.61 MB of texture data so far
26331 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
26457 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
38996 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_AtlasI_5444549778239717645\descriptor.xml]
39023 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_BeggarEN_3873129710424607239\descriptor.xml]
39029 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_BriggsI_771873171873301357\descriptor.xml]
39033 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_LukeU_7922745914721855985\descriptor.xml]
39037 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_SmithU_4399399017306144147\descriptor.xml]
39041 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_VickU_5979189912432663042\descriptor.xml]
39045 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_VickU_8477637292838694741\descriptor.xml]
39049 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Vigilance_6327683788004645481\descriptor.xml]
40786 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\saves\save_BriggsI_771873171873301357...
43652 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
43916 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/bg-02-green.jpg into existing tex id 316
44055 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 255.60 MB of texture data so far
44056 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/bg-02-green.jpg (using cast)
53104 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
   at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
   at data.scripts.world.TimeManager.advance(TimeManager.java:204)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Also, when you make the new pirate ships able to be bought from stations, will you also make them able to be made via ship conversions?
That's the common new game issue caused the by the journal. I think the fix was to quit the game and make a new character.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 06, 2014, 11:20:38 PM
Yes, thats that bug that is easily avoided by restarting the application. This issue is described on the first page in 'known issues' right under the download link :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on May 08, 2014, 02:39:41 PM
Yea I restarted the game and it fixed that right up.

RSF SU-252 Assault Fighter

XLE Stinger Missile Fighter


These new fighters look great.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 08, 2014, 02:52:22 PM
I`m planning to add a few more fighters for UIN and probably something for ISA before moving to the new faction`s ships.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on May 21, 2014, 05:42:40 PM
Hi, I'm new to modding this game and was only introduced when I saw this mod in a YouTube video and wanted to get it. A bit of guidance, I downloaded the "archives" which I supposed had the mod itself since I couldn't find any other link to a download on the first page. I couldn't open the .rar file it gave me. I tried putting it in the Mods folder of the game but it never showed up. I'm confused, I normally am when I initially try modding a game and I know the solution will always be something incredibly easy that I missed. So yes, help wanted, please.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on May 21, 2014, 05:56:36 PM
You can't open the .rar file?  You should be able to - extract the contents into the mods folder.  Redownload the mod and try opening it then.  If that doesn't work, try using a different unpacking program.  Try 7-Zip - I use it and it works fine.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on May 21, 2014, 07:41:16 PM
Ok, I got 7-Zip and got it to work and, but now it crashes whenever I save. Help with that please?

Edit: Tried switching the numbers in the params document back to 512 and now it works. Interesting

2nd Edit: Ope, nvm, just got an incompatible save

3rd Edit: switched back 1024, now it works, still worieingly slow but it works
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on May 22, 2014, 06:17:18 AM
Hi there.

Been playing StarSector for quite some time now and I just wanted to thank Okim for the awesome work he's done with this mod. There are a lot of mods for StarSector, I've tried most of them and almost every one of them is really really good...but I find myself going back to PI time after time and again.

I just love the faction system, ship models, weapons and dynamics, and the fact that you can do almost whatever you want and have success with it. If I was to critize something is probably the static nature of the map. It'd be really cool to see some (extremely difficult, expensive, costly and involved so it's rare yet still possible) way to conquer/take stations to switch their ownerships. Would make for a great money sink and challenge for the endgame when you already have a couple battleships in a massive fleet that just tears apart any oposition it finds. But I guess you can't have it all, right? :)

I've recently started a LP on it in my youtube channel - being the first one I do on StarSector I chose to go the easy way and jump into a military character right at the beginning (I think people like to see battles more than watching you trade and avoiding contact, but maybe in a future LP I'll go another route). Playlist is here https://www.youtube.com/playlist?list=PLzUWGPCQJmpito8tN9vVEcOAUSKjc6y86

So if you want to link it in the OP, you're free to do so, Okim. Just has 2 episodes right now but this one will be a long one. I just love this mod. Thanks a lot for all the work and investment you've put on it.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on May 22, 2014, 06:43:27 AM
Hi there.

Been playing StarSector for quite some time now and I just wanted to thank Okim for the awesome work he's done with this mod. There are a lot of mods for StarSector, I've tried most of them and almost every one of them is really really good...but I find myself going back to PI time after time and again.

I just love the faction system, ship models, weapons and dynamics, and the fact that you can do almost whatever you want and have success with it. If I was to critize something is probably the static nature of the map. It'd be really cool to see some (extremely difficult, expensive, costly and involved so it's rare yet still possible) way to conquer/take stations to switch their ownerships. Would make for a great money sink and challenge for the endgame when you already have a couple battleships in a massive fleet that just tears apart any oposition it finds. But I guess you can't have it all, right? :)

I've recently started a LP on it in my youtube channel - being the first one I do on StarSector I chose to go the easy way and jump into a military character right at the beginning (I think people like to see battles more than watching you trade and avoiding contact, but maybe in a future LP I'll go another route). Playlist is here https://www.youtube.com/playlist?list=PLzUWGPCQJmpito8tN9vVEcOAUSKjc6y86

So if you want to link it in the OP, you're free to do so, Okim. Just has 2 episodes right now but this one will be a long one. I just love this mod. Thanks a lot for all the work and investment you've put on it.

Hey RamJB, your video showed me this mod, I had already had this game for a while (since it was called StarFarer), but seeing that video and mod reinvigorated me  ;D. Proud subscriber now :).
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: xlandar on May 23, 2014, 09:35:49 PM
This mod is amazing! I love the ship designs!
Would it be possible for you to make a quick guide on how you create these ships?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: ebigunso on May 24, 2014, 04:21:02 PM
I don't know if it's a bug or not, but the game doesn't allow me to upgrade a reactivated station even though I have 100 Low-tech 25 High-tech and 50 industrial components.
I tried putting it both in my cargo and station cargo but in either way the upgrade option is still grayed out.

I love this mod, please keep it up :D
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Nanao-kun on May 24, 2014, 04:56:42 PM
I don't know if it's a bug or not, but the game doesn't allow me to upgrade a reactivated station even though I have 100 Low-tech 25 High-tech and 50 industrial components.
I tried putting it both in my cargo and station cargo but in either way the upgrade option is still grayed out.

I love this mod, please keep it up :D
I think I encountered that before. Try getting twice that amount and try again.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: ebigunso on May 24, 2014, 09:12:57 PM
I don't know if it's a bug or not, but the game doesn't allow me to upgrade a reactivated station even though I have 100 Low-tech 25 High-tech and 50 industrial components.
I tried putting it both in my cargo and station cargo but in either way the upgrade option is still grayed out.

I love this mod, please keep it up :D
I think I encountered that before. Try getting twice that amount and try again.

thanks, it worked with double resources except industrial components, which only consumed 50. It still is a bug though.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 25, 2014, 12:19:07 AM
Thanks for reporting this one.

Just to be sure i`ve got it correctly - once you get 3 or more production skills that provides you with 50% discount on required resources for upgrade - you still get all options greyed out?

I`ve spent some time hunting this bug and what causes it. Guess what? I forgot to put "( )" in one of the conditions :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: ebigunso on May 25, 2014, 10:56:53 AM
I forgot, but I just looked in my character screen and I had it unlocked. So I think I did have it, not sure though.

Also I've got my hands on phase warping ships now, and it just decimates things :D
Just one problem though, now I have three of those in my fleet but they tend to phase into enemy ships or eachother and wreck themseleves... I've already reloaded the game few times by that happening. Can it be fixed somehow? I assume fiddling with the AI is really a though job but I'm sure it would greatly improve gameplay.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 25, 2014, 02:20:57 PM
FFS Codex-class supply barge.

(http://www.lordsofthestars.com/other/Sector/ffs2-frg-codex.png)

The role of this ship is simple - provide whatever cargo and fuel capacity a small FFS raiding party might need. Codex usually participates in the battle as its numerous small mounts provide a good anti-fighter and anti-missile coverage to FFS ships.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 25, 2014, 02:47:32 PM
All ships in one post.

(http://www.lordsofthestars.com/other/Sector/ffs2-frg-law.png)(http://www.lordsofthestars.com/other/Sector/ffs2-frg-order.png)(http://www.lordsofthestars.com/other/Sector/ffs2-frg-codex.png)(http://www.lordsofthestars.com/other/Sector/ffs3-de-justice.png)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Vensalir on May 25, 2014, 03:37:15 PM
Beautiful sprites as always  :)

In one of your posts you mentioned the idea of adding new UIN fighters, did you have any specific role in mind ? Personally I find the existing ones are great against low-tech fighters thanks to their frag-based damage output, but somehow lack the punch to attack frigates or capitals. I think a bomber would be a good addition.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on May 25, 2014, 04:33:44 PM
Beautiful sprites as always  :)

In one of your posts you mentioned the idea of adding new UIN fighters, did you have any specific role in mind ? Personally I find the existing ones are great against low-tech fighters thanks to their frag-based damage output, but somehow lack the punch to attack frigates or capitals. I think a bomber would be a good addition.

Agreed that those are some nice sprites.

I do agree that a UIN bomber using the UIN EMP torpedos or the plasma caster would be cool.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 25, 2014, 11:31:00 PM
For UIN there are two main ideas - a bofors\frag miss armed heavy superiority craft (large boat with lots of guns like multigun corvette in Homeworld) and a torpedo bomber using the same hull. Both are drones.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Vensalir on May 26, 2014, 07:42:52 AM
Love the idea of a corvette-ish ship ! Great news indeed  :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Erick Doe on May 26, 2014, 07:52:14 PM
Okim, I sent you a PM on possible infringement of your intellectual property. You may want to take a look.  ;)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: FasterThanSleepyfish on May 26, 2014, 11:24:36 PM
Welp, I'm curious now! Also, I'm a bit offended on Okim's behalf, because whoever might have stolen it is either a 14yo with no concept of ownership or a theiving idiot. Neither of thoses are cool...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 26, 2014, 11:31:44 PM
Yeah. I`m a bit offended, but not by the fact of using my sprites. The way HOW they are used is what offends me. Look for yourself: http://www.matrixgames.com/forums/tm.asp?m=3618166

And the thread is full of 'Oh, but that`s Okim`s ships!' which is great actually :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Erick Doe on May 27, 2014, 05:04:31 AM
I felt a warning was in order, since your work was being used without your consent. It's cool that you're cool with it though.  :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 27, 2014, 07:11:06 AM
Thanks for notifying me. It was a pleasure to learn that my work has some renown out side these forums :)

And i was very itchy about anyone using my work long ago (in times of modding SOTS). Now i`m less concerned about this which is odd :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on May 27, 2014, 12:03:06 PM
And i was very itchy about anyone using my work long ago (in times of modding SOTS). Now i`m less concerned about this which is odd :)
If you ever get into 3D-modeling (like I am), you do tend to have this mindset.  A lot of work goes into the end product, but I don't defend it viciously - I enjoy the smiles I get from the work I do, plain and simple. :) Keep up the good work!
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: alexng30 on May 27, 2014, 12:16:12 PM
Hey Okim, just wanted to ask you about an issue I was having. One day I just loaded up starsector with ironclads enabled and all that but the game during the loading was constantly freezing, to the point of its being unable to load. Then a text message pops up and says the save is suddenly incompatible or something's up with the mod. Just wondering what it might be. Thanks!
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 27, 2014, 12:26:34 PM
The mod is playable only on 32 bit system with all the instructions in the original post being carefully followed. That`s a way how current Star Sector 'handles' huge mods.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: alexng30 on May 27, 2014, 12:41:05 PM
I just saw your instructions for what do if we're running a 64-bit with the jre7 file and all that, does that have anything to do with my problem?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 27, 2014, 12:57:51 PM
If you have 64 system - follow the instructions. If you are using 32 system - i don`t think that there is anything you can do right now. Sorry )
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: alexng30 on May 27, 2014, 01:07:23 PM
Sorry to keep on bothering you, but when I change the second 1024 value to 2048, the game just doesn't even startup when I click the icon. Also, I was able to start a new game with no issue with the other save that I was unable to load, so is it a problem with the save itself?

Edit: Nvmnd. I got it went back a few pages and it should be working, thx for you time and sorry for  wasting yours. Keep up the good work!
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SnafuSanfu on May 28, 2014, 09:43:00 AM
Best mod I've played so far, I hope there's more stuff for Ironclads coming!

(Actually got the game just for this awesomeness)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SeeFue on May 28, 2014, 11:24:52 AM
Hi there.

Been playing StarSector for quite some time now and I just wanted to thank Okim for the awesome work he's done with this mod. There are a lot of mods for StarSector, I've tried most of them and almost every one of them is really really good...but I find myself going back to PI time after time and again.

I just love the faction system, ship models, weapons and dynamics, and the fact that you can do almost whatever you want and have success with it. If I was to critize something is probably the static nature of the map. It'd be really cool to see some (extremely difficult, expensive, costly and involved so it's rare yet still possible) way to conquer/take stations to switch their ownerships. Would make for a great money sink and challenge for the endgame when you already have a couple battleships in a massive fleet that just tears apart any oposition it finds. But I guess you can't have it all, right? :)

I've recently started a LP on it in my youtube channel - being the first one I do on StarSector I chose to go the easy way and jump into a military character right at the beginning (I think people like to see battles more than watching you trade and avoiding contact, but maybe in a future LP I'll go another route). Playlist is here https://www.youtube.com/playlist?list=PLzUWGPCQJmpito8tN9vVEcOAUSKjc6y86

So if you want to link it in the OP, you're free to do so, Okim. Just has 2 episodes right now but this one will be a long one. I just love this mod. Thanks a lot for all the work and investment you've put on it.

Credit to RAMJB for letting me know about this little game and this mod.  Been playing the hell out of it for the past few days.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 28, 2014, 02:35:50 PM
Guess that i`ll have to name some star system after RAMJB for his dedication :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Eisbear on May 28, 2014, 03:11:01 PM
xD im only here cause of ramjavier as well ^^

playing this mod and game for about 5 days now... is there more to achieve than killing the rockfly or the alien mothership? and is it possible to add dynamic systems like in i think vacuum or some other TC mod?
... can u recommend another TC mod Okim? :D
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: PerfectDeath on May 28, 2014, 11:45:27 PM
I've encountered a problem where my saves do not load and I get a message saying it is in a format from a modded version that is not active. At one point, all I had to do was restart the game and it was fixed; however, my level 19 can no longer load and a level 8 cannot load either.

I also found something wrong with the level 8 character, while kiting out my new carrier I encountered a wounded marauder. I killed him and found that I could not get the tool tips on his loot. So I gathered it all and jumped into the refit screen to see if that could view it. The refit screen constantly brought up the weapon hotkey window, if you clicked okay or hit esc it would pop back up. Only way to close it was to rapidly click on the close button in the top right corner but any further refits would show the same.

So, I saved, closed the game and tried loading again. The load failed just like my level 19.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 28, 2014, 11:58:36 PM
Guys, carefully read the original post please. Especially all the red notes...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: PerfectDeath on May 29, 2014, 12:20:14 AM
I mostly brought up the bit about the save problem as it may be related to the weird refit bug.

I've had some issues editing the vmparams file simply because java kept using the file and it always forced me to create a new folder. I had to force java down to make the edit.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 29, 2014, 12:33:18 AM
I`ve never encountered that refit issue you`ve described. It looks like a keyboard problem to me, honestly ;)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: PerfectDeath on May 29, 2014, 07:15:47 AM
Well, if you put it that way, this is probably why, I have macro keys next to my tab button, I likely hit the one which spams W.

Why do I have a key like this? Southpark the stick of truth relies on key mashing the WASD. My keyboard cannot physically click fast enough and multiple presses of mine would act as if they were a single press. Dumb mechanic but easy enough of a macro.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on May 29, 2014, 07:44:30 AM
Guess that i`ll have to name some star system after RAMJB for his dedication :)

lol. Glad to see some people became aware of both Star Sector and Project Ironclads thanks to me. Love the game, love the mod, so what else could I ask for? :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: ValkyriaL on May 29, 2014, 07:55:01 AM
RamJb... hmmm...you don't happen to be the guy that Jingles play with in Warthunder or WoT? =D

If that's the case you should totally tell him to get this game.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on May 29, 2014, 11:53:21 AM
RamJb... hmmm...you don't happen to be the guy that Jingles play with in Warthunder or WoT? =D

If that's the case you should totally tell him to get this game.
You know, I was just thinking that.  Although I wouldn't press it - Jingles has his hands rather full right now with WoT and WT.  I'm sure Alex would be extremely pleased if Jingles did pop in, though. ;)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on May 29, 2014, 05:58:07 PM
I just realized that the Scrambler Device is basically a license to be an a-hole and get away with it. I can kill whatever I want, even as part of the RSF military, I could kill an RSF convoy and not get kicked out. Now I feel unexplainably satisfied but also slightly dirty. I simply felt the need to report this strange phenomenon, not that I'm sure most other people know about it, perhaps this may provoke some discussion about stuff other than bugs here.

Also sent here by RamJB incase I hadn't made it clear. On the topic of Jingles playing this, it would be interesting, I definitely think he would enjoy it but the game already got a video of TotalBiscuit playing it, twice.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on May 29, 2014, 06:50:37 PM
I just realized that the Scrambler Device is basically a license to be an a-hole and get away with it.

Oh yeah it is. But that's the thing, open sandbox game. If you feel dirty by using it, don't ;). I've had games with a scrambler device being an absolute backstabber, but in those I always restricted my fleet to four combat ships at the most, and only one destroyer,rest frigates or gunboats. And doing so being out of the military (so most ships you'll be using will be civilian grade, but if you capture a military one, hey, put it to good use! :)). Kind of role-playing an "invisible" pirate, who's nominally part of a faction, but not in the military (one would guess that members of the navy would have their combats under check by their high command, and bringing back their ships with combat damage would need some explanation).

It's an absolute blast, because you can even massacre massive fleets if you catch them on low combat readiness, which is not hard if you enjoy preying on the spoils of big battles between any of the warring factions. Yet if you miscalculate the strenght of your ships, your whole fleet will go down.

However using it when you're deploying a full fleet with even a battleship is too much for my taste. Heck of a scrambler device if it's able to hid those behemoths in action :P. But the beauty is that you can use it...if you want. And you can avoid using it...if you want. Your game, your rules. I just love games that allow for that :).
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 30, 2014, 12:05:35 AM
Ah, scrambler... )))

It actually is going to get a major revision to both its abilities. It was supposed to cover the fleet of the specific size so that you`ll need to get more devices in case you wish to raid with larger fleets. But right now we have no OP for fleets and logistics doesn`t actually fit well here.

I`ll eventually come up with something regarding this device, but i love that you like it ;)

P.S. the original goal of the device was to allow XLE and UIN players to fight other factions without being kicked from navy...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: pownageboy on May 30, 2014, 03:33:38 AM
For whatever reason everytime i try to click on the actual link on the post to the archive i keep getting stuck loading a Lordsofthestars page that never shows up. please help.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on May 30, 2014, 07:28:10 AM
Ah, scrambler... )))

It actually is going to get a major revision to both its abilities. It was supposed to cover the fleet of the specific size so that you`ll need to get more devices in case you wish to raid with larger fleets. But right now we have no OP for fleets and logistics doesn`t actually fit well here.

I`ll eventually come up with something regarding this device, but i love that you like it ;)

P.S. the original goal of the device was to allow XLE and UIN players to fight other factions without being kicked from navy...
Ah, clever, if you could get them to find it yeah it makes sense.

On another note, I got my hands on an ISA phase jumping frigate by visiting a pirate base (not sure if its their special Alien tech ship that you can exchange for), I forget the model but I've been testing it and I realized that it jumps so little a distance I've never been able to get around a cruiser like the description suggests it should be capable of. Maybe its just me but I personally think it should be buffed slightly IMHO. Also, after watching Ram's recent video with the RSI experimental Destroyer, I have to ask what special about it besides having a decent armament and looking real nice. Just curious that's all.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on May 30, 2014, 07:42:55 AM
Also, after watching Ram's recent video with the RSI experimental Destroyer, I have to ask what special about it besides having a decent armament and looking real nice. Just curious that's all.

Well I can answer that. It's very flux efficient for a destroyer, and able to fire his Large Energy mount for long periods of time without overloading. That's something uncommon for the russians, which tend to be quite flux inneficient with bad flux disipation and are almost forced to use low flux producing ballistic weapons as a result. If you take a closer look at my videos you'll see that the Kursk 2 and 3s have a base flux dissipation of 250...the prototype Kerch has a base of 900. That's 50% extra flux dissipation from the russian battleship (which has 600). It's actually pretty sick all things considered.

 Not only that, it actually has four energy mounts (one of them large, three mediums), when again energy weapons are extremely rare for the russians at the destroyer level (and very hard to fire efficiently due to flux buildup).

And finally, like all russian ships it sports a fixed front shield, which as all russian shields is pretty costly to upkeep in flux terms, and has a quite mediocre flux per damage stat. But is a 360 degree shield (!!!!!!!!!!!), while almost every other russian ship has a 180º frontal arc shield. This one covers the whole of the ship, including the very vulnerable engines, and mixed with how effective in flux this ship is (for a destroyer, and for russian standards), that means you actually have a viable shield for once. Not to mention that including hull shield related mods (omnishield and stabilized shields work wonders with this ships) things get even better and you shield is no longer just viable but actually very strong.

But the best of all, it does all that while having the strongest armor and hull ratings for any in-game destroyer sized vessel. Only downsides are the lack of a missile mount and it's horrid burn speed. But the ship is a fearsome ship, easily as powerful as a cruiser while retaining destroyer level agility and speed, and well worth being as rare as it is.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 30, 2014, 09:20:25 AM
For whatever reason everytime i try to click on the actual link on the post to the archive i keep getting stuck loading a Lordsofthestars page that never shows up. please help.

Lordsofthestars.com is the place where the archive is. That`s my own project`s site and the only host i have for files (free of charge, fast and which i can trust). If it doesn`t load up... its odd. Probably host has some maintainance works.

Tested it now - works ok for me. Note that you`ll get a pop-up message in the bottom asking what would you like to do with the file (IE).
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 30, 2014, 09:25:04 AM
Also, after watching Ram's recent video with the RSI experimental Destroyer, I have to ask what special about it besides having a decent armament and looking real nice. Just curious that's all.

Well I can answer that...

Wow. I actually don`t think that i would have answered this question with that depth :) Thanks.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 30, 2014, 11:24:19 AM
On another note, I got my hands on an ISA phase jumping frigate by visiting a pirate base (not sure if its their special Alien tech ship that you can exchange for), I forget the model but I've been testing it and I realized that it jumps so little a distance I've never been able to get around a cruiser like the description suggests it should be capable of. Maybe its just me but I personally think it should be buffed slightly IMHO.

Will see to it. I also don`t like how short its current jumps are.

And its not a prototype ship and thus can be found on Marauder base at random as all the other military RSF and ISA ships.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 30, 2014, 11:51:38 AM
Increased the teleportation range from 300 to 500. It is enough to make 2 jumps right behind the Novgorod cruiser and use 1 jump to get the hell out of it )
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: pownageboy on May 30, 2014, 12:15:52 PM
Ok so i was able to download the game and play it but save are corrupted and i tried to do that vmparams change to this (ry.path=native\\windows -Xms1024m -Xmx1024m -classpath janino.)and it says its having trouble reading vmparams when i try to launch the game.

oh and i used Notepad to open the vmparams file and change the text dont know if i used the right text opener or messed some sort of process up.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on May 30, 2014, 03:01:14 PM
Also, after watching Ram's recent video with the RSI experimental Destroyer, I have to ask what special about it besides having a decent armament and looking real nice. Just curious that's all.

Well I can answer that. It's very flux efficient for a destroyer, and able to fire his Large Energy mount for long periods of time without overloading. That's something uncommon for the russians, which tend to be quite flux inneficient with bad flux disipation and are almost forced to use low flux producing ballistic weapons as a result. If you take a closer look at my videos you'll see that the Kursk 2 and 3s have a base flux dissipation of 250...the prototype Kerch has a base of 900. That's 50% extra flux dissipation from the russian battleship (which has 600). It's actually pretty sick all things considered.

 Not only that, it actually has four energy mounts (one of them large, three mediums), when again energy weapons are extremely rare for the russians at the destroyer level (and very hard to fire efficiently due to flux buildup).

And finally, like all russian ships it sports a fixed front shield, which as all russian shields is pretty costly to upkeep in flux terms, and has a quite mediocre flux per damage stat. But is a 360 degree shield (!!!!!!!!!!!), while almost every other russian ship has a 180º frontal arc shield. This one covers the whole of the ship, including the very vulnerable engines, and mixed with how effective in flux this ship is (for a destroyer, and for russian standards), that means you actually have a viable shield for once. Not to mention that including hull shield related mods (omnishield and stabilized shields work wonders with this ships) things get even better and you shield is no longer just viable but actually very strong.

But the best of all, it does all that while having the strongest armor and hull ratings for any in-game destroyer sized vessel. Only downsides are the lack of a missile mount and it's horrid burn speed. But the ship is a fearsome ship, easily as powerful as a cruiser while retaining destroyer level agility and speed, and well worth being as rare as it is.

Ah I get it now. Very well then, its AI and Alien hunting season >:). I think I have a goal now, to collect all the prototypes. Tips on hunting said aliens would be welcome.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 30, 2014, 03:02:48 PM
Beams. Lots of them. The longer these fire - the better.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on May 30, 2014, 03:52:53 PM
It may just be me, but i have never seen a Bulgaria mod.2 in the mod. It's in there because I saw it in the codex, but there never seems to be one for sale or in any UIN fleets.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on May 30, 2014, 05:39:49 PM
It may just be me, but i have never seen a Bulgaria mod.2 in the mod. It's in there because I saw it in the codex, but there never seems to be one for sale or in any UIN fleets.

That may be one of those you have to modify at a Ship Yard in order to acquire, like the Kursk mod.3. Get a Bulgaria mod.1, take it to a UIN ship-yard, see what supplies you need, get them and then go back and click the option.

Edit: BTW, 2 prototypes down (Kerch, Salamander), I got about 40 tech after a fierce battle with an AI fleet, turns out they are very vulnerable to Capital Ships but eat up smaller ships like dessert.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on May 30, 2014, 06:38:53 PM
Can't believe I didn't check if the Bulgaria could be converted. Thanks for the answer.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on May 30, 2014, 10:31:38 PM
Bulgaria mk.2 (with large ballistic mount) is selled at random at UIN military base and their lab. It is also present in UIN carrier groups and UIN system defence fleets. Rarely, though.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: PerfectDeath on May 31, 2014, 08:29:42 PM
What does the UIN EMP ship do (forgot what class it upgrades from)? It just has small ballistic ports and some EMP weapon pre-equipped. Not sure how to activate it or what it does if it is some passive effect.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on May 31, 2014, 08:39:14 PM
What does the UIN EMP ship do (forgot what class it upgrades from)? It just has small ballistic ports and some EMP weapon pre-equipped. Not sure how to activate it or what it does if it is some passive effect.

It is activated by pressing the F key (like other shipsystems) and it is used to disable weapons and engines of enemy ships (within range).
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 01, 2014, 12:54:25 AM
It does a lot of damage and produces hard flux if it hits the shields. In fact - it is a very powerful offensive and defensive weapon.

Best used against bomber wings and frigates.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 01, 2014, 05:18:08 AM
First off: Great mod Okim and thanks RAMJB for recommending this game and mod.

I wanted to know how the 408mm shrapnel cannon works, it seems really weak (33 dps) compared to the siege cannon (400 dps). Although it is a kinetic weapon the siege cannon seems to kill shields faster. Is there some hidden mechanic that somehow gives it a bonus against shields?

Also the 'Fall of the Federation' mission seems a bit easy. If you only deploy your battleship equipped with four Tigershark LRMs, one salvo will kill the dreadnaught. I guess you took some inspiration from real life events like the sinking of the Bismarck and Yamato but it would be fun if the dreadnaught would wipe out half my fleet before it goes down. :)

Lastly are you going to include more 'boss fights' like the alien mothership in the campaign map, one for each faction maybe?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 01, 2014, 06:08:12 AM
408 shrapnell produces lots of tiny projectiles on imact shooting at all directions. Sould be powerful against shielded targets and large groups of small ships.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 01, 2014, 07:01:48 AM
Does this effect also work when the shells directly impact a target?

Edit: I see now, I tested it when fireing at max range, the shell then explodes and only a fragment damages the shield. When fired at closer range it deals massieve damage. Thanks.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 01, 2014, 07:11:06 AM
So...can anyone help me extract myself from a sticky situation I've got myself in?  Probably the worst nightmare anyone can have, but I've managed to trap myself in an uncolonized system with no fuel left.  I was hauling some resources back to New Shington when kind of forgot to refuel.  Drifted towards the nearest system, bang, can't escape.

Now, I know you can ask fleets for spare fuel, but I have yet to see a fleet enter my system for any reason - there's nothing but an abandoned station around a Gas Giant right now to interest them.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Thaago on June 01, 2014, 08:16:22 AM
I forget, does scrapping ships also give fuel? If so then you could maybe limp your way out and drift to another. Otherwise you may be dead...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 01, 2014, 08:28:32 AM
Yeah, other than scrapping your ships you can do nothing in this situation.

Put burn regulators on all of your ships to ensure that they wont eat the precious fuel you`ll get after scrapping.

You can also attempt to rectivate the station if you get enough resources, a spare chip or good skills. Such stations almost always contain fuel.

The other options are mining attempt. If you have a miner there is a small possibility that you`ll find something amoung the asteroids. I don`t recall correctly, but i think that you might get some fuel as a random bonus.

The last option is planetary survey if you got proper ships and a planet scanner. I either don`t recall correctly, but i think that there is also a random special with fuel.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on June 01, 2014, 08:28:54 AM
So...can anyone help me extract myself from a sticky situation I've got myself in?  Probably the worst nightmare anyone can have, but I've managed to trap myself in an uncolonized system with no fuel left.  I was hauling some resources back to New Shington when kind of forgot to refuel.  Drifted towards the nearest system, bang, can't escape.

Now, I know you can ask fleets for spare fuel, but I have yet to see a fleet enter my system for any reason - there's nothing but an abandoned station around a Gas Giant right now to interest them.

if you can, reactivate the station, there should be fuel and supplies in there. If not and no fleets come by then your probably bonned.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 01, 2014, 10:18:25 AM
Woops, I meant Station Wrecks.  Even worse, actually, as I can only get Low-Tech parts from it because I lack enough crew to raid it.  I do have Console Commands enabled, so I can just "/give" me some fuel, but I'd like to find a real way out of there.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 01, 2014, 10:22:05 AM
Well, other than scrapping and putting in burn regulators on each of your ship i don`t see any options.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on June 01, 2014, 02:06:34 PM
Waiting for a friendly fleet to pop in to ask for some fuel is an option. Has saved my butt before. Of course the chance of a friendly fleet to pop in randomly in a forgotten system in the middle of nowhere is not very high, but the chance always exists...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: joe130794 on June 02, 2014, 11:14:53 AM
you would be better off raiding any fleet that comes along because if you ask for fuel then they dont give you that much. i have enough scramblers to raid any fleet either friendly or enemy so im never short of resources.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 02, 2014, 12:26:09 PM
Well, I've given up and magically made 10 fuel. :P

But yea, it was enough to extract myself from the system and haul over to Shington.  Now, I have a new gripe - it seems that 2 Wasp SRMs are capable of destroying an ISA destroyer.  I consistently use 2 torpedoes (tip: make good use of those against RSF ships, even frigates) to take out a single Omsk-class frigate, more for larger ships.  I mean, sure, HE damage does double damage to armor, but does that mean it does double damage to hull?  The Wasp only does 750 HE damage, while the Torpedo does 2200 HE damage.  Seems very off, but it had taught me to keep very, VERY far away from missile frigates. :P
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 02, 2014, 01:03:44 PM
Hm. Where did you get these odd damage values? Wasp is supposed to deal 650 damage, Mosquitto - 600 kinetic. Piranha - 550. Club torpedo - 3000, Hellfire - 2000. Hornet - 1600, Barrakudas 1100 and 900 (mk.1 , mk.2).

What mod`s version are you using?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 02, 2014, 01:26:51 PM
I am using the latest version, 7.1.  The Wasp damage might have been a bit off, although I'm my torpedo damage was correct.

EDIT:
Acutally, no.  The Wasp SRM on my end does 700 HE damage, and the Hellmaker Torpedo tubes, which I was using, do 2500 HE damage each.  So...yea.  Somehow 2 Wasps take out my Destroyer when it takes 2 Torpedoes to do the same to a frigate.  In fact, it's even worse than I thought it was. :P
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 02, 2014, 01:46:10 PM
If you allow two Wasps to hit your ISA DE - you are doing something completelly wrong. Protect your destroyers with shields and PD guns, what can i say :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 02, 2014, 01:59:54 PM
Kind of hard to avoid those things when they come out of the mist, from the opposite direct the enemy is. :P But still, I can't belive it takes more than 4 times the firepower to take down a single RSF ship than an ISA ship, armor-wise at least.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 02, 2014, 02:59:06 PM
RSF ships are the most armoured in the game, so there is nothing odd about this.

ISA frigate can withstand two shield impacts of Wasps easily. Even two Hornets wont overload it. ISA DEs can kill majority of the incoming missiles by it`s flaks and ciws - just don`t forget to put these.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 02, 2014, 03:16:36 PM
Yea, I generally forgot to slap on that 40mm Flak gun, usually because it takes up a medium slot - maybe I'll have to pinch a Bofors defense gun from the UIN.

By taking two Wasps, I mean taking two Wasps to the hull of the ship, not the shields.  It surprised me the first time when two of them just appeared behind me and my ship blew up.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: ahrenjb on June 02, 2014, 04:11:55 PM
Playing ISA, I've found that I typically don't use much point defense. OP points are fairly limited in this mod, so you end up having to be very careful about how you outfit your ship. Often times I'm left with unused hardpoints - sacrificed for the sake of essential hullmods.

Now, I haven't quite reached "endgame yet", I'm just at the stage where I have a couple of cruisers and a supporting fleet. That being said seeing as I fight primarily RSF civilian and military, I equip my ships specifically to deal with those threats. I'll usually fill smaller slots, small or medium depending on the ship, with longer ranged kinetic weapons. These are very effective at bringing down RSFs weak shielding and driving their flux up. They are also good at picking apart large fighters and small frigates.

In my larger slots, I'll equip high output explosive weapons, for chewing away the armor.

So how do I deal with missiles? A combination of accelerated shields, and speed / maneuverability hull mods. I can rapidly adjust to block incoming missiles with shields, or avoid them altogether. A wing of escorting fighters is generally a very effective missile screen as well.

I'm still learning the overall weapons balance of this mod, but it's been a ton of fun. I haven't played much with flak yet, as their stats didn't represent their capability very well so I avoided them initially. Same with missile weapons. I had been very used to vanilla missiles which I never found terribly effective. Starting to put them into use though, and to great effect.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 02, 2014, 04:33:30 PM
I was searching for PD weapons, and I found the pesky CIWS at last.  I took it for a spin, noticed that it only had 250 rounds of ammo.  Seems odd.  So I look at the DPS and - okeedokee, nevermind.  400 DPS with pretty decent range.  Makes for an excellent PD weapon early on, but later it lacks because it has just no ammo.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 02, 2014, 11:11:31 PM
Put extended magazines and you`ll get 500 ammo for your gun. Twice as much.

This is, however, best used if you make a ballistic-focused ISA DE. For energy-focused one you have a crazy fast chain blaster.

RSF ships don`t use much missile weapons, but if they have some - its better to be prepared. AI is good with waiting for the right moment to fire the missiles. And if you play ISA against Novgorods and Kurks - you`ll have to be very careful not to get overloaded... The feature of ISA is their good flux capacity and venting. If you are unable to sustain / raise shields - you are doomed.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SnafuSanfu on June 03, 2014, 04:45:15 AM
Great mod!

I found that the best fleet one could build in the game consists of 4-6 American destroyer sized carriers and/or 2 American Battleship-carrier and 3 carriers), all with as many large/medium slaughter fish LRMs (energy based damage LRMs) one can fit and as many fighters/bombers you are able to field. Unlike 'guns' oriented fleets like that of the RSF, missile/carrier fleets do not loose efficiency in tight formation as missiles clip through friendlies, therefor, you can have your missile fleet in very tight formation firing in tandem, absolutely obliterate enemy fleets with bigger hulls and bigger numbers in relative safety from BVR with fighters, bombers and incoming missiles, likewise the tight formation also gives good defense VS incoming missiles and fighters.

(Note about missiles: if their intended target is destroyed before they can get there they seek out new ones!)

The Russians are a little bit different in big fights, their ships are pretty incredible 1 v 1 with their flux efficient guns and armor, but they just don't work as well together in harmony like ISA ships and thus you pretty much expect loose at least some ships and you really have to outnumber and overwhelm ISA defense fleets to not totally get obliterated, but that's the Russian way! (Also, they have slow burn which really suck, but not as bad UNI).

I really hope you can add more stuff for this mod mate, as it's excellent!
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 03, 2014, 05:03:24 AM
RSF in current version didn`t get range improvement hull mods. In the next update all cruisers and battleship will have targetting cores installed on them. This will make Novgorods a real threat at medium ranges as well as Moscow at long ranges.

I also think about putting on all RSF ships bullet accelerator mod (range and damage buff).
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SnafuSanfu on June 03, 2014, 05:49:25 AM
RSF in current version didn`t get range improvement hull mods. In the next update all cruisers and battleship will have targetting cores installed on them. This will make Novgorods a real threat at medium ranges as well as Moscow at long ranges.

I also think about putting on all RSF ships bullet accelerator mod (range and damage buff).

Awesome, I didn't want to impose my self, but I was about to make suggestion about adding targeting core to Russian ships, great that you had the same idea.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 03, 2014, 08:31:18 AM
It always was present on RSF ships. I just forgot to add them in the last update.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 03, 2014, 09:40:50 AM
Were can one possibly find an Idaho-class carrier?  I've scoured both military bases and even went to the Research Facility - nothing. :P Must I get scramblers, hit an ISA fleet, and hope to get that small chance of boarding an Idaho?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 03, 2014, 09:50:21 AM
Everything in the game in terms of deliveries is absolutely random. Wait for some time.

I think i might be able to introduce some kind of 'wish list / ship ordering' to the mod to make it possible to order the delivery of specific ships you pick.

I had an idea to make this possible in exchange for tokens you salvage after battle with military ships. Say - get 3 RSF tokens to get any frigate, 6 for any destroyer, 12 for cruiser. Of cause with additional credit costs.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 03, 2014, 09:55:08 AM
Speaking of those tokens, I can't seem to find any RSF Eagles after destroying a fleet.  What is the amount of token you get based on, the number of ships disabled, fleet points, etc.?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 03, 2014, 11:28:04 AM
Fleet points cost of destroyed ships and only if you actually get into the salvage screen. So don`t expect to get much for killing just one ship. Killing ships and retreating from combat, than killing again one-two ships etc. wont get you anything.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 03, 2014, 11:44:00 AM
I usually pound 2 or 3 Kursk destroyers along with maybe 2 Novgorad Cruisers, and I rarely get anything.  It seems to be really random, though - all in one battle, against the same thing fleet composition, I can get no RSF Eagles or (once upon a time...) up to 12 RSF Eagles.

...and I'm still searching for that ever-mysterious Idaho.potato
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 03, 2014, 11:47:58 AM
I have about 6 in my current game spread out between both military stations. Though i get problems with Kentucky cruisers in the game.

I love randomness and how it forces me to adopt to it :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: xXTallmanXx on June 03, 2014, 12:05:47 PM
Love this mod! Gonna download it again tonight and play It.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 03, 2014, 12:38:58 PM
I have about 6 in my current game spread out between both military stations. Though i get problems with Kentucky cruisers in the game.

I love randomness and how it forces me to adopt to it :)
I was fortunate enough to grab a Kentucky early on after a rather massive victory against 2 Kursks and 2 Novgorods, got that fabled 12 RSF Eagles.  Now the shipyards are being spammed with Kansas crusiers.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 03, 2014, 12:54:15 PM
How to get special pirate destroyers, e.g. Widowmaker? I have started as a pirate and accumulated about 1227000 credits, but they are still  available nowhere. In general the stock on every pirate hideout is rather poor (Black Widows hideout don't even have any military ships, civilian only!) and thus I have lots of worthless cash. Does that little choice of ships overall is somewhat connected to amount of military ships destroyed, caused by bug or is it just a bug (or even worse - a feature)?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 03, 2014, 01:10:34 PM
How to get special pirate destroyers, e.g. Widowmaker? I have started as a pirate and accumulated about 1227000 credits, but they are still  available nowhere. In general the stock on every pirate hideout is rather poor (Black Widows hideout don't even have any military ships, civilian only!) and thus I have lots of worthless cash. Does that little choice of ships overall is somewhat connected to amount of military ships destroyed, caused by bug or is it just a bug (or even worse - a feature)?

From the change notes: "12. added 3 unique ships for pirate sub-factions. Ships can`t be bought yet, but can be salvaged if you get lucky..."

Low number of ships at pirate bases means that your pirate friends can`t get their loot back to their base due to being killed off by patrols. Pirates are not supposed to get lots of military ships - their goal is to hunt down traders and at this they excel. They can occasionally get some military ships, but don`t expect much.

Visit marauders hideout - they get some RSF / ISA ships and lots of converted vessels of own design.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: The Sage on June 03, 2014, 03:32:05 PM
Cool mod.  ;)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 03, 2014, 05:08:39 PM
Day 534:

RSF captain apparently hate Tigershark Cruise Missiles.
I shall abuse this.

Side note: Still searching for a viable carrier.

~~

I really think there should be more carriers.  Maybe remove the flight decks on the Battleships to make way for smaller carriers.  Fleet Carriers duties might be moved to the smaller destroyer and cruiser ships.  Especially for the ISA, where fighters are rather expensive but effective, it's rather hard to go through a battle without losing a decent number of ships.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on June 03, 2014, 05:21:02 PM
I think a ISA ship equal to the small RSF civilian carrier would be cool.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 03, 2014, 05:28:56 PM
I'd personally like a destroyer-sized carrier, with just 1 or 2 decks.  Rather swift and powerful, although that space for the repair bay leaves little room for a standard shield generator.  If any of you ever have heard of a Fletcher-class destroyer, that's what I had in mind.

But that's a pipe dream. ::) But I can dream, can't I? ;)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on June 03, 2014, 05:40:03 PM
I said frigate because ISA already has a destroyer sized carrier, though an ISA (destroyer or frigate sized) carrier that has more speed and less flight decks would make for a nice choice.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 03, 2014, 07:14:17 PM
Oh great, I spend the 72 thousand credits on the Germany-Class cruiser (which is pretty effective, not to make it sound bad) when I suddenly find the Idaho-class sitting quietly in the Research Lab.

Ah, Starsector.  Sometimes I feel like strangling you. :D

As a positive side note, I found the Rapier Defense System in my travels for that Germany - damn, it's accurate as hell and kills missiles fast.  Maybe it'll overcome my recent addiction to CIWSs.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on June 03, 2014, 07:22:13 PM
Same with missile weapons. I had been very used to vanilla missiles which I never found terribly effective. Starting to put them into use though, and to great effect.

Vanilla missiles are quite inneffective. PI missiles are battlechangers, quite literally, however. I have lost the count of the times that a battle that was looking really bleak was solved by a mass-volley of missiles targetted at an overloaded enemy capital ship. Of course I only learnt that after I was subjected to exactly the same medicine by the AI. Specially so with american ships: you can allow yourself to eat one or two big missiles in a russian destroyer, but in american ships armor is as good as nonexistant and if you manage to overload their shields missiles just obliterate the naked hulls.


RSF ships don`t use much missile weapons

AI don't use a lot of big missiles (I think they focus too much in Strela launchers in their loadout configurations), but there's nothing like a line of battle of three Kursk mod 3s with three Barracuda LRM batteries each (and extended missile racks) opening fire more or less at the same time to understand what a russian missile spam looks like, and what it can do  :o
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on June 03, 2014, 07:37:04 PM
I'm afraid I haven't tried ISA and RSF as much, but I love using both the Pirate Marauders and UIN.

The Marauders have great support for fighter based fleets, and are fast enough to where it's usually easy for you to catch slightly smaller fleets or fleets of the same size and run away from larger ones.

I love UIN due to their fast venting and great PD weaponry. They also have some really good support weapons, like the EMP weapon series (gun, cannon, beam) and massdrivers.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 03, 2014, 07:46:35 PM
Missile Spam is literally built-in for the ISA.  Built-in Extended Missile Racks for pretty much everything. :D But the irony is, missiles are the bane of any ISA ship - the Indiana-class can't withstand more than 2 Wasp SRMs.  And one Wasp will take maybe a quarter of the health off of a Kentucky-class.

@RAMJB
Stay away from Tigersharks in your exploits.  I'm not sure if any AI loadout uses them, but they will most likely overload your shields, and if not, bring them very close to overloading.  And since they come in packs of fours (2 per rack + 2 more from the hull mod) to eights, you won't last very long, especially with the AI's liberal use of them.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on June 03, 2014, 09:11:15 PM
@RAMJB
Stay away from Tigersharks in your exploits.  I'm not sure if any AI loadout uses them, but they will most likely overload your shields, and if not, bring them very close to overloading.  And since they come in packs of fours (2 per rack + 2 more from the hull mod) to eights, you won't last very long, especially with the AI's liberal use of them.

Those monsters are default loadout on the american battleship, if I'm not mistaken, so I'm going to find them sooner or later. In fact I'd say I know them too well given that most of my big-ship simulations with the RSF ships to see how certain loadouts work (or not) are done pitting my, let's say, cruiser, vs an american battleship. So I know very well that if I dare to overload vs one the salvo of missiles I'll eat will obliterate my ship.

I don't rely on shields on my russian ships anyway, popping them on only in brief occasions to block some damage for a brief time, but little else. As a result I rarely get overloaded. I put my trust on PD weaponry to stop incoming missiles for the most part and worse comes to worst, in the insane russian armor to just stand a couple hits and keep on kicking. 
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: PerfectDeath on June 03, 2014, 09:48:08 PM
With the pirates I've gathered a few Omsk frigates and kitted them out with this Reaper assault chain cannon, which is insane. I slap two of these on where the 125mm cannon goes and they just let into the enemy with rapid fire HE. The reapers have twice as much ammo as the other assault cannon like itself, plus I double it with expanded mags. So they pack something like 800 rounds each. These ships suddenly becomes anti shield, point defense, armour smashing frigates!

My ISA carrier strike force of 2 standard carriers, 2 frigates, and 8 fighter/bomber groups works very well at destroying RSA supply convoys to grind money with lower fleet upkeep. Only problem is my carriers have some pretty serious missile support which tends to overkill the freighters... =P
I first experienced ISA missile support when fighting a force of 1 standard carrier and 1 cruiser which caused the most problems. The Cruiser regularly pounded me with missiles, especially if I ever turned my shield away from his hiding spot in a nebula.

A single hit from him would knock out 80% my cruiser's weapons.
I've gotten into the habit of putting liberal flak bursting turrets on my big ships. =P

Though, while sampling another mod (the plus mod) they have these hornet missiles which weave left and right while approaching their target. I fired these at a ship with strong PD machine guns and the missiles weaved through half of the bullets, surviving long enough that most of them struck.

EDIT:
Holy crap, I was messing around with the ISA's Michigan Battleship/Carrier and I was doing simulations of my layout vs a novgorod class RSA battleship. I hammered his frontal shield with my 6 rounds of plasma burst main cannon, this overloaded his shield. Then I dumped my 4 medium devilfish plasma missiles into him (they have a default of 2 missiles but upgrades give me 5 each) The 20 devilfish bombardment instantly killed the novgorod!
So much for all the other weapons I loaded on this ship. =P
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: SCC on June 03, 2014, 11:37:27 PM
From the change notes: "12. added 3 unique ships for pirate sub-factions. Ships can`t be bought yet, but can be salvaged if you get lucky..."

Low number of ships at pirate bases means that your pirate friends can`t get their loot back to their base due to being killed off by patrols. Pirates are not supposed to get lots of military ships - their goal is to hunt down traders and at this they excel. They can occasionally get some military ships, but don`t expect much.

Visit marauders hideout - they get some RSF / ISA ships and lots of converted vessels of own design.
This is a custom-made destroyer code-named Skull Crusher. Used by Blood Skulls pirate faction in elite fleets.

The prow is decorated with a huge skull. Two built-in laser beams are put inside its eyes. Ship has frontal shields and improved capacitors over any of the Kursk variants it is based on.

You`ll be able to buy these at Blood Skulls base, but only if you start the game as a pirate.
Well... Sorry, I have been mistaken by that post. :-X
And back to ships: Redwood Corsairs get pretty often Arkansases, Blood Skulls Rostovs and Omsks, pirates at Rimmo (I've forgot the name) get some Serpents, Wyverns and those fancy little gunships and Black Widows have no military vessels. That is kinda strange. So is the numer of freighter there, literally they are the majority of ships for sale.
Also, the Marauders look strange, because when played some time earlier there was a lot of ships, converted or not and biggest were cruiser size. Now I haven't found a single destroyer there. ._.

Another question! Should the Bulgaria EMP mod be so strong? In simulation with I have wiped out all of alien, AI and pirate ships. Against shielded targets (major factions' ships) it isn't so good, but it still can defeat most of frigates and some destroyers too.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: PerfectDeath on June 03, 2014, 11:58:32 PM
Okay, my Michigan class ISS Raiden just took on an RSA fleet of 1 Battleship, 2 Crusiers, 1 Carrier, 2 Destroyers, 1 Gunship, and 4 fighters (two heavy torpedos and 2 mig interceptors).
I could only deploy 95 points at the begining but my destroyer support cost 15, so even with a single com point giving me 14 points during the fight. So it was just my battleship and 6 fighter groups vs all that. O_o

Took a huge hit from the battleship which arrived late (likely deployed after I instantly destroyed his 2 cruisers). He caught me chasing his carrier and I couldn't evade his incoming bombardment completely. Didn't have any missiles, tried to use them to take out the carrier. Good thing I slapped 4 assault guass cannons on it! =P

I was worried high tier combat wouldn't be that tense since I had been doing a lot of steam rolling.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 04, 2014, 01:40:05 AM
Loading Novgorod with Laser-Tribeam would significantly improve it`s PD capabilities against Tigersharks. ISA BB has 4 of such missiles and 4 Whaleshark MIRVs agains which tribeam isn`t so effective. I need to put a proper description for the Tribeam i guess :)

Bulgaria EMP might eventually get nerfed a bit by reducing its range and rate of fire.

As i said - the next update would bring in targetting cores for Novgorods, Barnauls and Moscows making them more dangerous in combat.



Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: PerfectDeath on June 04, 2014, 08:28:51 AM
I equipped powered armour onto a ship and I can still activate my shield even though it says I should have none. However, the ship I tested this on has an omni shield, powered armour seems to reduce it to being a fixed shield.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: DePriest on June 04, 2014, 12:10:10 PM
I'm loving the Illinois class prototype destroyer, this ship can take on a battleship and win with careful use. Only way to make this thing better in my eyes is being able to remove the omni shield in favor of a fixed forward, though that might make the ship a bit over powered in a players hands.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 04, 2014, 12:18:30 PM
You can do that already via hull mods.

Regarding power armour: thanks to Alex this issue is now fixed. PA now correctly switches off any available shields and has some bonuses slightly buffed.

Regarding 408mm shrapnell cannon: it now correctly spawns shrapnel in 360 arc. In addition the amount of shrapnel is now randomised between 100 and 150 pieces. 408mm is now an absolute shield breaker weapon as it was originally intended.

While working on 408 SC i decided to add a new ballistic weapon - a Shocker Cannon. It fires a single shell with EMP generator mouted inside it. If it hits shields it does kinetic damage as a usual slug. If it hits unshielded ship it spawns EMP arc like if it was a basic UIN EMP Cannon. The gun will probably go to FFS. Eventually it may end up in 408mm family - i haven`t decided yet.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 04, 2014, 12:29:40 PM
Is there a method to get FFS ships other than boarding? I've only investigated their patterns a bit, but they seem to spawn from "nowhere" so I assume they don't have a station of their own.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 04, 2014, 12:30:46 PM
They will get their own space once Starsector will allow for larger maps to be created. For now they are just as other 'guests' like AI, Flies and Aliens.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: DePriest on June 04, 2014, 12:56:24 PM
You can do that already via hull mods.

If your talking about the Illinois, you can't mount the front arc shield mod. It's red for me at least no matter how much Op available.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 04, 2014, 01:04:19 PM
Hmm. I`ll see to it.

EDITED: Illinois can switch it`s omni to frontal fixed shield via hull mods. Carefully read the hull mods` descriptions, please...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 04, 2014, 07:47:46 PM
You can do that already via hull mods.

If your talking about the Illinois, you can't mount the front arc shield mod. It's red for me at least no matter how much Op available.

To expand on that, make sure you're looking at the Front Shield Emitter (locks the existing omnishield forward and expands it) and not the Front Shield Generator (juryrigs a small front shield on a ship with no stock shield system). I sat staring confused at those the first day I played Starsector myself.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 04, 2014, 11:25:57 PM
Renamed both mods for the next update to 'Fixed-to-Omni Shield Convertion' and 'Omni-to-Fixed Shield Convertion'. Fixed Shield Emitter left as it is now.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 04, 2014, 11:31:08 PM
Just as a preemption, it's "conversion." ;D

And while I'm on nitpicky things, I noticed the Tanker model of the Crawler is slightly off to the right and more blurry when compared to the cargo model, at least in the refit window. Though if I ever see mine of the battlescape it'll probably be hard to see through the flames.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 04, 2014, 11:37:12 PM
Strange. I see no difference in quality between the two.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 05, 2014, 09:18:50 AM
Bug report: My abandoned space station with supply base upgrade does not consume industrial equipment, instead it produces/duplicates it along with producing supplies. It does however still require some industrial equipment to start the process. Also it does not produce any fuel, just supplies contrary to the description.

On a side note, why does the RSF Kerch prototype have such a low max burn compared to other destroyers? Shouldn’t it be faster because of AI tech?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 05, 2014, 09:32:53 AM
Thanks for reporting it. Fixed both issues. Keep the feedback comming ;)


And here is a little something i`m working on right now... I think you all can guess what this is.

(http://www.lordsofthestars.com/other/Sector/federation.png)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Sabaton on June 05, 2014, 09:52:34 AM
A new RSF ship? Reworking the dreadnaughts to fit the rest of the style?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 05, 2014, 10:18:18 AM
Arkansas has 750 hull points and 75 armour points. Rostov-H has 1800 hull points and 180 armour points. And then...
Impaler, based on Arkansas gunship, has 800 hull points and 150 armuor points, while Raider, based on Rostov-H gunship has only 700 hull points and 140 armour points o_O That seems illogical. Raider is looking more armoured than a Rostov, yet it has less armour. Was it intended? It doesn't look so...

About that ship you're working on: it's probably redesigned dreagnought. RSF wouldn't make another one after having previous destroyed...
And the last thing: mission in which ISA and UIN fight together against alien menace still have RSF flag.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 05, 2014, 10:44:24 AM
Marauders actually look not to armoured ships, but to fast ones. Especially to those that can travel faster than their victims in hyperspace. Their ships are not RSF or ISA vessels warped up and with just plates put on - they have their own 'technology' which they tend to follow.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 05, 2014, 11:20:25 AM
Wow, the dreadnaught will rise again!
RSF ships are my favorite kind of ships, guns and armor all the way comrade. This time it will have even more PD to destroy those pesky nuclear warhead armed Tigersharks. :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 05, 2014, 11:22:23 AM
I wouldn't name "let's jury rig everything!" the technology. ;D But I must say, they are masters in engine technology, even if it's a bit unconventional. And of making weapons work everywhere (universal mounts on every ship).

EDIT: @az879 yeah, but in the meantime arose new dangerous enemy - the EMP weapons, especially UIN ones. They can really kick disable your ass.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on June 05, 2014, 11:39:57 AM

And here is a little something i`m working on right now... I think you all can guess what this is.


twice the size of a Moscow?...What.The.Heck

o.O

O.o

O.O
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 05, 2014, 01:36:26 PM
I was so happy my Michigan survived a fight with a fresh RSF attack fleet taking a torpedo run on each side with so little hull left that it didn't even register on the meter below the flux level...until I realized about 150 of my 207 elite crew members got turned into space jelly. One level before I got the 50% less crew casualties perk too. Replacing them's gonna take a while... :o
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on June 05, 2014, 02:33:56 PM
And here is a little something i`m working on right now... I think you all can guess what this is.

I can't wait to see this finished!

Since this probably has to do with Fall of the Federation (i think that's the mission) does this mean you are going to rework some missions?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 05, 2014, 02:39:24 PM
Well, i rarely play missions (except for random clashed between allied factions) - so you`ll have to name what missions you think need improvement.

This dn might end up as a 'boss' for ISA to destroy.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on June 05, 2014, 03:22:24 PM
I haven't played them all, but in the one where you fight the Dreadnought, I find it weird that you have to destroy all the RSF fighters to get a good score.

On the pirate one, there doesn't seem to be a lot of room to catch up to the freighters before they escape.

Quote
This dn might end up as a 'boss' for ISA to destroy.

Is there going to be an ISA counterpart for RSF to fight? Will you include this as an event when 0.65a is released? (Can't wait to see it in game!).
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 05, 2014, 07:23:49 PM
Darn, I was kinda hoping it'd be a really beefy looking megafreighter...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on June 05, 2014, 07:43:28 PM
Dat dreadnought..... I want it although the design is semi-disappointing. If I had to design a space dreadnought, ALL of my heavy weaponry would be center-line so that I could bear all of them to BOTH left and right broadsides, like the typical Post-WWI dreadnoughts (Iowa, Yamato, etc.). But that's just me, although I think it would be a cool innovation for the RSI as a new cruiser design or something. Also, I was really disappointed when I found out I couldn't get a Federation class in the Campaign, will this be the same deal (I hope not)?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 05, 2014, 11:55:08 PM
That kind of drednaught (with all guns centered) would be incapable of fighting in all directions and would be too easy to overwhelm.

In addition it would be too large in vertical scale to house all that number of guns posing an easy target for anything at any range. BTW, IIRC the most heavy BBs of the past had up to 4 huge gun turrets supplemented with smaller ones at each ship bank.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 06, 2014, 12:41:26 AM
Or it would be veeery long and tso big, that it would became unpractical. Also, it's the UIN who have broadside guns :P
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 06, 2014, 01:54:36 AM
Progress update.

(http://www.lordsofthestars.com/other/Sector/russia.png)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 06, 2014, 02:45:52 AM
*Plays Russian national anthem...


"Today comrades, we will put an end the the capitalist missle and fighter threat. We will use our newest and greatest weapon to destroy our enemy with its unprecedented firepower and use its impenetrable armor coupled with numerous point defenses to remain invinceble. Glory to the motherland! UUURAA!"
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Sabaton on June 06, 2014, 02:51:18 AM
Why not include a RSF mission where your flagship is the dreadnaught?
It would take place at an earlier point before they were all destroyed, sneak in a little more history of the war between ISA&RSF.
And what kind of system would this monster have?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 06, 2014, 03:45:05 AM
And what kind of system would this monster have?
I think it would be pointless giving it any system, as it is big and strong enough to defeat any fleet. Such power does not need any shipsystem, it's got guns and more guns!

Also: Okim, does 408mm shrapnel cannon work properly? It deals little damage to shields...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 06, 2014, 03:59:46 AM
It has powered armour (that prevents players from snapping shields on it) and 6 built-in heavy guns, numerous large ballistic turrets, some flaks and pretty large laser beam defence coverage (including tri-beams).

I`m considering to give it flares just for fun. Imagine how cool a flare fireworks would look with such a huge ship...

EDIT: look for the last few pages to find an answer regarding 408 shrapnel...

EDIT2: nope, i don`t want this ship to have any built-in weapons... And having too much beams renders any missile attach almost completelly ineffective, so the number of pd beams will be reduced to 5 tri-beams.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on June 06, 2014, 07:26:16 AM
I heard the Emperor cancelled his plans for yet another death star. Instead he started building one of those bestial things. And Darth Vader approved.

Holy jeeze, that's going to be a monster.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 06, 2014, 07:30:28 AM
I can`t defeat this thing in battle. It eats every single salvo of whatever i throw at it and blows up any assault fighter/bombers before they can strike...

With a massive assault from 3 directions i`ve managed to drop the Federation just to 35% of HPs before it devastated all my forces...

BTW, its so funny to ram the DN with torpedo frigates. The frigate is doomed of cause, but it can suck the PD fire long enough for a couple of torps tearing a hole in DN`s armour.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: ValkyriaL on June 06, 2014, 07:32:54 AM
I can`t defeat this thing in battle. It eats every single salvo of whatever i throw at it and blows up any assault fighter/bombers before they can strike...

With a massive assault from 3 directions i`ve managed to drop the Federation just to 35% of HPs before it devastated all my forces...

LONG LIVE THE MOTHERLAND!!!
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 06, 2014, 07:41:16 AM
I heard the Emperor cancelled his plans for yet another death star. Instead he started building one of those bestial things. And Darth Vader approved.

Holy jeeze, that's going to be a monster.

Plot for Star Wars VII revealed: Russia to anex Endor, a referendum on seperating from the Galactic Empire for all Ewoks will be held.

I sure hope it wil be playabe in campaign or mission and are there rumours of the ISA starting a dreadnaught program of their own?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on June 06, 2014, 08:06:25 AM
I heard the Emperor cancelled his plans for yet another death star. Instead he started building one of those bestial things. And Darth Vader approved.

Holy jeeze, that's going to be a monster.

Plot for Star Wars VII revealed: Russia to anex Endor, a referendum on seperating from the Galactic Empire for all Ewoks will be held.

I sure hope it wil be playabe in campaign or mission and are there rumours of the ISA starting a dreadnaught program of their own?

All hail Galactic Emperor Putin VI! Endor is too scarred of the dreadnought to fight back and its neighbors don't want another galactic war.

Ok, I better stop there before things get a little too politicized and Okim yells at us for bringing the subject up. I still hope that it gets added to the campaign, please :3?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Sabaton on June 06, 2014, 08:12:30 AM
With a massive assault from 3 directions i`ve managed to drop the Federation just to 35% of HPs before it devastated all my forces...

 Still, I can only imagine the repair cost for that, the CR recovery cost, the crew replacement, the maintenance and fuel usage for such a big ship.
 Yea, I'm starting to see why these were discarded, bigger can be better but it can also ruin your bank account.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 06, 2014, 09:02:32 AM
Still, I can only imagine the repair cost for that, the CR recovery cost, the crew replacement, the maintenance and fuel usage for such a big ship.
 Yea, I'm starting to see why these were discarded, bigger can be better but it can also ruin your bank account.
But it is so powerfull it would destroy whole defense fleet of star system, if given some support (like something to repair this monster fast and some crew transports for replacements). Then auxiliary RSF forces could salvage helpless planets with ease. One ship to destroy them all... :P
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 06, 2014, 09:03:28 AM
Is the Astrakhan class RSF carrier supposed to cost 16 logistic points? Most other ships and carriers cost far less logistic points.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Sabaton on June 06, 2014, 09:35:38 AM

But it is so powerfull it would destroy whole defense fleet...One ship to destroy them all... :P

 Thats what they said about the Bismark, and it din't stop it from being hunted down, swarmed and sent to the bottom of the sea as Cthulus new chew toy.
 Theres strength in numbers as well.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 06, 2014, 10:10:04 AM
Oh man. I just can copy paste your replies and set up a lore for the dreads from these bits.

Speaking of logistics - i still can`t figure out what exactly was changed after it was introduced. For example these 16 points of logistics. What do they do? Eat up your logistics preventing from supporting other ships? And this repair cost thingy - i recall it being removed and unified for all ships. So how it works now?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 06, 2014, 10:24:15 AM
The Logisitics is how many supplies per day the ship uses.  The repair cost is on a per-ship basis, "repair cost" in the xml file (note that this is the "total" repair cost, from 0% hull).  You can also modify how much per day a ship repairs, "repair %/day" in the xml file.  These two combined give let you modify how long it takes to repair a ship.  For example, the Conquest repairs at 2% per day, and takes a 1000 supplies to fully repair.  Takes 50 days to get a 0% hull, 0% CR Conquest to 100% fixed.  It also uses 20 supplies per day.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Thaago on June 06, 2014, 10:52:36 AM
The Logisitics is how many supplies per day the ship uses.  The repair cost is on a per-ship basis, "repair cost" in the xml file (note that this is the "total" repair cost, from 0% hull).  You can also modify how much per day a ship repairs, "repair %/day" in the xml file.  These two combined give let you modify how long it takes to repair a ship.  For example, the Conquest repairs at 2% per day, and takes a 1000 supplies to fully repair.  Takes 500 (!) days to get a 0% hull, 0% CR Conquest to 100% fixed.  It also uses 20 supplies per day.

I don't think this is true? Its just the repair % that determines how fast things repair, so the Conquest takes 50 days to repair (100%/2%). It does take 20 supplies/day though (1000/50).

Also, extra logistics helps to speed up repair times - you use the extra supplies/day capacity for repairs.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 06, 2014, 10:57:06 AM
Logistic points is just a way to show how good is your captain at commanding not in battle, but logistic of a fleet. Giving each ship enough supplies to keep them shining as new and such things. After battle, additional logistic points means you have enough people and ships to e.g. transfer for a limited time some crew from one to other to repair ship faster. If you don't have enough logistic points, it means you are not skilled enough to give proper or enough orders, so you end up using more supplies than you'd had to use if you knew how to do it. There are also skill, that gives your captain some knowledge of speeding up rate of repairing and repairing holes faster and in more effective way (captain is engineer :P).

In the game it ends with that: if you don't have enough logistic points, your repairs will be slower, your ships will slower regain CR, max CR for all ships will be lower too and you will unnecesary use additional supplies. Logistic points are rised by 2 things: ships by themselves by it's logistic rating (top of middle column in info) and by having more cargo, fuel or personnel than your ships can normally hold in them.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 06, 2014, 11:16:49 AM
I don't think this is true? Its just the repair % that determines how fast things repair, so the Conquest takes 50 days to repair (100%/2%). It does take 20 supplies/day though (1000/50).

Yea, woops.  Silly error on my part, fixed.

What you were thinking of, Okim, was the Logistics Rating of the fleet (that large bar on the bottom left in the campaign map).  That has the crew rating, combat readiness of ships, ship armor status, ship hull status, fighter wing backups, and a bunch of other things that I've probably forgotten to add all squished nicely into a single number.

That aside, can't wait to take on Mother Russia again, this time with a much more vicious bite. :D
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 06, 2014, 12:08:15 PM
Another progress update.

(http://www.lordsofthestars.com/other/Sector/russia2.png)

Thats the last post that i`m going to do up until the end of June. Going silent for this period of time due to getting far away from my PC and all the modding tools, probably even internet.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on June 06, 2014, 01:50:19 PM
Thats the last post that i`m going to do up until the end of June. Going silent for this period of time due to getting far away from my PC and all the modding tool, probably even internet.


https://www.youtube.com/watch?v=k3I7p5lvkwQ
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on June 06, 2014, 01:54:09 PM
And on a slightly off-topic...


But it is so powerfull it would destroy whole defense fleet...One ship to destroy them all... :P

 Thats what they WRONGLY said about the Bismark, and of course it led to it being hunted down, swarmed and sent to the bottom of the sea as Cthulus new chew toy.
 Theres strength in numbers as well.


There. Corrected it for you ;)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: ValkyriaL on June 06, 2014, 02:29:31 PM
Bismarck, Yamato, both very fine ships, both of which met cruel ends, they should totally be salvaged and restored (i'm not paying for that tho)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 06, 2014, 02:33:59 PM
Thats the last post that i`m going to do up until the end of June. Going silent for this period of time due to getting far away from my PC and all the modding tool, probably even internet.


https://www.youtube.com/watch?v=k3I7p5lvkwQ

Looks like Darth Vader has to wait a bit longer for his new flagship. He was really looking foreward to the new heavy armored dreatnaught because his last flagship couldn't even withstand a single rebel fighter...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 06, 2014, 03:42:18 PM
Man, the incredibly slow ship refresh in the Marauders base keeps murdering my interest when I try to play pirates. At least with the regular ships you can go to another racial pirate base and generally find the hull to convert, but I really want some of the fighters...

EDIT: I was thinking it'd be interesting to have conventional bombers (http://starsector.wikia.com/wiki/Piranha_Bomber_Wing). It seems like all Ironclads has is torpedo bombers; I always found it fun to watch the spray of bombs pound into ships. Most races feel too "technologically advanced" to use them though...so perhaps the Marauder scrap bomber wing ought to just toss huge cans of space gunpowder instead of unguided rockets.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SnafuSanfu on June 06, 2014, 05:32:36 PM
Cant wait to use/fight/capture one of those Dreads!

@ Tigershark comment(s), IMO, hails of Slaughter fish LRMs are worse, It's just we don't see as many ships use them, but when I play ISA, 2 Michigan Battleship fitted with 4 Large Slaughters and 4 Medium Slaughters can pretty much devastate defense fleets all on their own from safety, love the fact they are also logistically/command point efficient carriers with 6 hangar slots each, which is good enough to support 24 flights of fighters/bombers going.

@ Comment on 'ISA dread', the ISA doesn't need one nor does it fit their motif/modus operendi.

Perhaps a Battlecruiser size carrier and/or Drone tech loaned from UIN or even perhaps a strike craft similar to the current b2, but instead of firing SRMs/Torpedo they fire LRMs then does a torpedo/gun run.

Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on June 06, 2014, 06:41:29 PM
Man, the incredibly slow ship refresh in the Marauders base keeps murdering my interest when I try to play pirates. At least with the regular ships you can go to another racial pirate base and generally find the hull to convert, but I really want some of the fighters...

You can fight ISA or RSF fleets to get the ships needed for conversion.

You can also explore station wrecks to gain a faction ship or a bunch of faction weapons. Be careful though, as exploring station wrecks will make the CR of ALL your ships go down.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: RAMJB on June 06, 2014, 07:08:14 PM
Bismarck, Yamato, both very fine ships, both of which met cruel ends, they should totally be salvaged and restored (i'm not paying for that tho)

I would argue that both were pretty horrendous from the cost/effectivity side (50.000 and 68.000 tons at full displacement would warrant some qualitative superiority over their contemporary pars, the Bismarck was objectively inferior to the pretty much contemporary North Carolinas/South Dakotas displacing 10.000 more tons, and the Yamato's lack of proper radar guided control and underperforming AP shells meant that for 15.000 more tons it wasn't really any superior to an Iowa), and from the operational standpoint (Germany didn't need a surface battle fleet at all, nor it could use it in any long-term cost effective way, so essentially both the Schanrhorsts, Bismarcks and Hippers were a huge waste of resources) and the japanese were so mind-stuck in their "decisive battle" mentality that the Yamato class BBs never did anything but cruising around the Pacific, being engaged nowhere, and moving as little as possible because they were massive fuel hogs)

I'd add that in the particular case of the Bismarck it was essentially an overweight, underpar, focus-lacking and extremely expensive actualization of a Mackensen class WW1 battlecruiser, outdated in many details, extremely complicated in many others. That hardly justifies a ship that for it's time was the largest in the world.
And that, just like the Scharnhorsts were little more than confused full size battleships with pitiful weaponry that had a hard time against tinclads as the Renown, the Bismarcks paid in the shape of some pretty major design blunders the cost of a political class that couldn't decide what they wanted a fleet for - nor why did they want battleships for. Other than for the sake of having them, of course. Which barely justifies 84.000 (Bismarcks) + 63000 (Scharnhorsts) + 48000 (Hippers, and the seydlitz was given to the russians!) tons of strategic materials, expensive manpower, millions of Reichmarks, and holding a pretty big chunk of Germany's industrial capacity and resources at a time when the III Reich was massively expanding their armed forces, and the Panzerwaffe had to make do with coca-cola tanks with machine-guns, or czech captured tanks, because the german tank production couldn't cope with the expansion rate because they lacked the manufacturing capacity and the vital materials to mass-build proper battle tanks.


In the case of the Japanese, when such a hard-headed, immobile, inflexible and proud class as the Imperial High Command, with so many battleship defenders in the navy's headquarters, decided that they didn't want a fourth Yamato because it would take so much to build it, and that the third one would be more useful as a logistics carrier than as a battleship; and that the two existing Yamatos were not to be deployed in battle because they took so much fuel and because they feared losing them before their predicted never-to-happen "decisive battle", you only can conclude that the two Yamatos that got to exist as battleships must've been really not worth it. Those ships were always held back in reserve, only to be used when the situation was so desperate for the japanese that they just didn't mind sending them in suicide runs. Was that worth more than 120.000 tons of materials, millions in currency, and stretching the not-that-great industrial output of Japan?. I'd dare say not, even if they had been the best battleships ever - and I honestly don't think they were, which just adds insult to injury.


Both were pretty (Bismarck class battleships must be the most handsome ships ever made), but both were a waste of resources and in the end they costed their nations a lot more than what they offered in return.


anyway, enough of the offtopic. Sorry for dragging it out. I just get worked on each time I see the Bismarck class named as something it was not XD
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Thaago on June 06, 2014, 07:29:52 PM
...
+10 respect points! I love WWII history.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 06, 2014, 11:05:05 PM
Man, the incredibly slow ship refresh in the Marauders base keeps murdering my interest when I try to play pirates. At least with the regular ships you can go to another racial pirate base and generally find the hull to convert, but I really want some of the fighters...

You can fight ISA or RSF fleets to get the ships needed for conversion.

You can also explore station wrecks to gain a faction ship or a bunch of faction weapons. Be careful though, as exploring station wrecks will make the CR of ALL your ships go down.

Sure, but you can't get Marauder fighters that way. Like I said in that quote, getting the "full" ships is done easily enough by visiting the other pirate bases to purchase hulls for conversion at the Marauder yard; you can't do that with fighters. If no smuggler fleet arrives to drop off fighters, you can never have them.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: haibeo on June 07, 2014, 12:34:22 AM
Thanks RAMJB to let me know about this game and mod. It awesome  ;D And yes, very addictive  ;D

Today, after few battle with ISA Strike force with my RSF destroyer fleet, I manage to capture a Kentucky-class. When I bring it back, out fit it as I want and try some battle simulation, I found a very interesting situation. As I shoot the Club torpedoes from the Kentucky straight a head, it explode right on my shield, even damage my ship. But if it to either side, it just pass through my shield normally. I tried other missile such as Hellmaker, Devilfish, Whaleshark ... and only those Club got such problem.

Any idea how to solve that??
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Sabaton on June 07, 2014, 01:43:02 AM
RAMJB, add to that the fact that, at launch, Bismark was given an inexperienced crew, obsolete and improper calibrated AA guns (they didn't have Garrus, what can you say) and a radar antennae that shook with every shot fired, and you have the recipe for disaster.
Seriously, giving your pride and joy to a bunch of noobs? The germans made some really huge mistakes in WWII.

Back on topic: have fun wherever you're going Okim.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: ValkyriaL on June 07, 2014, 03:01:29 AM
The germans made some really huge mistakes in WWII.

but on the other hand, germany did make some marvelous inventions as well, such as the worlds first jet fighter, the Me-262, they made the first mass produced car that was available for everybody, they invented the freeway(autobahn) they had the most advanced tanks on the planet by the end of their reign that still influence tank designs today, they invented cruise missiles, which eventually became the atomic bomb.

Sorry for the additional off topic, Man, we need a history thread on this forum. ::)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Sabaton on June 07, 2014, 03:40:47 AM
True, but history is written by the victor. Ask anybody smth about germany and the first thing they will say (and think) is related to nazis and war in some way.
Germany is remembered more for the nazi regime and starting WWII and less for all the innovations of the time.

All aboard the off the topic train, choo choo....
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 07, 2014, 04:50:32 AM
True, but history is written by the victor. Ask anybody smth about germany and the first thing they will say (and think) is related to nazis and war in some way.
Germany is remembered more for the nazi regime and starting WWII and less for all the innovations of the time.

All aboard the off the topic train, choo choo....

It looks like now Okim is taking some time off, the topic is taking a leave to....
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 07, 2014, 12:00:10 PM
Does anybody else get a crash, when after starting game as UIN citizen and going to trade station player passes by jump point? It's a little bit unnoying... Also, it doesn't happen neither anywhere else or after going to the trade station. (Yeah, I know that Okim is on a break, but I'll write it anyway, because later I may forget it.)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 07, 2014, 12:44:51 PM
If you start a new game AFTER having started a new game in the same playthrough, it'll crash.  Okim can't fix it ATM.

I think the problem was on in OP as well.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: az879 on June 08, 2014, 01:27:08 AM
Thanks RAMJB to let me know about this game and mod. It awesome  ;D And yes, very addictive  ;D

Today, after few battle with ISA Strike force with my RSF destroyer fleet, I manage to capture a Kentucky-class. When I bring it back, out fit it as I want and try some battle simulation, I found a very interesting situation. As I shoot the Club torpedoes from the Kentucky straight a head, it explode right on my shield, even damage my ship. But if it to either side, it just pass through my shield normally. I tried other missile such as Hellmaker, Devilfish, Whaleshark ... and only those Club got such problem.

Any idea how to solve that??

I think all torpedoes suffer from this effect. I haven't tested it but I think because they have low speed, your ship is sticking with them for too long and friendly fire is switched on for the torpedoes. Not sure though.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 08, 2014, 02:53:16 AM
If you start a new game AFTER having started a new game in the same playthrough, it'll crash.  Okim can't fix it ATM.

I think the problem was on in OP as well.
Earlier, I have been getting crash also by starting new game after loading save of already started game.
I have just done some research and now I know, that game will crash for every other faction, but if you start as UIN, avoid the jump point and then go to the trade station, nothing happens. No crash. That's why I think that's different case.


EDIT: just screw it. I don't know, what I did then, but now this bug works "normally". I'm confused anyway.
2nd edit: now it crashed without any reason... I just loaded a game. ._.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 08, 2014, 05:08:22 AM
Did you load a game that was created in the above situation?  Those games are bugged.

EDIT:
From the OP, I think Okim put it better than I did:
Known issues: when you start a new campaign and then restart a new one - you`ll get a crash. To avoid it you should close the Sector and restart it whenever you wish to start a new game.
Also, don't use any of the saves that crashed within the first 30 seconds.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Gibster on June 09, 2014, 04:50:39 PM
......

.....

I'll be honest, whenever I hear this topic come up I always think that the Germans may have won if they had instead used the materials for the Bismarck to build 100 more U-boats like Karl Doenitz requested. Churchill once said that the U-boat menace was his only fear that Germany might win the war. Think about it, what if the Germans started out with the 250 U-boats Doenitz figured it would take to starve Brittan from the beginning of the War. America may have been forced to enter the war earlier, or at least would be more prone to "accidents" (U-boats firing on American ships during America's neutrality). It can be quite fun to delve into alternate history but I'll leave it here, please though, feel free to make your own speculations.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Andorax on June 10, 2014, 12:09:53 PM
So i recently got the message error loading save game, and now i can't load any of my 3 save files for my lvl 40 char, any tips on how to solv these? I have tried reinstalling starsector. Tried to make a new campaign and i can load that save file. Any iddeas?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 10, 2014, 12:16:22 PM
Have you done all of the things from the first post?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Andorax on June 10, 2014, 12:24:08 PM
yea, it seems that when i load the game the loading slows down and eventually stops near the end of the loading bar while loading the new save goes quick
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 10, 2014, 12:29:38 PM
The save file might just be too big.  Having gotten to Level 40, you must have logged a lot of hours onto that save.  I've run into that many times with Exerelin, Uomoz's Sector, and Ironclads (although signifigantly less with Ironclads).  There's not much that can be done that I know of.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Andorax on June 10, 2014, 12:34:00 PM
well that sucks, is there no way to prevent this? or no work around?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Thaago on June 10, 2014, 01:16:50 PM
Unfortunately none that I know of. I have the same problem - I can't play ironclads for more than about an hour and still be able to load the save :(
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Mr5by5 on June 11, 2014, 09:06:44 AM
I had a similar problem and it turned out I used the wrong JRE file to update the game.  I have a 64 bit machine running Win 8.0 and I accidentally used the 32-bit Java JRE file located in the "Program Files (X86)" folder.  Another poster somewhere in here did the same thing and mentioned it - apparently the 64-bit Java folder is located in the "Program Files" folder, not the "Program Files (X86)" folder.  I have not had a single corrupted save since I got that straightened out, and my highest character is at level 42.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 11, 2014, 08:01:09 PM
That's because the save isn't actually corrupted, that's just the blanket error the game throws when it fails to load. The 32bit version is limited to 1GB of working memory and the game runs out while trying to load "large" saves. 64bit versions have a limit far beyond what any sane person would cram into a computer today, so they don't have that issue.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Andorax on June 12, 2014, 02:43:25 AM
I am running a 64 bit system but after  changing the jre folders like they guy in previous post mentioned, the loading continues for a bit untill it reaches close to the end where the music start to cut out and it stops loading. then i get the error again
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 12, 2014, 07:02:04 AM
Did you follow the instructions in the OP? Particularly the editing of your vmparams file.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Mr5by5 on June 12, 2014, 09:53:45 PM
Quote
Quote from: Okim on January 18, 2014, 11:00:47 PM
Reposting the initial Java replacement solution, but this time for Java 7:

1. get a new version of java7 JRE from here (for your 64 platform): http://www.java.com/en/download/manual.jsp2.  install it anywhere you wish
3. go to the folder to where you`ve installed java
4. find there a folder named 'jre7', copy it
5. go to Starsector folder and completely remove its jre folder
6. paste jre7 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048

Yeah, forgot the 7th step, which is the most important I think....
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: ahrenjb on June 17, 2014, 01:18:31 PM
Just wanted to drop in and thank the creator for a very well put together and enjoyable mod. I spent a couple of weeks playing this TC through and through, and had a really great time. Tons of excellent equipment options, a lot of fun, unique ships (I really dig the upgrade concept by the way) and a lively fun universe to explore.

I didn't notice too many extreme balance issues. In fact, the only real criticism I might have is that there are so so many weapon options and many of them are incredibly similar. Of course, I understand this was done so that each faction have their own complete weaponsets.

So, good job, keep up the good work, and I can't wait to see what you produce in the future. I wouldn't mind seeing the individual systems have more going on in them as well.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 19, 2014, 10:15:08 AM
What file type should the edited vmparams be saved as?
In the install of the game it is registers as a file but without the file icon, all my options for saving it are types of text documents and none of them appear to be the same type as the original.

How well does this mod play with utility mods namely LazyLib 1.8c and Combat Radar 0.6e?

Will the edited vmparams affect me running a running a vanilla game with the mod disabled?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 19, 2014, 10:34:52 AM
The vmparams file is as-is - no file ending.  You can open and save it with any text-editor program.  If it does attach an ending, just delete it manually.

I think it needs LazyLib to work.  And Combat Radar is a very nice addition. :)

No, it won't affect running a vanilla game.  Just gives more memory for the game use use, that's all.  A mod this large with so many systems means it eats memory for breakfast.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 19, 2014, 12:16:03 PM
If you want to be technical about it, the "-Xms512m" switch means that the game will allocate 512MB of RAM on startup while "-Xmx512m" means the maximum RAM available to the game is 512MB; if the first number is smaller than the second, the game will "inflate" its RAM allocation to the maximum if need be. Since you probably aren't running other things that need RAM open while playing Starsector, it's best to just put both to the same amount so there aren't any shenanigans. Note that Java eats some for itself, as I recall. The maximum for this number on an x86 (32-bit) system is 1024. On an x64 system, it's probably something gigantic.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 19, 2014, 01:32:01 PM
I'm geting an "error reading vmparams file" whenever I try to run the game with any thing but the original vmparams file, no editing the data just opening it and saving it as a different file.
I have tried it as a plain text, web page, single file web page, OpenDocument Text and PDF through word 2010 and plain text saved from notepad and wordpad

Logs although they don't look useful at all
Spoiler
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.6.2a-RC3 launcher
5    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
5    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8 6.2
9    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (32-bit)
383  [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
12611 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 16bpp
12612 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 32bpp
12612 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 32bpp
12613 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 16bpp
12613 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 32bpp
12613 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 16bpp
12613 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 32bpp
12614 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 16bpp
12614 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 16bpp
12614 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 16bpp
12615 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
12615 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 32bpp
12615 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 32bpp
12615 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 32bpp
12616 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 32bpp
12616 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 16bpp
12616 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 16bpp
12616 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 16bpp
12617 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 32bpp
12617 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 16bpp
12618 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 16bpp
12618 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 16bpp
12618 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 32bpp
12619 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 32bpp
12619 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
12620 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 16bpp
12620 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 16bpp
12620 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 16bpp
12621 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 16bpp
12621 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 32bpp
12621 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 32bpp
12622 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 32bpp
12622 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 32bpp
12622 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 16bpp
12623 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 16bpp
12623 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 32bpp
12623 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 32bpp
12624 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 16bpp
12624 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 32bpp
12625 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 16bpp
12625 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
12625 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 32bpp
12626 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 32bpp
12626 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 16bpp
12626 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 16bpp
12627 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 16bpp
12627 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
12628 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 16bpp
12628 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
12628 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 16bpp
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.6.2a-RC3 launcher
62   [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
62   [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8 6.2
62   [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (32-bit)
140  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_radar [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Radar]
140  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
390  [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 16bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 32bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 32bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 16bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 32bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 16bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 32bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 16bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 16bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 16bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 32bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 32bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 32bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 32bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 16bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 16bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 16bpp
10236 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 16bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
10251 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 16bpp
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.6.2a-RC3 launcher
16   [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
16   [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8 6.2
16   [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (32-bit)
78   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_radar [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Radar]
94   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
172  [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 16bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 32bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 32bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 16bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 32bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 16bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 32bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 16bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 16bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 16bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
5205 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 16bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
5220 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 16bpp
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.6.2a-RC3 launcher
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8 6.2
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (32-bit)
63   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_radar [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Radar]
78   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ironclads [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ironclads]
78   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
141  [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 16bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 32bpp
5314 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 16bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 32bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 16bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 32bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 32bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 16bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 16bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 16bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 16bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
5329 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 16bpp
21505 [AWT-EventQueue-0] INFO  com.fs.starfarer.launcher.ModManager  - Saving enabled mod list [lw_radar|ironclads|lw_lazylib]
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.6.2a-RC3 launcher
3    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
4    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8 6.2
4    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (32-bit)
75   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_radar [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Radar]
83   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ironclads [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ironclads]
87   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
166  [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
5956 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 16bpp
5956 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 32bpp
5956 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 32bpp
5957 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 16bpp
5957 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 32bpp
5957 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 16bpp
5958 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 32bpp
5958 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 16bpp
5958 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 16bpp
5959 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 16bpp
5959 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
5959 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 32bpp
5959 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 32bpp
5960 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 32bpp
5960 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 32bpp
5961 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 16bpp
5961 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 16bpp
5961 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 16bpp
5961 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 32bpp
5962 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 16bpp
5962 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 16bpp
5962 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 16bpp
5963 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 32bpp
5963 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 32bpp
5963 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
5964 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 16bpp
5964 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 16bpp
5964 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 16bpp
5965 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 16bpp
5965 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 32bpp
5965 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 32bpp
5966 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 32bpp
5966 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 32bpp
5966 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 16bpp
5966 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 16bpp
5967 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 32bpp
5967 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 32bpp
5968 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 16bpp
5968 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 32bpp
5968 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 16bpp
5969 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
5969 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 32bpp
5969 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 32bpp
5969 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 16bpp
5969 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 16bpp
5969 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 16bpp
5970 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
5970 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 16bpp
5970 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
5971 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 16bpp
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.6.2a-RC3 launcher
4    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
5    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8 6.2
5    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (32-bit)
69   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_radar [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Radar]
75   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ironclads [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ironclads]
78   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
150  [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
5655 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 16bpp
5656 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 32bpp
5656 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 32bpp
5656 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 16bpp
5656 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 32bpp
5657 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 16bpp
5657 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 32bpp
5657 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 16bpp
5657 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 16bpp
5658 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 16bpp
5658 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
5658 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 32bpp
5658 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 32bpp
5658 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 32bpp
5659 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 32bpp
5659 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 16bpp
5659 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 16bpp
5659 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 16bpp
5660 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 32bpp
5660 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 16bpp
5660 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 16bpp
5660 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 16bpp
5661 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 32bpp
5661 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 32bpp
5661 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
5662 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 16bpp
5662 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 16bpp
5662 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 16bpp
5663 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 16bpp
5663 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 32bpp
5663 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 32bpp
5664 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 32bpp
5665 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 32bpp
5665 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 16bpp
5665 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 16bpp
5666 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 32bpp
5666 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 32bpp
5666 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 16bpp
5666 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 32bpp
5666 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 16bpp
5667 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
5667 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 32bpp
5668 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 32bpp
5668 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 16bpp
5668 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 16bpp
5669 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 16bpp
5669 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
5669 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 16bpp
5670 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
5670 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 16bpp
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.6.2a-RC3 launcher
3    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
4    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8 6.2
4    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (32-bit)
79   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_radar [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Radar]
86   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ironclads [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ironclads]
90   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
170  [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
6058 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 16bpp
6058 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 32bpp
6059 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x200, 60Hz, 32bpp
6059 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 320x240, 60Hz, 16bpp
6059 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 32bpp
6060 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 400x300, 60Hz, 16bpp
6060 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 32bpp
6061 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 512x384, 60Hz, 16bpp
6061 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 16bpp
6061 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 16bpp
6061 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 60Hz, 32bpp
6062 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 59Hz, 32bpp
6062 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 32bpp
6062 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 32bpp
6063 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 32bpp
6063 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 75Hz, 16bpp
6063 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x480, 73Hz, 16bpp
6063 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 640x400, 60Hz, 16bpp
6064 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 32bpp
6064 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 60Hz, 16bpp
6065 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 16bpp
6065 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 16bpp
6065 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 72Hz, 32bpp
6066 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 800x600, 75Hz, 32bpp
6066 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
6066 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 60Hz, 16bpp
6066 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 16bpp
6067 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 16bpp
6067 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 16bpp
6067 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 70Hz, 32bpp
6068 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 66Hz, 32bpp
6068 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1024x768, 75Hz, 32bpp
6068 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 32bpp
6069 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 75Hz, 16bpp
6069 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 16bpp
6070 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1152x864, 60Hz, 32bpp
6071 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 32bpp
6071 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 16bpp
6071 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x800, 60Hz, 32bpp
6071 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 16bpp
6071 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
6072 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 32bpp
6072 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 32bpp
6073 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x960, 60Hz, 16bpp
6074 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x600, 60Hz, 16bpp
6074 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x720, 60Hz, 16bpp
6074 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
6074 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1360x768, 60Hz, 16bpp
6074 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
6075 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 16bpp
[close]

if i start a game with the standard vmparams can i edit it later when I work out how without affecting my save?


EDIT1: Ok, just re-read The Soldier post and noticed the important bit "If it does attach an ending, just delete it manually."
I'm using windows 8 and I cant work out how to do that, file types are not stored in the name (e.g. vmparams.txt) but it is called vmparams and a separate column stores type that I cant work out how to edit.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 19, 2014, 02:20:11 PM
Do you have your OS set to show file extensions? If not, you're likely saving it as "vmparams.txt" and the OS is just not showing you the extension. Java requires it to not have an extension.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 19, 2014, 02:26:20 PM
VICTORY IS MINE!
I am now staring at the loading bar and feeling like an idiot.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 19, 2014, 03:14:40 PM
Bug report: In the invaders mission I tried to put the powered armour hull mod on an alien subjugator class destroyer, the game crashed as soon as I tried. I reset the fleet from the mission screen and could open the refit screen without crashes but the game crashes if I try the same again.

Spoiler
06628 [Thread-5] INFO  org.lazywizard.radar.CombatRadarPlugin  - Radar toggle key set to K (37)
206632 [Thread-5] INFO  org.lazywizard.radar.CombatRadarPlugin  - Radar range set to 2250.0 su
206633 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.82 for Starsector 0.6.2a
206633 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
206665 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to ERROR
206791 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot2_SHIP_SYSTEM not found
206791 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot_SHIP_SYSTEM not found
206792 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_SHIP_SYSTEM not found
206792 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
206792 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
206792 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
206792 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
206793 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
206793 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id phasecloak-xle_SHIP_SYSTEM not found
206793 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
206793 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_pirate_SHIP_SYSTEM not found
206794 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_SHIP_SYSTEM not found
206795 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
206795 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_mining_SHIP_SYSTEM not found
206795 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_pd_SHIP_SYSTEM not found
206795 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fly-spawn_SHIP_SYSTEM not found
206796 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UINx3_SHIP_SYSTEM not found
206796 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_SHIP_SYSTEM not found
206796 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator_SHIP_SYSTEM not found
206796 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator2_SHIP_SYSTEM not found
206796 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id emp-uin_SHIP_SYSTEM not found
206797 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_mining_SHIP_SYSTEM not found
206797 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_XLE_SHIP_SYSTEM not found
206801 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
206819 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.61 MB of texture data so far
206820 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
207720 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
290677 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
298234 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
309249 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
310927 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
322550 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
335839 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
357371 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
365864 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
384493 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
384493 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
506634 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
506649 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Creating new list with ID 1
535161 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
542986 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
561429 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
565637 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
565637 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
624932 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
637065 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
641540 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
656719 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
673098 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
728027 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
748256 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
779031 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
852665 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
873755 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
896600 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
897819 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
951274 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
976397 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
976398 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
981921 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1016318 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1016319 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1026660 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1072955 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
1149554 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Deleting old list with ID 1
1149555 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Creating new list with ID 1
1187555 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1219607 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
1219656 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Deleting old list with ID 1
1219657 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Creating new list with ID 1
1315614 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1321181 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1328874 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1341037 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
1356603 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
1420241 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1435537 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
1521899 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1527560 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1542197 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1548209 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1620346 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
1724357 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1747920 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1761988 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1825428 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 1372, maxFP1: 80, maxFP2: 120
1888323 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1889944 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1891644 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1894055 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1895387 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1906045 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1907459 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1915442 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1924663 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1929479 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bin-drone-lance_WEAPON not found
1980033 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOO....OOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.PoweredArmour.applyEffectsAfterShipCreation(PoweredArmour.java:24)
   at com.fs.starfarer.loading.specs.oo0OOOOOO....OOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.ÔOÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.class(Unknown Source)
   at com.fs.starfarer.coreui.refit.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.Öo0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.OÓÓ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.C.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.C.Oo0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOO....OOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOO....OOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOO....OOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Also I see a lot of things saying not found at the start of the logs, don't think its related but is it worth worrying about?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 19, 2014, 04:26:43 PM
Certainly looks like your mod install isn't complete. If you have Starsector in a Program Files folder, it's better to extract the mod to somewhere else (the desktop, My Documents, disk root etc) and move it into the Starsector folder. Dunno about other de/compression programs, but 7zip has trouble extracting to Program Files due to the UAC silliness.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 20, 2014, 01:44:29 AM
Deleted the file from mods, extracted it to a folder on my desktop and copied it to the mods folder, still crashes with the same cause. I am going to delete and re-download the mod from the OP and try again.

Spoiler
139002 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.NavBuoyEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
139004 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.SensorArrayEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
139206 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/combat_radar.json]
139209 [Thread-5] INFO  org.lazywizard.radar.CombatRadarPlugin  - Radar toggle key set to K (37)
139209 [Thread-5] INFO  org.lazywizard.radar.CombatRadarPlugin  - Radar range set to 2250.0 su
139210 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.82 for Starsector 0.6.2a
139210 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
139212 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to ERROR
139275 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot2_SHIP_SYSTEM not found
139276 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot_SHIP_SYSTEM not found
139276 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_SHIP_SYSTEM not found
139276 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
139277 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
139277 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
139278 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
139278 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
139278 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id phasecloak-xle_SHIP_SYSTEM not found
139279 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
139279 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_pirate_SHIP_SYSTEM not found
139279 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_SHIP_SYSTEM not found
139280 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
139280 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_mining_SHIP_SYSTEM not found
139280 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_pd_SHIP_SYSTEM not found
139281 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fly-spawn_SHIP_SYSTEM not found
139281 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UINx3_SHIP_SYSTEM not found
139281 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_SHIP_SYSTEM not found
139282 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator_SHIP_SYSTEM not found
139282 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator2_SHIP_SYSTEM not found
139282 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id emp-uin_SHIP_SYSTEM not found
139283 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_mining_SHIP_SYSTEM not found
139283 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_XLE_SHIP_SYSTEM not found
139286 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
139306 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.61 MB of texture data so far
139306 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
139784 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
331899 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOO....OOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.PoweredArmour.applyEffectsAfterShipCreation(PoweredArmour.java:24)
   at com.fs.starfarer.loading.specs.oo0OOOOO....OOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.ÔOÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.class(Unknown Source)
   at com.fs.starfarer.coreui.refit.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.Öo0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.OÓÓ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.C.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.C.Oo0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOO....OOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOO....OOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOO....OOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


EDIT1: I'm out of ideas, deleated the mod files, re-downloaded them extracted the .rar file to my desktop and copied it to the mods folder, extracted with 7-zip also on my desktop.

Spoiler
119464 [Thread-5] INFO  org.lazywizard.radar.CombatRadarPlugin  - Radar range set to 2250.0 su
119465 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.82 for Starsector 0.6.2a
119465 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [lazylib_settings.json]
119467 [Thread-5] INFO  org.lazywizard.lazylib.LazyLib  - Setting log level to ERROR
119530 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot2_SHIP_SYSTEM not found
119530 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot_SHIP_SYSTEM not found
119531 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_SHIP_SYSTEM not found
119531 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
119531 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
119531 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
119532 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
119532 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
119532 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id phasecloak-xle_SHIP_SYSTEM not found
119533 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
119533 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_pirate_SHIP_SYSTEM not found
119533 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_SHIP_SYSTEM not found
119534 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
119534 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_mining_SHIP_SYSTEM not found
119534 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_pd_SHIP_SYSTEM not found
119534 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fly-spawn_SHIP_SYSTEM not found
119535 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UINx3_SHIP_SYSTEM not found
119535 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_SHIP_SYSTEM not found
119535 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator_SHIP_SYSTEM not found
119536 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator2_SHIP_SYSTEM not found
119536 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id emp-uin_SHIP_SYSTEM not found
119536 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_mining_SHIP_SYSTEM not found
119537 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_XLE_SHIP_SYSTEM not found
119540 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
119557 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.61 MB of texture data so far
119558 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
120068 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
146122 [Thread-5] INFO  com.fs.starfarer.loading.L  - Looking in ..\\saves/missions/invaders for mission variants to delete
156291 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOO....OOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.PoweredArmour.applyEffectsAfterShipCreation(PoweredArmour.java:24)
   at com.fs.starfarer.loading.specs.oo0OOOOOOOOOO....OOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.ÔOÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.class(Unknown Source)
   at com.fs.starfarer.coreui.refit.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.Öo0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.OÓÓ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.C.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.C.Oo0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOO....OOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOO....OOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOO....OOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

been doing some more testing and this only happens when I try to put the hull mod on ships without sheilds, something to do with how the hull mod is supposed to disable shields when added?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 20, 2014, 03:41:13 AM
and another one.

Spoiler
4260196 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Deleting old list with ID 1
4260197 [Thread-5] DEBUG org.lazywizard.radar.CombatRadarPlugin  - Creating new list with ID 1
4739032 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mis-xle-kinetic-bat_WEAPON not found
4745430 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mis-xle-kinetic-bat_WEAPON not found
4745431 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mis-xle-kinetic-bat_WEAPON not found
4772204 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mis-xle-kinetic-bat_WEAPON not found
4798062 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background4.jpg into existing tex id 316
4800928 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOO....OOOOOOOO  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.load(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ØoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOO....OOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOO....OOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

a michigan class battleship with four A.I. pulsar beams in the large universal, crashed when I tried to run a simulation. Reopened the game and cant recreate it.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 20, 2014, 02:37:58 PM
I think I'm starting to run into memory issues, this happened when i was trying to run a simulation (can't remember details) but I think that was just a coincidence.

Spoiler
25443937 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/bg-06-dust.jpg into existing tex id 316
25444365 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 706.74 MB of texture data so far
25444367 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/bg-06-dust.jpg (using cast)
25695487 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background4.jpg into existing tex id 316
25696389 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOO....OOOOOOOOO  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.load(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ØoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOO....OOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOO....OOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I just checked and I am using the edited vmparams. I have been playing for some time (read: all day, I thought this game was addictive without mods). I have a 64 bit OS and a x64-based processor ??? but Java (32-bit) if that will affect it.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 20, 2014, 02:43:55 PM
Having a 32bit program means it behaves as if it were on a 32bit system. Upgrading to 64bit Java isn't hard; pretty sure it's even linked to in the OP.
Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: 00lewnor on June 21, 2014, 01:02:50 AM
Reposting the initial Java replacement solution, but this time for Java 7:

1. get a new version of java7 JRE from here (for your 64 platform): http://www.java.com/en/download/manual.jsp .  install it anywhere you wish
3. go to the folder to where you`ve installed java
4. find there a folder named 'jre7', copy it
5. go to Starsector folder and completely remove its jre folder
6. paste jre7 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048


Will this affect any 32 bit programs I have installed? I'm fairly sure my browser is 32 bit (chrome).
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 22, 2014, 06:20:03 AM
Well, i`m back and i`m not happy to see memmory issues taking the majority of the posts... and it seems that the next update wont bring any fixes here. Bad...

About Marauders - i`ll see what can be done to increase the number of sellable fighter wings, however i don`t have any issies with them.

About torpedoes. Yeah, that`s a recent feature of the mod - all missiles and rockets (and torps) have much lower burn time. So if you are about to use a torp - you`ll have to be sure you wont end up with it burning out withing your shield bubble ))) Might fix this for torpedoes, but i find it to be a pretty fun feature :)

About powered armour. Its not working properly in current mod version, but is already fixed in the current dev version.

So, as i said - i`m back. That means that i`ll slowly start to recall what i was doing 2 weeks ago and gather enough inspiration to continue working on it.

P.S.: And about Germany... It might sound odd, but when i hear 'Germany' the first thing i think about is quality.

Title: Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
Post by: Mr5by5 on June 22, 2014, 11:41:19 AM
Will this affect any 32 bit programs I have installed? I'm fairly sure my browser is 32 bit (chrome).

It shouldn't - your software should automatically take the version that suits it best.  I have both 32 and 64-bit Java on my system(64 bit Win 8.0) and the only issues I ever had was the save crashes because I unknowingly put the 32-bit JRE files in my Starsector folder instead of the 64-bit ones.  If you look, you might already have both the Java versions installed - they are in two different folders, which is what originally messed me up.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 22, 2014, 01:15:43 PM
Ok. Here is THAT thing that i was working on before getting silent...

(http://www.lordsofthestars.com/other/Sector/russia3.png)

I seem to have lost some artistic skills while being on vacation or i just need some extra inspiration...
What ever the reason is - this is going to be the last version of sprite for the Russia-class RSF DN.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on June 22, 2014, 01:32:42 PM
That DN looks amazing!
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 22, 2014, 01:38:57 PM
DN in game using it`s laser tri-beams to hunt down ISA missiles. Ship is operating at full flux - thus it is all glowing red...
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic215.jpg)
[close]

A massive offensive operation of ISA fleet. The DN is heavilly crippled by missile/torpedo strikes from three directions supported by massive Stinger swarms for fouling the DN`s pd systems.
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic216.jpg)
[close]

Dead behemoth... Guns still cooling down...
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic217.jpg)
[close]
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: HELMUT on June 22, 2014, 01:57:59 PM
The Dreadnought appears a little... Flat. Probably due to its size. Perhaps you should reinforce the shading because the platforms doesn't really appears higher than the main hull.

Anyway, once that thing is released, i'll probably try Ironclad once again, haven't played it in ages.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 23, 2014, 04:48:23 AM
A little progress upgate.

1. for all those who want to get their grips on unique pirat ships - you can now buy them for 20 valuables at 4 pirate bases. Note - you`ll have to be friends with the pirates.

2. found and fixed problems with Marauders not having enough unique ships. The same goes for other pirate factions and their basic ship stocks.

3.1. slightly readjusted the starting options. You no longer get extra ships for any of the last options. Instead you are given a choice of several ships. In case of navy you get 3 options per faction (between that faction military frigates).

3.2. picking navy or pirate options will spawn you near military / pirate hideout.

P.S.: tested Power Armour - works fine in the last version of the mod.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 23, 2014, 07:08:59 AM
Just to be sure, this is the link I should download the mod from:

"Here is an archive: http://www.lordsofthestars.com/other/Sector/ironclads7.1.rar."

Not a bug report this time but problems with the mission "grey fog":

The mission after that has dreadnought spelt wrong in the description.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: joe130794 on June 23, 2014, 01:10:54 PM
love the new huge ship. will you be doing a version for each faction? and can you make them buyable? i have so much spare money on ironclads and loads of ships from each faction that it got a bit boring.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 23, 2014, 01:28:50 PM
That's the Federation Dreadnaught, and as far as I can tell, it's just part of a mission.  Although I'm not sure what Okim has in mind now. :D
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Sabaton on June 23, 2014, 01:46:05 PM
I doubt he's going to make a whole roster, lore wise such ships were abandoned because of their expense and vulnerabilities to strike craft.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 23, 2014, 01:54:32 PM
Well, the fact is that strike crafts die pretty quickly and long before launching torps :)

Missiles, however, are a threat to the DN, but at a much lower degree than before...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: alexng30 on June 23, 2014, 10:06:05 PM
Just wanted to ask, is there a way to be actually friendly with the pirates, I understand that once you join them they are neutral to you but how about actually friendly as if you were in a military or something like that?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 23, 2014, 10:29:56 PM
As I recall the only way to do that is to use the pirate start.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: haibeo on June 24, 2014, 06:43:05 AM

About torpedoes. Yeah, that`s a recent feature of the mod - all missiles and rockets (and torps) have much lower burn time. So if you are about to use a torp - you`ll have to be sure you wont end up with it burning out withing your shield bubble ))) Might fix this for torpedoes, but i find it to be a pretty fun feature :)



hmm, that funny.

Because, based on real world navy torpedo, they used to have an "armed" distance (ie: if they touch enemy at within that distance, they don't explode). It would be nice if the torp is like that (so it cannot use in too short range) and having "bomb" which can be detonate as soon as it leave the launcher platform.

Although, it good to know that it feature in the mod, not just some weird bug that happen to me :)

And yet, it quite fun because I played as RSF Military captain, put some RSF weapon on a captured ISA ship and it incompatibility cause the ship self-destruction  ;D Sound like drinking too much vodka while fitting those on  :D
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 24, 2014, 08:09:22 AM
Just wanted to ask, is there a way to be actually friendly with the pirates, I understand that once you join them they are neutral to you but how about actually friendly as if you were in a military or something like that?
When I joined them paying with valuables I got to be friendly with them. You should try this way.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 24, 2014, 08:28:08 AM
Fixed this thing.

Paying 50k will make them neutral (if you are not already).
Paying in valuables will make you their allies (needs 20 val to do this now).
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 24, 2014, 08:32:01 AM
Just noting I'm anxious for this next version. Can't wait to blaze across the stars in Marauder boats with their weird fighters in tow.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 24, 2014, 08:35:53 AM
To my last post.

In addition to paying in valuables the option to join for 20 vals is now available in special offers only to neutral players. This means that pirates are now difficult to befriend as any other faction...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 24, 2014, 08:41:35 AM
Guys, i`ve just realised that the new Market addition to the game will cut off the majority of my mod making it just a huge conversion...

That what i was talking about when saying that as the game progresses Ironclads will lose more and more of it`s uniqness.

At least the world in Ironclads will be a bit less scripted and a bit more alive (with all the systems i can imagine how hundrends of cargo fleets will jump between them trying to fulfil local demands)...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on June 24, 2014, 09:12:03 AM
You'll still have stuff like the conversions.

Speaking of 0.65a, do you have any events planned? The dreadnought and mothership spawning seem like things that would make good ones.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 24, 2014, 09:23:03 AM
I have some in mind, but i`m mostly interested in custom station sprites, to be honest.

This will make it possible to add such things as random points of interest (ship wrecks in space, unique stations, ship graveyards, dead Russia hulk floating where it was killed and many others).
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: joe130794 on June 24, 2014, 01:33:23 PM
ah so they may be able to be boarded or salvaged.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: alexng30 on June 24, 2014, 11:25:04 PM
K, and just wondering are pirates the only ones that carry vals, since the only ones I've gotten seem to be from attacking pirates.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 25, 2014, 12:16:20 AM
There are fleets that specifically carry valuables from trading stations to various destinations. They carry not so much and are rare per faction though. These fleets are called 'Escorted Shuttle' and are usually very difficult to catch.

IIRC, you can cease hostilities with any civilian faction and just buy valuables. Though i don`t remember where - either at financial center or at trading station...
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 25, 2014, 03:17:00 AM
Trading station sells, financial center buys. Trading station also buys low-tech components and sell high-tech ones, though it's not listed in financial data.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 25, 2014, 03:20:22 AM
Trading stations buy/sell according to their faction`s prefferences. That`s why these costs are not listed. It also applies a small fee on each such transaction making it`s prices less proffitable then buying/selling via other stations.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: alexng30 on June 25, 2014, 07:35:41 AM
Ahhh, ok thanks, and just wondering is the FFS faction gonna be expanded, as of now they seem to just be their own rebel faction with not even enough ships to fight off small pirate fleets.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: joe130794 on June 25, 2014, 10:01:22 AM
the ffs ships look good but i haven't seen any ingame. im on level 41 and it runs slow with all my ships.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: OOZ662 on June 25, 2014, 10:06:33 AM
the ffs ships look good but i haven't seen any ingame. im on level 41 and it runs slow with all my ships.

FFS tend to spawn on the central-west side of the map and run in and out of populated systems like the AI and aliens. They only run rather small raiding fleets so the chances of seeing one without specifically looking for them is pretty low.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: alexng30 on June 25, 2014, 10:39:18 AM
I've only seem them a handful of times and I don't think I've ever seen any fleet greater than 3 ships. It's a shame though since the FFS ships are really good looking.

Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 25, 2014, 10:51:42 AM
Current FFS fleets (at least in dev version) consist of 1 de, 1 cargo barge, up to 5 frigates and handful of fighters.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 27, 2014, 08:30:26 AM
Unziped target leading pip into the mods folder and tried to activate it, doing so deactivated ironclads so I didn't activate it, tried to load my save (checked, yes ironclads is active) and got an error:

Spoiler
140487 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Lewis_4048788686237203476\descriptor.xml]
149495 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Lewis_4048788686237203476...
205149 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
205154 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -  : ParseError at [row,col]:[720036,1344]
Message: Premature end of file. :  : ParseError at [row,col]:[720036,1344]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[720036,1344]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[720036,1344]
Message: Premature end of file.
class               : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type       : com.fs.starfarer.campaign.fleet.CampaignFleet
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry[3]/map/entry[33]/CampaignFleet/interactionTarget
line number         : 720036
class[1]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[2]            : com.fs.starfarer.campaign.ModAndPluginData
class[3]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:  : ParseError at [row,col]:[720036,1344]
Message: Premature end of file. :  : ParseError at [row,col]:[720036,1344]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[720036,1344]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[720036,1344]
Message: Premature end of file.
class               : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type       : com.fs.starfarer.campaign.fleet.CampaignFleet
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry[3]/map/entry[33]/CampaignFleet/interactionTarget
line number         : 720036
class[1]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[2]            : com.fs.starfarer.campaign.ModAndPluginData
class[3]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.io.StreamException:  : ParseError at [row,col]:[720036,1344]
Message: Premature end of file.
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:73)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:148)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 57 more
Caused by: javax.xml.stream.XMLStreamException: ParseError at [row,col]:[720036,1344]
Message: Premature end of file.
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.next(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:58)
   ... 64 more
[close]


Deleted the aiming pip from the mods folder and nothing changed, can't remember of the top of my head if anything unusual happened last time i closed the save.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 27, 2014, 08:54:05 AM
Sorry, what is this pip thing you are talking about?
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on June 27, 2014, 09:16:52 AM
Ah, i see.

As stated in this mod`s thread it requires LazyLib to run. Ironclads does not use it and thus does not include it in its folder, so you`ll have to download and install it manually.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: 00lewnor on June 28, 2014, 08:17:54 AM
I have LazyLib and combat radar (that also requires LazyLib) installed and active, the problems were:
Activating target leading pip deactivated ironclads and vice verca (I think this may have to with how mods are tagged and be a problem on there side, i.e. Ironclads is a total conversion and target leading pip is not tagged in a way that would let it run alongside TC mods)
My save file was corrupted wich May or may not have been due to me messing around with more mods.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on June 28, 2014, 08:33:11 AM
I've gotten both the Leading Pip and Ironclads enabled at the same time.  You have to do a sneaky little trick (that I hope Alex won't patch) by first enabling Ironclads, then using the arrow keys, move over the Leading Pip mod and press Enter.  Voila, both mods are enabled at the same time. :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: SCC on June 28, 2014, 08:38:08 AM
I've done managed them to run together by modifying mod_info of Leading Pip by adding a line:
Code
"utility": "true",
This will make Leading Pip work with other total conversions too. :)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: HELMUT on July 16, 2014, 11:21:39 AM
I finally played an ISA campaign. I wanted to wait for the version with the new Dreadnought and the FFS but as it have been a while now... I'll do without.

Just like last time i went with a carrier fleet, it wasn't mindless Dart spam this time though. 4 Idaho carriers and the rest filled with random ISA fighters.

I had quite a bunch of drones but i think it was a mistake as they were armed with srms. I was wondering why my carriers always had a buzzing cloud of drones around them, probably all waiting to reload their missiles. If i knew earlier, i would rather use F-135 as my backbone fighters, at least they don't clog my carriers launch bays like the drones and seems to have very similar performances.

Same thing with the F-61. The stinger missile is cool and all but they need constant reloading and i'd rather prefer my carriers to take care of my bombers first. The F-61P seems better as a cannon fodder crafts, the 4 blasters seems decent and at least they fight 'till death.

For the bombing, the B-202 appears as the only real choice. They hit hard but their wide profile make them vulnerable. And without cannon fodder to keep PDs busy, their hellfire torpedo ends up usually intercepted. I rather prefer swarms of A-110, they don't hit as hard but their rocket pods still pack a decent punch and are harder to avoid/intercept. AC-300 aren't bad either for that job, huge flying tanks and actually pretty fast for their size.

I managed to make the RSF occasionally spawn a Russia class in their fleets. I fielded a bunch of F-171, expecting their EMP srms to disable its monster PD system. Doesn't looked very effective unfortunately. That thing is so freaky to fight, i love it. I Hope the new RSF Dreadnought will be as brutal as the old one.

For my Idahos carriers, all of them were missile boats. Tigersharks LRMs plus a bunch of Barracudas can take down Cruisers at the start of the battle, the first wave of fighter ensure the enemy PDs are too busy to notice the big missiles coming their way. My flagship Idaho was armed with torpedoes rather than LRMs, perfect to snipe Moscow and Russia classes.

By the way, despite having my AI carriers missiles not on autofire, they always go trigger happy and unload everything at the start of the fight, is it normal?

This fleet worked very well. Fighters to tank, missiles to hurt, pretty good. Unfortunately it went horribly wrong when i attacked an UIN fleet. Their fortress shields ruined my entire strategy as i couldn't burst them through the raw power of my missiles. I'll try a carrier fleet with them, it'll probably do wonders.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Sabaton on July 28, 2014, 05:23:40 AM
A little insignificant fact but several ships and a few weapons lack any sort of description, these are: Decomisioner, Deconstructor, Worldbearer, Widowmaker, Regulator fighter, the kinetic rockets battery and energy lance.

Perhaps I can help? "Decomisioner: Hunter-killers used by the AI to disable ships for their unknown agenda. Their heavy weapons make them a credible threat to larger ships but the lack of point defenses render them nearly helpless against missiles and fighters."


''Widowmaker: The pride and joy of the notorious pirate band known as Black Widows. It shares the traditional broadside setup that UIN ships are famous for yet the loss of the fortress shields forbid it from any serious engagements.''

On a side note: I think the AI could come in a little bigger fleets for later game challenge.
Side note #2: Are you really planning to revive the RSF dreads and include them in the campaign? Because drawing the sprite all over again just for a mission seems pointless.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on July 28, 2014, 06:20:31 AM
A little insignificant fact but several ships and a few weapons lack any sort of description, these are: Decomisioner, Deconstructor, Worldbearer, Widowmaker, Regulator fighter, the kinetic rockets battery and energy lance.

Perhaps I can help? "Decomisioner: Hunter-killers used by the AI to disable ships for their unknown agenda. Their heavy weapons make them a credible threat to larger ships but the lack of point defenses render them nearly helpless against missiles and fighters."


''Widowmaker: The pride and joy of the notorious pirate band known as Black Widows. It shares the traditional broadside setup that UIN ships are famous for yet the loss of the fortress shields forbid it from any serious engagements.''

On a side note: I think the AI could come in a little bigger fleets for later game challenge.
Side note #2: Are you really planning to revive the RSF dreads and include them in the campaign? Because drawing the sprite all over again just for a mission seems pointless.


Thanks. I`m aware of the missing entries. I think I`ve fixed them In current dev version. Not sure though...

As for the RSF dread... It might eventually end up as a boss of sorts in campaign, but I can`t say anything for sure. Ironclads is currently on hold due the ever growing list of changes for the upcoming core game update with all it`s economy, markets and fleet constructor mechanics. All this stuff already cuts off the major hand-made trading part of the Ironclads, so I just wait for more to come.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on July 28, 2014, 06:37:07 AM
I finally played an ISA campaign. I wanted to wait for the version with the new Dreadnought and the FFS but as it have been a while now... I'll do without.

Just like last time i went with a carrier fleet, it wasn't mindless Dart spam this time though. 4 Idaho carriers and the rest filled with random ISA fighters.

I had quite a bunch of drones but i think it was a mistake as they were armed with srms. I was wondering why my carriers always had a buzzing cloud of drones around them, probably all waiting to reload their missiles. If i knew earlier, i would rather use F-135 as my backbone fighters, at least they don't clog my carriers launch bays like the drones and seems to have very similar performances.

Same thing with the F-61. The stinger missile is cool and all but they need constant reloading and i'd rather prefer my carriers to take care of my bombers first. The F-61P seems better as a cannon fodder crafts, the 4 blasters seems decent and at least they fight 'till death.

For the bombing, the B-202 appears as the only real choice. They hit hard but their wide profile make them vulnerable. And without cannon fodder to keep PDs busy, their hellfire torpedo ends up usually intercepted. I rather prefer swarms of A-110, they don't hit as hard but their rocket pods still pack a decent punch and are harder to avoid/intercept. AC-300 aren't bad either for that job, huge flying tanks and actually pretty fast for their size.

I managed to make the RSF occasionally spawn a Russia class in their fleets. I fielded a bunch of F-171, expecting their EMP srms to disable its monster PD system. Doesn't looked very effective unfortunately. That thing is so freaky to fight, i love it. I Hope the new RSF Dreadnought will be as brutal as the old one.

For my Idahos carriers, all of them were missile boats. Tigersharks LRMs plus a bunch of Barracudas can take down Cruisers at the start of the battle, the first wave of fighter ensure the enemy PDs are too busy to notice the big missiles coming their way. My flagship Idaho was armed with torpedoes rather than LRMs, perfect to snipe Moscow and Russia classes.

By the way, despite having my AI carriers missiles not on autofire, they always go trigger happy and unload everything at the start of the fight, is it normal?

This fleet worked very well. Fighters to tank, missiles to hurt, pretty good. Unfortunately it went horribly wrong when i attacked an UIN fleet. Their fortress shields ruined my entire strategy as i couldn't burst them through the raw power of my missiles. I'll try a carrier fleet with them, it'll probably do wonders.


Sorry. Didn`t notice your post.

Glad you liked the carrier-part of ISA and diversity of fighters and bombers. I tried to make them as specialized as possible and happy that you feel they are so.

As for trigger-happy AIs - as far as I know AI totally ignores any auto-fire orders you give them. So missile spam is an unavoidable issue for now.

Speaking of UIN - yeah, you`ll have to invent completely different strategy to fight them. To be short - get as many kinetic guns as possible. Novgorods and Moscows (and everything able to put their guns on wild rapid fire) will be a bit more effective against fortress shields and accelerated shields.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on July 31, 2014, 05:20:12 AM
FFS Keeper-class interceptor.

(http://lordsofthestars.com/other/Sector/ffs1-f-keeper.png)

Wing size: 5
Hull/Armour: 210/21
Max speed: 200
Good maneuverability.

Hardpoints: 2x alternating e-guns (energy bolt + emp damage + pd role, have rechargeable ammo and good ROF until runs out of ammo)
No special systems or hull mods.
No shields.

The goal of this large fighter is to intercept missiles and enemy fighters, especially bomber-class crafts. Keeper can be used against frigates with limited effectiveness. Having no missile mounts means that this fighter will fight to the death unlike it`s heavier Regulator-class cousin that usually tries to return to the nearest carrier after firing it`s missile.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: joe130794 on July 31, 2014, 06:21:13 AM
is there anywhere to buy ffs ships or must they be salvaged
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on July 31, 2014, 06:23:53 AM
Currently there is only a 'salvaging way'.

Expanding this reply a bit:

Map in Ironclads is already overpopulated with systems. FFS are planned to be positioned a little to the left and bottom from the current low-bottom corner. So at this point there is no where to put their outposts.

Reason number two is directly connected to the fact that when a new Sector update comes out I`ll have to remove my trading part of the mod and accommodate the new economy/market system of the update. This will result in total rehaul of the whole map with systems being removed and created from anew one by one with markets and fleet creation scripts being connected once a system is made.

Hope that you can see why I`m not adding any new content except for ships and guns.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on July 31, 2014, 10:54:14 AM
Revised Order-class frigate`s sprite. Old VS new:

(http://lordsofthestars.com/other/Sector/ffs2-frg-order-old.png)(http://lordsofthestars.com/other/Sector/ffs2-frg-order-new.png)

Made it to look less fat and a bit more intimidating.
Missile hardpoints on the wings house two missiles with 1px distance between them.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on August 03, 2014, 01:17:52 AM
FFS Themis-class combat carrier. Armed to the teeth, fast enough to keep distance, equiped with two launch bays, can carry lots of cargo and crew - all what FFS raiding party may need...

(http://lordsofthestars.com/other/Sector/ffs3-de-themis.png)

In game footage (with Regulators and Keepers):

Spoiler
(http://lordsofthestars.com/other/Sector/pic218.jpg)
[close]

New Order-class frigate`s sprite in game:

Spoiler
(http://lordsofthestars.com/other/Sector/pic219.jpg)
[close]

All FFS ships:

Spoiler
(http://lordsofthestars.com/other/Sector/pic220.jpg)
Law-class fast attack ship, Order-class heavy attack ship, Keeper-class interceptor, Themis-class combat carrier, Regulator-class fighter, Justice-class destroyer, Codex-class support barge.
[close]
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Sabaton on August 03, 2014, 11:34:27 AM
 Swaggy faction is coming along nice.

 Some feedback:

 The Chaser truly emphasizes what gunships are about, with 2 flaks and the medium beam weapon whose name currently evades me I can be all over the battlefield and take out any frigate/fighter/missile in the game, UIN can be an exception in certain situations thou it doesnt matter as I have speed over anything and range over almost anything.
 Things go wrong when bigger military grade ships or flight decks come into play, but thats natural. I can almost bloody the nose of a Kursk with it before I have to bail because of CR, but its by no means a feasible way to take out military destroyers and onward which I think is just what you wanted.
 The lack of shields doesnt even matter once you get better with the flak cannon.
 The ISA missile *** can be a pain as precious seconds on the timer are spent swatting down rockets that may instantly kill me, but thats one of their things so its okay.

 UIN ships are closest to my hearth ATM like the France and Hungary. The first because of the flexibility and potential devastation it can cause and the second because of the merciless drones and support capabilities.
 Bulgary and Austria also rock for providing the same things in smaller and faster packages.
  
 RSF are the enforcers, dominators and onslaughts of Ironclads, shields are a weakness that must be removed for them even if it means more pd than usual.
 Combat, tech skills and adequate weapons from all factions can make them the powerhouses the current Russia strives to be.
 Their true destructive potential is shown only when they field weapons from other factions as not all RSF weapons are worth their cost in every situation, the experimental cannons are an exception.
 As a matter of fact this can be said about all factions, all of their ships could be more dangerous if they didnt field exclusive weaponry.
 But I guess thats a lore and balance thing so I wont touch it.
 Also I think the energy RSF cruiser could use the auxiliary thrusters hull mod by default as it can be easy to avoid 3 of its 4 heavy weapons, could balance or overpower the ship, your call.

 Lastly I think the game could use more missions just for the lulz, playing as the AI, more police enforcers missions from various factions and opponents, an aliens mother ship mission ( please let me go on a power craze with that monster even if it means going alone against the sector).
 The rock fly mission can be cheesed out by keeping only the beams and putting the rest in speed and range mods.
 And speaking of the AI, unlike the Aliens with their mother ships, the AI seem to lack a central command, or do their destroyers act as that.?
 
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on August 04, 2014, 12:24:44 AM
Quote
The Chaser truly emphasizes what gunships are about, with 2 flaks and the medium beam weapon whose name currently evades me I can be all over the battlefield and take out any frigate/fighter/missile in the game, UIN can be an exception in certain situations thou it doesnt matter as I have speed over anything and range over almost anything.
 Things go wrong when bigger military grade ships or flight decks come into play, but thats natural. I can almost bloody the nose of a Kursk with it before I have to bail because of CR, but its by no means a feasible way to take out military destroyers and onward which I think is just what you wanted.
 The lack of shields doesnt even matter once you get better with the flak cannon.
 The ISA missile *** can be a pain as precious seconds on the timer are spent swatting down rockets that may instantly kill me, but thats one of their things so its okay.

Can you imagine - it took me some time to recall what is this "Chaser" ship you are talking about... :) Chaser is the fastest ship in the mod and indeed that is the only defense it has. Catching a single missile (especially EEL) means death, engaging fighter wings - means death. Getting a flame out = death. Pretty cool ship, isn`t it?

Quote
UIN ships are closest to my hearth ATM like the France and Hungary. The first because of the flexibility and potential devastation it can cause and the second because of the merciless drones and support capabilities.
 Bulgary and Austria also rock for providing the same things in smaller and faster packages.

I like UIN ships mainly for their looks. They are so far the best ones that I managed to draw (well, except for AI and Fly, of cause). I don`t like fortress shields - both when flying UIN ships and when engaging them. I just can`t apprehend the mechanics of FS and how to best utilize them.

Quote
RSF are the enforcers, dominators and onslaughts of Ironclads, shields are a weakness that must be removed for them even if it means more pd than usual.


By the lore the 'Powered Armour' hull mod was prototyped and put to production exactly by RSF R&D.

Quote
Also I think the energy RSF cruiser could use the auxiliary thrusters hull mod by default as it can be easy to avoid 3 of its 4 heavy weapons, could balance or overpower the ship, your call.

Barnaul-class CR is an attempt to create an assault energy-based ship. It is effective in combat, but mainly against something as slow and large as itself. Its not supposed to hunt destroyers and surely not suited for killing  frigates (though it`s medium and large E-turrets can be useful here).

Quote
As a matter of fact this can be said about all factions, all of their ships could be more dangerous if they didnt field exclusive weaponry.

That's actually made to provide players with some choice and goals. RSF ships with UIN or XLE large ballistics will be superior to any foes, ISA ships utilizing RSF devastating missiles or XLE rockets - will also benefits greater than RSF\XLE. Kursk mk.3 with ISA Assault drivers and XLE kinetic rockets - death to everything. Kansas with AI pulsars - even more certain death to absolutely everything. There are more examples, but the main idea is that this works fine and provides a lot of combinations for player to experiment with.

Quote
Lastly I think the game could use more missions just for the lulz, playing as the AI, more police enforcers missions from various factions and opponents, an aliens mother ship mission ( please let me go on a power craze with that monster even if it means going alone against the sector).

There are some limitations with AI, Rock Flies and Aliens in the game. Mostly due to their unique nature (exotic hull mods, weapons and etc). More enforcers and standard encounter missions I can make. In fact I`m trying to come up with a mission where you are assault a pirate asteroid base, but I can`t figure out how to make the base sit still and be put in the middle of the map...

 
Quote
And speaking of the AI, unlike the Aliens with their mother ships, the AI seem to lack a central command, or do their destroyers act as that.?

AI and FFS (and Rock Flies and Aliens) and other encounters will get more love once we can make custom station graphics and get a bit more space on the galaxy map.  This will include hidden Rock Fly nests, AI re-translators, Alien gates, FFS far posts and etc.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: HELMUT on August 04, 2014, 05:48:25 AM
In fact I`m trying to come up with a mission where you are assault a pirate asteroid base, but I can`t figure out how to make the base sit still and be put in the middle of the map...

Tartiflette managed to do this in his mission "Soldier of fortune" for his SCY mod, you should take a look.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Tartiflette on August 04, 2014, 05:58:38 AM
I used this: http://fractalsoftworks.com/forum/index.php?topic=6452.msg133394#msg133394
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on August 04, 2014, 06:11:39 AM
Thanks. Will give it a try.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on August 05, 2014, 11:48:44 AM
Are 408 Shrapnel Cannons supposed to do 50 damage?

(http://i.imgur.com/p49PBHF.png)
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on August 05, 2014, 11:58:21 AM
The shell itself might do 50 damage, but it's supposed to explode in proximity to ANY enemy vessel.  So it should never do that 50 damage to anything except allied ships or asteroids.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on August 05, 2014, 12:43:11 PM
Current iteration of the 408mm Shrapnel Cannon produces tons of pellets that fly in all directions (above 100). Each deals 50 kinetic damage IIRC.

There is now way to put this info into weapon`s parameters. I`ll modify it`s description to specify this ability of the gun.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on August 05, 2014, 12:48:12 PM
Take a look at this screen:

Spoiler
(http://lordsofthestars.com/other/Sector/pic221.jpg)
[close]
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: CrashToDesktop on August 05, 2014, 12:53:48 PM
Hm, did that get changed in the latest patch?  Must've missed that one.  I remember it as the normal flak-cannon like AoE.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Toxcity on August 05, 2014, 01:25:32 PM
It apparently procs when it hits enemy missiles or ships.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on August 07, 2014, 04:31:12 AM
There is a proximity fuse for this gun, but shrapnel only occurs if anything is hit within this detonation radius by the original explosion. If nothing is hit (due to either projectile phading out or too large ship collision radius) - projectiles wont occur. This is due to the specifics of 'onhit' damage scripts.
Title: Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
Post by: Okim on August 07, 2014, 05:26:05 AM
Releasing version 7.2 of the mod: http://www.lordsofthestars.com/other/Sector/ironclads0.7.2.zip (http://www.lordsofthestars.com/other/Sector/ironclads0.7.2.zip)

Changelog: http://www.lordsofthestars.com/other/Sector/readme.txt (http://www.lordsofthestars.com/other/Sector/readme.txt)

Update introduces a temporal farpost for FFS where you can get limited stock of FFS ships and guns.
There is also a RSF armada headed by Russia-class dn present in one of the RSF systems.

I haven`t playtested the recent changes I`ve made to the mod (FFS and Russia fleet) - so be warned that there might be bugs and crashes. Report them here as you usually do :)

That`s going to be the last update until 0.6.5 comes out unless Ironclads will require a hotfix.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on August 07, 2014, 05:47:47 AM
Spoiler
Russia missing!  :o (http://i.ytimg.com/vi/nxpRqW21BOA/0.jpg)
[close]
Anyway, Starsector can't find rsf5-dn-russia and crashes.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 07, 2014, 05:57:37 AM
Oops. Oper data/world/factions/RSF, find there 'dread' fleet and add _variant to the Russia DN.

I`ll fix the archive in a few minutes.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 07, 2014, 06:03:52 AM
Ok. Reuploaded a fixed archive. Try it out.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on August 07, 2014, 06:29:26 AM
Mismatched quotes in the string this time...
Spoiler
Code
8736 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: F:\Program Files\Starsector\starsector-core\..\mods\ironclads]
8754 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.json.JSONException: Mismatched quotes in the string
org.json.JSONException: Mismatched quotes in the string
at com.fs.starfarer.loading.oooO.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 07, 2014, 06:42:38 AM
What csv does it happen with? There should be a name of it one string above what you`ve posted.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 07, 2014, 06:47:24 AM
Here's mine.
Spoiler
Code
25862 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files\Starsector\starsector-core\..\mods\ironclads (data/world/factions/player.faction)]
25862 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading player faction
25862 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading descriptions
25882 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files\Starsector\starsector-core\..\mods\ironclads]
25920 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.HardenedSubsystems] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
26119 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.EnergyAbsorbers] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
26365 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.Deflectors] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
26590 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.json.JSONException: Mismatched quotes in the string
org.json.JSONException: Mismatched quotes in the string
at com.fs.starfarer.loading.oooO.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
26698 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.PoweredArmour] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
[close]

Actually quite a few of those "already loaded" things ala the last line both before and after that segment. Never seen them before; dunno if they're intentional or if I derped something.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on August 07, 2014, 06:48:32 AM
*gives up with spoilers*
Code
6828 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/world/factions/neutral.faction)]
6828 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: F:\Program Files\Starsector\starsector-core\..\mods\ironclads (data/world/factions/neutral.faction)]
6828 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading neutral faction
6829 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: F:\Program Files\Starsector\starsector-core\..\mods\ironclads (data/world/factions/player.faction)]
6830 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading player faction
6831 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading descriptions
6832 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: F:\Program Files\Starsector\starsector-core\..\mods\ironclads]
6868 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.json.JSONException: Mismatched quotes in the string
org.json.JSONException: Mismatched quotes in the string
at com.fs.starfarer.loading.oooO.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 07, 2014, 06:54:32 AM
Thanks, that helped a lot.

There is a broken sentence for widowmaker description in data/strings/descriptions. Erase it (so it wont breake the commas any longer).

Archive will be ready soon...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on August 07, 2014, 07:08:36 AM
I just added ",, and it crashed because of some other reason... Then I simply unpacked archive again, did the same thing and it worked. Amazing. :D
EDIT: neither Themis nor Codex doesn't have ECCM (it was supposed to be "hullmod of FFS", right?).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 07, 2014, 07:42:13 AM
Ah yes. Forgot about these...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 07, 2014, 08:27:12 AM
Have an Indiana-class and 30 low-tech components in the hold, but no option to upgrade to a Mauler-class on a pirate start.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 07, 2014, 09:23:38 AM
Odd, will look to it.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Lord0Trade on August 07, 2014, 03:25:19 PM
Archive for 7.2 goes 404

downloaded the zip though. dunno if it will work. Cheers!

The requested URL /other/Sector/ironclads7.2.rar was not found on this server.

Apache/1.3.41 Server at www.lordsofthestars.com Port 80



BTW any help for 32 bit users?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Dwarf892 on August 07, 2014, 09:43:34 PM
I'm getting Error 404 as well, oh yaaa first post ;D
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 07, 2014, 09:44:10 PM
Fixed. There is no rar version - only zip.

EDITED:

Quote
BTW any help for 32 bit users?

Nothing can be done here. I hope that 0.65 will address these issues. There are supposed to be 4 new star systems in the core game which brings the game to the number of 6 populated stars. It means that there is a chance that people will get the same issues we have now with Ironclads.

By the way - after 0.65 the map of Ironcladverse will get shrunk a bit and the amount of fleets will be a bit fewer.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 08, 2014, 04:30:48 AM
Guys, don`t use heavy autoblaster - its broken (forgot to reset in to 'alternating' from 'linked' - so it fires 8 shots instead of 4).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 08, 2014, 04:48:01 AM
It's certainly tricky outfitting an FFS fleet with only 10 of each weapon. ;D

The E-Beam has "no description" as its role; dunno if this affects its point defense properties.

Deploying FFS fighters is agonizing from a CR and supply usage standpoint, though this may be intended since they're nomadic.

The Order-class's description calls it an "Orger." "Skirmishes" is misspelled.

Out of curiosity, who should one attack if playing a UIN game? XLE would be the sensical choice, but the message you get about only attacking war enemies when joining the Navy and the two not technically being at war kinda confuses me.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 08, 2014, 05:02:44 AM
Get a Scrambler Device and start your rampage on whomever you wish. Or hunt down FFS, alien and pirate fleets.

XLE and UIN are not at war with anyone. The is one one war in Ironclads - between RSF and ISA.

Fixing reported errors, thanks.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 08, 2014, 06:31:09 AM
Equipped an Assault Gauss Cannon to a Bulgaria mod.2 and it won't fire. It charges and discharges as if it were firing but uses zero flux and doesn't launch anything. Thought maybe it needed more flux to fire than my capacity, but my calculator says it shouldn't.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 08, 2014, 06:45:20 AM
AGC needs 400x6 flux to fire. Codex is not showing all the info needed to figure out how a gun operates. I for one can`t even understand how it calculates 3-burst-fire weapons.
Title: Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
Post by: Jojo Raiel on August 08, 2014, 07:54:58 AM
Hi, i've get this white background bug that i've also noticed mentioned on other forums, but nobody seems to have a fix. When i load the mod everything is fine, but once i load a save, all of the black stars and space that make up what i've heard called the "starfield" goes a bleached white. This also occurs in battles an the only way to get out of it is by going into the warp. When you return to a normal system however, it goes white again. Any ideas on how to fix this? (please)   :(

I used to have this issue, more often while running larger mods. Alex fixed it two? versions back. Or at least it's fixed on my system.

Hi, just bought this game and downloaded this mod and WOW.... love it. Unfortunately I get the inverted space background too with this mod installed. It is just the background, and all the colours are inverted, including the planets. UI stays the same and menu screens. Even the game menu at the start is normal... Any help yet?

Without the mod, the game works as it should.

Cheers....
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 08, 2014, 08:04:51 AM
Can`t help you with this. Try to look at support forums.

My guesses is that your PC has problems with storing textures, which are quite huge in Ironclads.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 08, 2014, 08:43:59 AM
I feel kinda dumb asking this but the search function isn't very helpful. I seem to recall someone saying that scrambler devices "stack," am I correct? i.e. two scramblers will hide 100pts worth of fleet. One is just enough to hide a few frigates, maybe a destroyer. I'd like to be able to wield the nice heavy stuff. ;D

Is the UIN's destroyer-class carrier supposed to have a burn speed half that of the rest of its class? At only 2.0 it feels like it really gimps any fleet it's included in unless I'm missing something. Makes the cruiser-class experimental carrier more worthwhile since it goes 4.0, I guess.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 08, 2014, 09:15:48 AM
Scrambler hides regardles of your fleet size. The fleet size limitation is only for the repreat option which scrambler provides. And it does not stack.

As for UIN DE-carrier - that`s not supposed to be so. It should be the same as other destroyers.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 08, 2014, 09:38:50 AM
Oh, I think I made a mistake. Looking in the ship data file, I see there's an Italy-class carrier in with the rest of the DEs that burns at 4.0 and the Germany "battlecarrier" that burns at 2.0 along with the battlecruiser. I've never seen an Italy and the Germany looked a bit small, so I guess I mistook them for each other.

As I go through the day, I wish more and more that the Codex would get an update with better filtering and more info.

EDIT: Ah, but the Italy is the experimental one, that's why I've never seen it. So the UIN doesn't have a DE-class carrier to begin with as far as I can tell.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: az879 on August 09, 2014, 12:19:57 PM
Did you reduce the amount of items available in the military grade stations? I find it hard to get the weapons I want now.

Also, is the Russia class capturable?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: frogbones on August 09, 2014, 01:36:48 PM
Maybe I've missed somthing?

I'm trying to upgrade a second station to a supply one, but it always says I don't have enough resources...when I have more than plenty.

THe options stay "greyed out" and in red it says I don't have enough resources.

Though, I have another station upgraded to mine.

is it bugged?

Thanks
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 09, 2014, 01:46:32 PM
There used to be a bug where stations required double resources but only consumed the correct amount, but I would assume it's dead by now.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: frogbones on August 09, 2014, 03:12:50 PM
YES it took double stuffs.

Thanks

Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Toxcity on August 11, 2014, 07:56:22 AM
How do I get  valuables as a pirate? I've destroyed a few cargo haulers and a military convoy and haven't found any.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 11, 2014, 09:03:58 AM
I generally find them in the Civilian [Escorted] Shuttles. Though I think there was one odd time that one of the big tanker fleets had some.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 12, 2014, 01:03:10 AM
The easiest way is to buy them from civilians. In this case you`ll have to first make them neutral to you (at security station by paying a fee). Valuables are sold at trading station or at financial center - I can`t remember which one of these I`m using to sell valuables.

There is quite a bunch of 'escorted shuttle' fleets running between stations. All of them carry valuables. There is also a trading fleet that runs between different factions` trading stations. It is supposed to contain some valuables too. If you wish to get a better loot (and increase your chances of getting valuables after combat) - you`ll need to invest into salvaging skill and obtain a cargo scanner.

About station upgrades. That`s odd - I do remember fixing that particular issue with 'double stuffs'. I`ll check it once again when I get home.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 12, 2014, 01:18:28 AM
Did you reduce the amount of items available in the military grade stations? I find it hard to get the weapons I want now.

Also, is the Russia class capturable?

There is a script that randomly generates weapons and ships for each station at the start of the game. It has multiple parameters - weapon/ship type (civilian/military/high tech), faction, amount of items to generate. Military stations usually have all 3 types of guns of the owning factions and a bit less of their allies. Focus is made on military type weapons (all these which are not used in civilian fleets and a not prototype/joint project/high tech).

You can end up with random useless stuff at military station - its an absolutely normal situation.

If you wish to get your hands on more high-tech toys (like, for example, plasma weapons for ISA or Kazan drone carriers for RSF) - you`ll need to visit a research station. Each faction has one.


Regarding Russia. It is capturable. But the thing is - it spawns once in 99999 days )
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 12, 2014, 03:01:29 AM
Guys.

Currently all possible and reasonable (lore-wise) roles for RSF light crafts (escort, missile support/strike, energy support, heavy duty frigate) are already used by numerous RSF gunships. However, I wish to create a new version of the Omsk with a completely different focus (like Bulgaria-class ships for UIN or Colorado/California/Connecticut frigates for ISA).

Current Omsk is a heavy all-rounder ship that is mostly a multi-role combat ship rather than anything specialized. It is good, but I wish a more specialized ship among RSF light crafts.

So, your ideas? It should not be a carrier. It should not be a drone ship. It should not be a clone for any UIN/ISA/XLE ships (i.e. no single large ballistic/energy/missile mounts). A bit tough choice, isn`t it?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Wyvern on August 12, 2014, 09:22:15 AM
Strike force command.  Lightly armed, better than normal shields, average mobility, low deployment cost.  Ship system increases weapon range of all allied frigates and fighters by 10% & sensor range by 25% for 10 seconds (with two charges, charges regenerate at 1/minute).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: CrashToDesktop on August 12, 2014, 09:35:36 AM
Ah, a Command Omsk. :) Nice reminders of that Command Cromwell from Company of Heroes 1...

Seems like a really cool idea.  Although I might make it more of a passive ship system, not really a "burst" type of thing.  You turn on the ship system, all allied ships gain those buffs (perhaps within a large radius of the Command Omsk), but it comes at the expense of not having the 0-flux boost and disabled shields (due to redirecting power to communications, perhaps).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: haibeo on August 12, 2014, 09:39:00 AM

How about a dedicated PD frigate?

The lay out would be something like (as a different version):

1, 1x medium missile, 6x small ballistic.

2, 1x medium ballistic, 6x small ballistic.  and the "special" is instead of flare, it would increase rate of fire of weapon

Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 12, 2014, 09:39:45 AM
Nice reminders of that Command Cromwell from Company of Heroes 1...

And now you've got me thinking of Nexus: The Jupiter Incident.

It'd be interesting to have some sort of pursuit vessel. Think kinda like the Marauder small ships, or perhaps something that can aid in pursuits like launchable sensors.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: haibeo on August 12, 2014, 09:59:40 AM


It'd be interesting to have some sort of pursuit vessel. Think kinda like the Marauder small ships, or perhaps something that can aid in pursuits like launchable sensors.

maybe a ninja ship? kinda like: AI invisible + 3x 220mm rocket launcher, no shield (or worst than normal shield), better speed, less armour.

that would be quite fun to pursuit the enemy
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Toxcity on August 12, 2014, 10:56:27 AM
Maybe some sort of semi-prototype ship like the Denver.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on August 12, 2014, 11:14:35 AM
How about a dedicated PD frigate?
You can outfit either Rostov-H or Omsk with PD weapons and you get pretty good PD platform.

For the new ship the only 2 things that come to my mind are frigate with 2 medium missile and 3 small ballistic mounts (missile and 2 ballistic oriented to the back) with burn drive (to get past front line and attack enemy ships from back) and either a ram or very armoured ship-shield.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Toxcity on August 12, 2014, 11:26:56 AM
A RSF ramming ship with an edited burn-drive (so the engines don't burn out) would be cool.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 12, 2014, 11:30:11 AM
I was thinking and scetching a 7x sm ball + 1 med missile or 5x sm ball + 2 med missile frigate, but this missile role is pretty well fulfilled by Rostov-M gunship, so i have my doubts.

Regarding PD-oriented vessel - the same Omsk can be outfitted with RSF guns/missiles to become a very potent interceptor ship, so again - no need to create a more dedicated one.

I like the idea of a command frigate. Kinda looks Vaygerish to me which i like a lot. Not sure though if i can handle creating such a command system (and ensure that it doesn`t stack with other C&C ships). And AI wont be using it properly without some coding.

Ramming ship while a cool idea, but requires some AI codding which i have no experience with.

Pursuit ship sounds good to me. Will take a close look to this idea. RSF surely will benefit from such ship (taking into account that their ISA enemies already have a very fast scout with burn drives and that RSF themselves have some fighters with man-jets system).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on August 12, 2014, 11:39:29 AM
Yeah, and with a knockback big enough to crash into destroyer's shield, overcharge him and throw him into a bigger enemy's ship... That would be epic combo. :D But too crazy to be useful.
The worst thing about such ram would be that, even if you manage to destroy it before hitting, hulk will still hit you with great speed and send you to hell. ;)

@Okim pursuit ship - blazing swords with military support would do. :P
Another idea! How about adding to existing or planned ship a ship system which would release a bunch of unarmed drones, which would serve as a distraction for enemy PD? Wait, don't flares distract PDs? No.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: HELMUT on August 12, 2014, 11:43:47 AM
How about something like that? But in space!

(http://www.armyrecognition.com/images/stories/east_europe/russia/missile_vehicle/rs-24/RS-24_Yars_mobile_intercontinental_ballistic_missile_system_Russia_Russian_army_defence_industry_military_technology_640.jpg)

Otherwise a fast scout/pursuit ship seems fine.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: CrashToDesktop on August 12, 2014, 12:34:05 PM
I like the idea of a command frigate. Kinda looks Vaygerish to me which i like a lot. Not sure though if i can handle creating such a command system (and ensure that it doesn`t stack with other C&C ships). And AI wont be using it properly without some coding.

I think Shadowyards Heavy Industries has something like a command ship.  The carrier Sargasso has a ship system that buffs fighters as the expense of having the 0-flux boost removed.  Modifying that a bit would help you immensely. :)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on August 14, 2014, 07:28:07 AM
The Kursk mod.3 and Kazan are different colors than the rest of the RSF military vessels...can't remember if I brought that up before.

The 408mm guns with proximity shells feel like they burst way too far from their targets (especially the shrapnel cannon) to me. The only time I really see a satisfying burst is when the enemy is running full speed into the path of the shell, which only really happens with fighters (though it is unceasingly hilarious to plant a salvo of 408mm Energy shells in the center of an F-61P wing).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Wyvern on August 14, 2014, 08:33:33 AM
The big issues with a command ship are:
1: Making the ship system actually a decision - that's why I suggested a 'burst' device, rather than an always-on one.  Though, one could go with a built-in unique hull mod, and reserve the actual ship system for something else...
2: Making the effects & limits of the system clear; this is why I suggested affecting all allied frigates and fighters - this means you don't need to try and show the player where the edge of a range-limited effect is.

However, one could also go with a command ship whose effects aren't in-combat.  Imagine a built-in hullmod that, say, increased maximum CR for frigates by 10%.  Or steal the idea from Starsector+ of a ship that, after a battle is over, sacrifices its own CR to restore the CR of allied frigates.

Another interesting idea might be a command ship that, when deployed, grants its side two command points (and removes those if it retreats or is destroyed), allowing for slightly more micro-managing under player control.  I'm not sure if that would provide much bonus to the AI, though.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: kazi on August 16, 2014, 01:41:06 PM
Decided to toy around with my favorite RSF sprite this morning (just for fun!). Didn't change a pixel of the sprite itself, just added more complex lighting.

(http://i.imgur.com/MlUm8ga.png)(http://i.imgur.com/utRshRU.png)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Sabaton on August 16, 2014, 02:21:16 PM
WOW, I never thought lightning alone would made such a difference!
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Nanao-kun on August 16, 2014, 02:32:09 PM
What about that small mount at the front? That's from the lighting?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: kazi on August 16, 2014, 04:44:22 PM
Yep!
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: arcibalde on August 17, 2014, 06:28:38 AM
Wow.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 17, 2014, 09:14:58 AM
Thats a bad idea to tease people with such quality things unless you are on your grand crusade to convert ALL Ironclads` sprites to that style.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: arcibalde on August 17, 2014, 09:31:35 AM
^_^

Smart smart  ;D
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Red5x5 on August 21, 2014, 11:42:08 PM
though I love a good sploit.  Did you realize you can level from 1-46 in no time with a few haulers going between 2 systems right next to each other trading valuables?

Just started a new game and in an hour I am a millionaire and like lvl 26.  Edit Cycle 206 level 28.  Very next trip got me lvl 32.  next one was lvl 37. then lvl  41 and 3 freighters...ect..ect.

I would stop doing this if I was playing but i was testing.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 22, 2014, 12:03:27 AM
Don`t worry - this exploit will blast off with 0.65a. As well as the whole Ironclads trading system...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Red5x5 on August 22, 2014, 12:06:03 AM
Ah cool beans then.  :P
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 22, 2014, 12:12:16 AM
Btw, this means that the whole 'woa! I`ve got a combat skill point for hauling weapon components!' thing will also be removed from the mod.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on August 31, 2014, 05:56:30 AM
Due to my host shutting down my web-site (expired contract) all my mods and images are currently suspended. I`ll try to resolve this issue shortly.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 05, 2014, 06:54:27 AM
A WIP (a very early stage of it!!!) of a base that is going to be used in campaign in base assaults and in one of the existing missions.

(http://www.lordsofthestars.com/other/Sector/pirbase.jpg)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: HELMUT on September 05, 2014, 09:04:21 AM
I like the idea, unfortunately at this size, the station will encounter some problems in combat.

Spoiler
(http://i.imgur.com/vPnSigw.png)
[close]

The black disk is the collision radius of the ship, if there's an empty space of more than 150 pixels in that radius, the AI will have trouble hitting it. Here i measured around 300 pixels on this side so it's kinda big deal as enemy ships will try to fire at this emptiness.  The dreadnaught you recently made will probably suffer from this as well as the broadsides have an empty space of nearly 300 pixels as well.

Ideally very big ships should have a more spherical shape to avoid this. For the station it should be reasonably easy to make by removing the platforms out of the actual collision radius, they'll still be there but projectiles won't hit those. For the Dread however... Maybe Alex will eventually release a version where the collision radius won't be necessarily a circle and it will be okay. Until then, the AI is going to act weird around your dreadnaught.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: ValkyriaL on September 05, 2014, 09:10:16 AM
or have the collision and shield radius on an x and y axis so it can be oval instead of a circle.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 05, 2014, 09:11:14 AM
Thanks. I`m well aware of that (actually i was one of the first to point that with the initial dread the Ironclads started from) and these platforms and ships will be beyond the colision radius. Mainly this is required to avoid exploits when targetting just these docking platforms. The actual targettable area will include the whole asteroid and some built-in structure.

There is, however, a possibility that the sprite wont be properly used for damage decals. Never tested this, but i assume that it will be the problem.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Creepin on September 07, 2014, 10:19:10 AM
Since I started playing 7.2, the game keep crashing on a regular basis. Error message is "Fatal:null Check starsector.log for more info", and starsector log, at least what I figured to be relevant, is as follows:

Spoiler
529686 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
   at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
   at data.scripts.world.TimeManager.advance(TimeManager.java:204)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.???000(Unknown Source)
   at com.fs.oOOO.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 07, 2014, 10:59:18 AM
Don`t start a new campaign after you exit the previously started/loaded one. Restart aplication to ovoid this issue.

That`s a known bug and it is mentioned in OP.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Creepin on September 07, 2014, 12:11:28 PM
Okim, thanks for the fast reply! Back to Ironclads finally! :)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 08, 2014, 04:27:43 AM
I hope that I`ll find some way to fix it when Starsector 0.65 comes out. Currently quite a lot of things in my mod are tied to this particular piece of code, so changing anything major in it (fixing it) will force me to change each and every other related code.

0.65 already forces me to completely rework major part of the mod (trading, interaction and etc.) which will result in opportunity to address that 'new-game-after-game' issue.

EDITED: this 0.65 version more and more sounds as an end of current Ironclads and their rebirth in some other form... which frightens me as hell.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Toxcity on September 08, 2014, 04:39:20 PM
While that may be true, the update also has features that could expand ironclads like damage decals being based on hull_style, or custom station graphics.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Wyvern on September 08, 2014, 05:54:02 PM
If it makes you feel better, note that there's at least one person who won't be deleting the current version of Starsector until (at least) you've got a new version of Ironclads out for the next version.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 08, 2014, 10:03:24 PM
Now thats what i call a true dedication! Thanks.

I don`t even know where to start when 0.65 comes out. Probably the first thing that i`ll do - i`ll rewise the current resources/goods system. Then i`ll write the basics for the faction fleets - patrols, freighters, sdfs, assaults, pirates, smugglers and etc. After that i`ll start repopulating map from a new. System by system, station by station, market by market. The last thing i`ll do - make it possible for player to scan other fleets (we do already have cargo scanner - why not to put it to good use?) and aloow him to 'hide' his smuggled goods by using scrambler device (why not?). Then comes some bounties, events, jobs (like enforcer duty) and etc.

After all the core mechanics are done - i`ll start working on stations.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Creepin on September 09, 2014, 02:22:09 PM
Could anybody better versed in Ironclads please clarify: do I need to actually activate Cargo Scanner before entering combat to increase loot drop, or having the scanner in cargo is enough for the increase?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 09, 2014, 02:44:15 PM
Having the scanner will boost the available loot. Scanning is just for you to figure out what to expect.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Creepin on September 09, 2014, 03:03:11 PM
Okim, thanks a lot! :)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 09, 2014, 09:47:57 PM
This feature will be removed from the mod once 0.65 is out and replaced by an ability to scan other fleets for illegal goods (note - scanning without enforcer license will get a relationship penalty). That`s currently just a concept.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: echosierraalpha on September 12, 2014, 09:02:25 AM
I <3 this mod Sooooo much.  ;D. it's not just the cool ships and weapons, but this whole total modification - it takes alot of dedication to do what you have done with this mod, with its atmosphere, complex trade systems, and living universe - feel! and all before its available to the base game! It's what sets this mod apart from everything else. :) Keep up the good work Okim!

This feature will be removed from the mod once 0.65 is out and replaced by an ability to scan other fleets for illegal goods (note - scanning without enforcer license will get a relationship penalty). That`s currently just a concept.

Oooh! NPC scanning and enforcer licenses? those two sounds like interesting ideas! But what would they entail? for the enforcer license: does that mean we can get credits for finding/stopping smugglers and pirates if we get the license? or perhaps get a bonus on top of the existing 2500 per Jolly rogers when we exchange it in the security station? (maybe both)?

also, speaking of scanning and contraband: do you think it's possible to (eventually) scan for what weapons/ships the player has in his fleet? currently, military-grade ships, explosives, and other high end weapons are, (I think) contraband, in that you cannot legally acquire them unless you are a member of a nation's military. which means that if illegal military-grade weapons (and ships) are found during scans, and you do not have a military ID, you might get into trouble with the local authorities. (somehow, I doubt that they will buy the good ol' "It fell out the back the back of a truck" excuse  :P.) Right now, I could go out and stride about with a battleship (and its escorting ships) around any faction's major systems without the local police/military batting an eyelid - even when I'm only a civillian. (But then again, it would take ALOT of courage for a law-enforcer to approach said fleet to ask for license and registration - or, heaven forbid, ticket him for doing a 6 in a 5 - burn level zone  ;D)

That being said, being above a certain reputation level for the scanning party's faction or purchasing an enforcer/PMC license (or, as joked above, possessing a certain level of firepower) might mean that they would allow you to pass if you are caught packing these harware - this could make an enforcer license more useful, if you intend to go this route. (note: an enforcer license will not protect you if you are caught carrying other illegal goods such as drugs.)

(Sorry for the rambing. Of course, these are all just some random, minor ideas that I'm throwing around, don't mind me...)

*returns to the shadows*
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 12, 2014, 09:26:10 AM
Pretty nice ideas you have. Especially those that cover the "illegal weapons" thing.

I can`t say for sure how difficult it would be to implement that type of scan (weapons are not resources), but i think it is pretty much doable.

As for enforcer license - it is an idea to make enforcer duty a bit larger than pirate shooting. You will probably force your scanned fleet to hand all illegal goods to you and you will be forced to deliver those to a nearest enforcer station within a specific time period. Or you`ll be punished by shutting your license and huge relationship impact.

Now the thing is that those goods probably must be made universal for all factions as it would be huge effort to write a script that tracks every single good per faction...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: LarvaLounge on September 14, 2014, 08:36:06 PM
I have to say that I love this mod.

I originally discovered Starsector something like a year ago, while looking for a game similar to EV Nova.  I got into Exerelin at the time, and despite being a great mod, it doesn't exactly give me the experience I'm looking for.  It basically plays out like a giant RTS (in which you are only one 'unit', out of the hundreds of fleets that eventually start spawning), rather than a persistent sandbox type world.

I didn't try Ironclads back then because I was hooked on my beloved Tri-Tachyon ships.  I recently decided to give Starsector another try, but was disappointed that the Vanilla game hadn't developed much from where it was.

Finally I tried out Ironclads and I do not regret it.  Fantastic work.

I am playing as ISA faction and I do wish I had a bigger variety of enemy fleets to fight against at high level.  I noticed that pirate fleets adopt ships from the faction's space they inhabit.  Maybe the pirate factions could occasionally send out a full battle fleet akin to the Military defense fleets, with battleships (not mothballed).  It could be a rare occurrence, but would give a non-pirate player the chance to fight the various factions' full strength fleets once in a while.

Related Question:  If I go renegade in my current game and start attacking friendly and neutral fleets, is there a way to pay them off at some point to become friendly/neutral again?  And will I be able to get back into the ISA Military if I choose to?  Or is it a one-way trip to being total outlaw?  If so, I'll want to get a ton of those experimental phase-jumping destroyers made before I do it.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on September 14, 2014, 08:39:45 PM
One option is to pay 5,000cr to dock at a pirate base and buy a scrambler device, then you can pretty much attack anything you want at will with no reputation issues.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 14, 2014, 09:35:17 PM
The same device is aslo available at research stations, but only to the 'friends' of it`s owner.
There is always a way to get to neutral with any faction and sub-faction. However - is you are allied to that faction`s sworn enemy (ISA - RSF) - then you wont get such an option.

For civilians you need to visit an Enforcer Station of that faction. For military - this faction`s military base.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: LarvaLounge on September 15, 2014, 01:35:54 AM
Cool. Thanks for the info! 

It pains me to go crazy on the other factions.  They are all so darned polite when I 'communicate' with them, but alas, I need more ships to blow up. <shrug>
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 15, 2014, 03:48:55 AM
You can hunt AI fleets north of XLE sector or Aliens south of ISA. There are some new 'fresh' enemy raiders that harass XLE/UIN that you can freely fight. They are fast and quite deadly for a medium sized fleet.

You can fight Marauders in-between ISA/RSF sectors for occasional powerful salvageable ISA/RSF military ships and weapons.

There are powerful Rock Flies invading XLE western systems which will give you valuable body parts for salvage.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: LarvaLounge on September 15, 2014, 06:27:10 AM
Ahh OK, I think that when you are in the Pirate Station and hover the mouse over the Scrambler Device, the description is different than the description you see when you actually own one.  Before you buy it, it seems it is only meant to help you escape tough fights, or something... also it says it only works for fleets less than 60 fleet points, which isn't true, unless I don't know what a 'fleet point' is.

Anyway that thing feels like cheating, haha.  I might get rid of it and face the consequences of my terrible actions.

And yeah I've killed Alien Motherships and Rock Flies.  My current game is level 52.  I've pretty well explored all the systems, and killed anyone (or anything) there that wasn't polite. 

Well, actually I didn't try to communicate with the Rock Fly...


Anyway, once again, fantastic mod.  And thanks for the helpful replies.  Keep up the nice work.  I'm sure I'll still be playing Ironclads for some time.  Cheers.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on September 15, 2014, 10:39:14 AM
also it says it only works for fleets less than 60 fleet points, which isn't true, unless I don't know what a 'fleet point' is.

It allows fleets of less than 60 deployment points to escape a hostile confrontation.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 15, 2014, 11:32:24 AM
It 'should' be doing so. However i`m not 100% sure that it works as intended. I never used it for escape purposes.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Lord Sputnik on September 16, 2014, 10:05:04 AM
(Edit)  Of course after posting this I went back and read that the trading exploit is being removed in the next version. So I guess there goes one of the pros and one of the cons cause I sometimes enjoy trading over fighting.

Love this mod, but I must say that trading makes it a tad easy.  Mind you, these are just my own opinions.

Pros:

Cons:

The whole trading thing is great, but at the same time without supply and demand it becomes too easy.  I reached several million credits, level 42, have about 10 Civilian freighters and haven't really left Achiles and Centronom since you can trade between them and gain a ridiculous amount of levels with no risk.  Also never bought a single ship either, would just click on the lottery about 20 times really fast, would get around 2 ships most times and a few weapons and some Storage passes, but never really lost money in the lottery once you can buy dozens of tickets at once and not worry about it.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: omatkoicorko on September 18, 2014, 08:07:02 AM
hi,

i assume that this mode is not compatible with mod that adds faction ?
i have Hiigarans on my mind.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: RandomnessInc on September 18, 2014, 12:46:20 PM
im always getting a white background
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Lord Sputnik on September 18, 2014, 01:45:55 PM
im always getting a white background
When are you getting this background?  When you load starsector or when you start a new game?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Setuna on September 18, 2014, 05:27:28 PM
Where is the vmparams in the root folder? I can't seem to find it !
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on September 18, 2014, 06:08:03 PM
Where is the vmparams in the root folder? I can't seem to find it !

Wherever you installed the game, on Windows at least. Same folder the executable is in. It may not exist if you've never run the game before. If you don't run the game as an administrator on Windows Vista or newer, Windows has likely quarantined it in the Virtual Store.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Setuna on September 18, 2014, 06:20:25 PM
Ah I found it now, now the problem I have is when I extract the zip I get some errors. I also can't see the folder in the starsector mods list
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: RandomnessInc on September 18, 2014, 07:01:37 PM
im always getting a white background
When are you getting this background?  When you load starsector or when you start a new game?
when i start a new game
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Delta_Com on September 22, 2014, 10:50:43 AM
I absolutely love this mod, but was wondering who the FFS is I noticed them raiding in UAN space. I'm in the ISA military, and they seem to be neutral to me. Will I get kicked out of the military if I attack them because they are neutral?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Sabaton on September 22, 2014, 11:09:47 AM
I absolutely love this mod, but was wondering who the FFS is I noticed them raiding in UAN space. I'm in the ISA military, and they seem to be neutral to me. Will I get kicked out of the military if I attack them because they are neutral?

 No, FFS have nothing to share with ISA and vice versa, there's no penalty for attacking them.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Lord Sputnik on September 23, 2014, 03:24:07 AM
im always getting a white background
When are you getting this background?  When you load starsector or when you start a new game?
when i start a new game
Your log file should give you an error, does it still turn white when you start a new game with no mods selected?  Do you have any other mods other than Ironclads that are also being used?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: RandomnessInc on September 24, 2014, 03:28:55 PM
im always getting a white background
When are you getting this background?  When you load starsector or when you start a new game?
when i start a new game
Your log file should give you an error, does it still turn white when you start a new game with no mods selected?  Do you have any other mods other than Ironclads that are also being used?
yeah just the essentials lazylib, shaderlib (also im not sure if your actually getting this, i mean the game loads up but the usually black background is all white)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 24, 2014, 09:46:23 PM
Shaderlibs and lazylibs are not supported by Ironclads. And while the last one just lurks behind the scene doing nothing - the first one may cause problems.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: RandomnessInc on September 25, 2014, 12:39:44 PM
Shaderlibs and lazylibs are not supported by Ironclads. And while the last one just lurks behind the scene doing nothing - the first one may cause problems.
ah thanks EDIT: nope still not working
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 25, 2014, 11:46:02 PM
Hm...

Try to redownload the archive, remove the Ironclads entirely, unpack the archive and see if you get any new errors.
Ironclads don`t change hyperspace bg and any of the gui elements, so if you have a white bg instead of original hyperspace one - that`s not the mod`s issue.

hi,

i assume that this mode is not compatible with mod that adds faction ?
i have Hiigarans on my mind.

Nope - that`s a total conversion and it wont work with any mod that we have now. Even lazylib and shaderlib wont provide anything useful to Ironclads.
On the other hand mods such as radar should work with it.
Shaderlibs and lazylibs are not supported by Ironclads. And while the last one just lurks behind the scene doing nothing - the first one may cause problems.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 25, 2014, 11:54:24 PM
With all the new economy system that is about to be delivered with SS 0.65a Ironclads will lose it`s current trading system.

This means that such station types as mining bases,  factories, ship yards and specific trading stations will no longer exist in the mod as all the per-station trade wont be possible with the new eco-system. The new relationship system will probably render such things as civilian/military markets an absolute feature due to the addition of weapon tiers and market produced ships (?). In this case all civilian factions will be removed from the mod due to loosing their current role.

In other words I have a feeling that the mod after 0.65 will just create a larger alternative to the current vanilla, which isn`t good. I just hope that I`ll find some way to make it differ a bit more than just by a few factions, monsters and conversions...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: arussian41 on September 26, 2014, 06:34:11 PM
So, created an account on the forums for this purpose, but I'm getting an error message that a sound resource is not found in the directory... super new to Starsector and don't know how to access the .log
sorry to inconvenience you...
It's just that this is the only mod that interests me.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Toxcity on September 26, 2014, 06:41:37 PM
With all the new economy system that is about to be delivered with SS 0.65a Ironclads will lose it`s current trading system.

This means that such station types as mining bases,  factories, ship yards and specific trading stations will no longer exist in the mod as all the per-station trade wont be possible with the new eco-system. The new relationship system will probably render such things as civilian/military markets an absolute feature due to the addition of weapon tiers and market produced ships (?). In this case all civilian factions will be removed from the mod due to loosing their current role.

In other words I have a feeling that the mod after 0.65 will just create a larger alternative to the current vanilla, which isn`t good. I just hope that I`ll find some way to make it differ a bit more than just by a few factions, monsters and conversions...

One thing I like about your mod though is that you can balance things to feel a certain way. Without other mods the factions feel much more distinct. Besides, you still have a monopoly on the only broadside-centric faction in all mods (I can't think of any others atm).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 26, 2014, 10:49:59 PM
So, created an account on the forums for this purpose, but I'm getting an error message that a sound resource is not found in the directory... super new to Starsector and don't know how to access the .log
sorry to inconvenience you...
It's just that this is the only mod that interests me.

Make sure you are using the latest version of the game and have properly installed the game/mod.

Log is located in starsector-core. You need to post here the last several entries starting one entry above the ERROR.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: arussian41 on September 29, 2014, 11:23:25 PM
I think I got it, correct me if I'm wrong, it's been a couple days since I was able to get some down time.

57317 [Thread-5] INFO  sound.Sound  - Loading sound [sounds/sfx_interface/ui_button_pressed.ogg]
58927 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error loading [sounds/fx/hits/hit_moderate05.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ironclads,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [sounds/fx/hits/hit_moderate05.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ironclads,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 29, 2014, 11:34:15 PM
I hope you are using the latest version of the game (i.e. 0.62a)? Otherwise it wont work for you.

Check if the game works without the mod.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: arussian41 on September 29, 2014, 11:39:10 PM
It does indeed work without, I downloaded it from the main site.

Update: I uninstalled everything and re installed to make sure both the game and mod are of current version, still getting the same error.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on September 30, 2014, 01:35:32 AM
Can`t help you with this one.

Probably there is some other mod that you are trying to use alongside Ironclads that causes incompatibility problems. Or there is something odd with the game version you are using.

Mod has nothing to do with this sound file error that you get.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: arussian41 on October 01, 2014, 01:58:53 AM
I figured it out: I'm ***

I downloaded from the Okim Studio site, the 4.3 version, and not the one posted (7.2) here in the forums...

My bad for being a dimwit. Carry on.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 01, 2014, 02:06:16 AM
Oh. I forgot that I have that site over there :)

Glad you figured it all out.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: arussian41 on October 01, 2014, 09:34:10 PM
*plays game*
This is great!

2173585 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 5, FP2: 8, maxFP1: 80, maxFP2: 120
2239420 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.combat.CRPluginImpl.applyCRToShip(CRPluginImpl.java:337)
   at com.fs.starfarer.campaign.fleet.RepairTracker.applyCRToShip(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.ÔOÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.new(Unknown Source)
   at com.fs.starfarer.coreui.refit.private.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.float(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.Ö00000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.if$4.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


*** me.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on October 01, 2014, 09:56:33 PM
I can't recall if it throws a null pointer exception, but you can't be playing Ironclads, quit to the main menu, and start a new game without the game crashing. It's the most common cause of crashes reported here is why I bring it up.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 01, 2014, 11:04:38 PM
Yeah. And that`s why I specially put this info in red on the original post of this thread.

No one seems to bother reading it :)

P.S.: this issue will hopefully got removed once 0.65a comes out and I update Ironclads for it.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: frogbones on October 02, 2014, 05:41:13 AM
Fine job on the mod! Have been playing it for sometime now, and is a neat spin on the game!
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Valhalla on October 03, 2014, 02:59:53 PM
Been playing ironclad for a few weeks now, and i love it. the prototype for the RSF is amusingly broken with the right set up, Cant wait to see what you add when .65 comes out.

Also, went to look through your other works, saw you has some SoTS under your belt, and was wondering, ever thought of working on something for SoTS2? Or is that a game you don't plan on touching considering its...less than steller release?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Piemanlives on October 21, 2014, 12:56:27 AM
Man, you're going to have a field day with this new update I feel.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 21, 2014, 01:04:46 AM
Oh, nice. 0.65 is out...

I`m a bit too busy until November, so no Ironclads updates until then :P
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 21, 2014, 05:00:40 AM
Been playing ironclad for a few weeks now, and i love it. the prototype for the RSF is amusingly broken with the right set up, Cant wait to see what you add when .65 comes out.

Also, went to look through your other works, saw you has some SoTS under your belt, and was wondering, ever thought of working on something for SoTS2? Or is that a game you don't plan on touching considering its...less than steller release?

Sorry for long answer.

Regarding 0.65. Well, now when it is out and I played it a bit I can say that its going to be less painful to rework Ironclads for it than I expected.

Regarding SOTS2 - not planning to touch that game at all. I can`t even force myself to play the vanilla game  - so harmful was my release experience with it.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Piemanlives on October 21, 2014, 04:56:33 PM
Yeah, SOTS2 was a bit painful, I was really saddened because SOTS is absolutely fantastic.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: LarvaLounge on October 25, 2014, 05:09:10 AM
I recently started flying the Order-class frigates from the green faction in Plex starsystem, whose name I forget.

I have been checking there often and they don't seem to resupply ships for sale there.  It's been something like 6 months of in-game time and no new ships.

I noticed something else strange, while frequenting Plex Starsystem looking those frigates.  When I buy up all the fuel there, and hit escape to exit back to the station menu, 250 fuel appears in their stock again.  I can keep repeating this for as much fuel as I want.  Is it supposed to do that, or am I encountering a bug?


Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 25, 2014, 08:45:01 AM
Well, you can forget about that as Ironclads you have now will die once i start updating the mod.

Almost everything that we have now in the mod is obsolete with new economy system present in 0.65a update.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: LarvaLounge on October 25, 2014, 04:10:09 PM
@Okim:
I realize that.  However, I have an embarrassing amount of time and energy invested in my current campaign, so I am not all that anxious to start over, haha.
I guess I need to get used to the idea.  I'll probably try out the new Vanilla game, as well.

Out of curiosity, are you planning to do any balancing of ships, weapons, or hull mods with the update?
I've spent tons of time testing out different load-outs.  Certain weapons are, I would say, about twice as good as anything else you could put in that slot.
I don't want to suggest that my favorite guns get 'nerfed', but I think others could be brought more in line.

Also, and I think this might be a Starsector issue more than Ironclads, I feel like fighters and bombers are too good compared to frigates.
I fly an ISA fleet and there's no point fielding a frigate unless I feel like flying it myself.  Fighters and bombers are just plain better, and FAR less trouble to deal with.



Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: joe130794 on October 26, 2014, 03:34:41 AM
i agree. i currently use 2 cruisers, a carrier and as many fighter and bomber wings as i can have with losing too much cr.
i have a isa fleet as well.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: LarvaLounge on October 26, 2014, 04:05:12 AM
It might be an 'issue' with ISA fighters specifically, if it's really an issue.  I know ISA is meant to have the best fighter squads.

The ISA Heavy Fighter Wings (the ones with 3 ships, 2 Auto Blasters each, and shields) completely wreck other fighter squads, and I've watched a single fighter wing kill frigates without taking any losses.  Even if they did take losses they'd be replenished by a carrier, whereas the frigate they killed is just dead.
Plus, fighters have the advantage of being effectively immune to friendly fire and collisions.  They never get in the way, like frigates do.

That said, maybe frigates are just early game ships.  Once you can field a carrier, fighters are the way to go and it's working as intended, i don't know.

The ISA Heavy Fighter wings don't appear in the Simulator so I can't test them against a variety of frigates in a more controlled environment.


As for frigates, the Order-Class frigate is absolutely a beast with a good setup.  It's a really fun ship, but they can die when the AI flies them, unlike fighter squads with carrier support.
After flying the Order for a bit, my beloved Kentucky-Class Cruiser seems so sluggish.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: CrashToDesktop on October 26, 2014, 05:11:27 AM
The ISA generally have the best fighters, as the main battle ships of the ISA themselves lack any sort of armor.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Darloth on October 26, 2014, 01:10:57 PM
Additionally, frigates typically have higher burn than the carriers that carry the fighters... I'm not certain that applies as much in Ironclads as it does in vanilla as I'm not that familiar with ISA fleets, but I believe so.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 27, 2014, 06:39:14 AM
Ok, guys. My Lords Of The Stars events have passed and I can now focus my attention on Ironclads. I must confess that I forgot almost everything code-based that I once created for the mod, so I have no desire to 'mod the mod' in order to update it to 0.65a features. This means that I`ll start from a scratch with nothing except for the basics taken from the current version (ships, guns, variants, major factions and overall map composition).

The goal for now is to set up the economy system as it is now in vanilla game. I`ll start from adding all RSF, Marauders and Crimson Skulls pirate systems one by one with all the basic market conditions scattered between systems and see how it works. Probably I`ll stick for the vanilla trade goods for now, but this doesn`t mean that I wont add back the original goods from current Ironclads.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Oathseeker on October 27, 2014, 08:10:03 AM
I don't envy you, good luck and god speed!
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: PerfectDeath on October 27, 2014, 11:21:45 AM
Ok, guys. My Lords Of The Stars events have passed and I can now focus my attention on Ironclads. I must confess that I forgot almost everything code-based that I once created for the mod, so I have no desire to 'mod the mod' in order to update it to 0.65a features. This means that I`ll start from a scratch with nothing except for the basics taken from the current version (ships, guns, variants, major factions and overall map composition).

The goal for now is to set up the economy system as it is now in vanilla game. I`ll start from adding all RSF, Marauders and Crimson Skulls pirate systems one by one with all the basic market conditions scattered between systems and see how it works. Probably I`ll stick for the vanilla trade goods for now, but this doesn`t mean that I wont add back the original goods from current Ironclads.


Godspeed! =]
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Thaago on October 27, 2014, 11:24:01 AM
Looking forward to it!
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 27, 2014, 11:59:00 AM
A bit rehauled RSF combat ship range.

Spoiler
(http://www.lordsofthestars.com/other/Sector/rsf-rehaul.jpg)
[close]

Mig-99 and Su-57 are used by RSF as interceptors.
Su-252 and Su-74 - as universal fighters.
Both TUs - as bombers.

4 gunships are Rostov-L, H, M and E versions. L and H are commonly used as light escorts and fast attack. Others - purely as fast attack.

2 frigates are venerable Omsk frigate and Orel fast carrier. First is used as small combat ship. Second - as small carrier and small escort.

5 destroyers are Kursk mk.1 missile ship, Kursk mk.2 warship and Kursk mk.3 siege ship. Last two are Kaliningrad combat carrier (1 deck) and Kazan drone ship. Mk.1 is used as medium escort these days and still can be used as medium combat ship. Mk.2 and 3 are purely medium combat ships. Kaliningrad and Kazan are used as medium carriers (even though Kazan has no decks).

3 cruiser are Novgorod, Barnaul cruisers and Astrakhan heavy carrier. First two are large combat ships and Astrakhan is a large carrier.

The last one is Moscow - the only market generated capital warship.

As for Kerch and Russia - these are not included because they wont be available at market and thus will be generated by some other means.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 27, 2014, 12:04:22 PM
I`m currently thinking about non-combat (and hybrid) RSF ship range. I need a smuggler-oriented ship (like an improved Wordrbearer shuttle) and some combat-capable medium freighter (probably a modified Carriage).

Oh, btw - there wont be civilian subfactions any more as the whole relationship system kinda renders it obsolete (that`s why all civilian-grade combat ships were retextured and obtained new names).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Wyvern on October 27, 2014, 12:13:37 PM
Hm.  While you may not need civilian subfactions, isn't there a ship quality feature that would allow "civilian grade" combat ships to be purchaseable off the civilian market / at lower faction ratings than you need for military ships?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 27, 2014, 12:18:30 PM
Well, as far as i know relationship system just blocks ships by their sizes not by some quality flags or other things. I may be wrong here.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Oathseeker on October 27, 2014, 01:04:01 PM
Why do you have to rub those awesome sprites in our faces? Now I have to go and find an 0.62 installer to play some more ironclads ^^
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Sundog on October 27, 2014, 01:18:01 PM
Well, as far as i know relationship system just blocks ships by their sizes not by some quality flags or other things. I may be wrong here.
I'm pretty sure Alex said it was that way at some point, but I was happy to find out that's not the case anymore. It seems to lock ships based on FP or something.
Proof:
Spoiler
(http://i.imgur.com/5vQAsYn.png)
[close]

Looking forward to seeing where you take Ironclads, Okim  :)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on October 27, 2014, 01:30:06 PM
Firstly: how many times was light Rostov removed from and added again to the RSF military? :D
Secondly: will be your open market focused mostly on freighters or will it stay as it is? And yeah, ship access is based on class of the ship (frigates availble as soon as you gain access to military stock, destroyers buyable when you have welcoming rep and so on). Err, nothing, nothing.
Also... How does perform ISA now, after missile buff? Even more murderous? (If this buff was done to all of the missiles, not just one by one and so buffing all of them.)
Last but not least (most important in fact) - this mod packs nice graphics, amazing to fly ships and a lot of brilliant ideas and so I hope you won't get more obstacles than the update itself in updating mod, good luck. :3
(Silently post scripting: how are we going to distinguish civilian ships now? They are still... greyish?)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 27, 2014, 02:26:14 PM
Well, there are now no civilian combat vessels. Freighters will remain as they are now, but all other ships will match the global faction colour scheme. This means that all police ships are now classified as combat (not necessary directly military).

As for missiles - i have no idea honestly. Ironclads didn`t want to launch in 0.65 so i haven`t played it.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Toxcity on October 27, 2014, 05:27:21 PM
That new missile destroyer looks terrifying (especially if the missiles in Ironclads are buffed like vanilla's).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: jupjupy on October 27, 2014, 10:01:41 PM
Aw, no Katyusha-Class Missile Boat?

Havent played Ironclads in forever, but loving the new RSF lineup.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 28, 2014, 12:34:37 AM
Katysha-class? ))) Rostov-M can be call-signed like that I think.

As for Kursk mk.1 new version - it has 3 small ballistic, 3 medium ballistic and 4 medium missile mounts. Default variant uses 2x 50mm dual cannons, 1x 125mm cannon, 3x 23mm defense guns, 2x Mosquito launchers (6 missiles in total) and 2x 220mm rocket launchers (unguided). It has no ship system and is a bit outdated compared to mk.2 and mk.3 versions.

It may become terrifying if used by a player, but this is true for any ship in the mod :)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Olix on October 28, 2014, 03:20:04 AM
Looks awesome. I really enjoyed playing your mod for 0.62, I liked being a pirate and making a fleet of strange pirate faction ships and alien vessels (the super fast pirate sub-faction frigate was my favorite).

I'm looking forward to seeing what you do in your new version.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 28, 2014, 03:34:29 AM
Quote
I'm looking forward to seeing what you do in your new version.

Yeah, me too :)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 30, 2014, 02:35:45 AM
Dear Ironclads players!

Need you opinion on a couple of things regarding the future of the Ironclads.

1. Independents. Right now there are no independent traders/mercs and such in the mod. All vanilla tasks that independents were used for were achieved by civilian sector in Ironclads. However, there is a problem that occurs right now during the re-development of the mod - core economy files are using independents as a part of the market supply/demand/defence system and are very difficult to entirely remove without some deep coding which I wish to avoid as long as possible.

So the question is - what do you think about introducing a 'Free Traders Guild' that will be allowed to freely trade between any factions. These guys will also control all the current resupply depots and storage facilities. You will be a part of this particular guild whenever you start the game (having 'warmful' relationship standing with them). FTG will be using civilian-grade ships taken from ALL the factions making multiple interesting combined freighter and merc fleets.

2. New player generation dialogue. In current version this dialogue allows you to become a pirate or even join some military forces. I wish to remove such options bringing player much closer to a 'freelancer' type. In any case you`ll be in good terms with the FTG and with other factions reacting to you based on your place of origin (but not going lower than inhospitable or higher than warmful).

3. Map size and density. Current Ironclads are too huge for some of the PCs to handle properly (without memory issues). By doing the complete rehaul I think that the total number of systems will be significantly reduced (to up to 3-4 per faction). Giving the fact that new economy system is somewhat universal in terms of goods produced/demanded and markets are self-governing there is no actual need to spam systems producing only one type of the goods. In other words systems will now be scarce, but will contain 2-4 markets each having various conditions.

Your thoughts, opinions on this 'plan for the future'?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Zaphide on October 30, 2014, 03:54:16 AM
Dear Ironclads players!

Need you opinion on a couple of things regarding the future of the Ironclads.

1. Independents.

2. New player generation dialogue.

3. Map size and density.

Your thoughts, opinions on this 'plan for the future'?

1. IMO go with and Independant-ish implementation. It also means that a player could potentially play as a primarily Independant aligned captain, not focusing on befriending any particular faction. Also, there are some interactions (in StarSector-core) between Independants and Pirates where smugglers fleets change faction, so you may need a generic Pirate faction to keep some of the core scripts working, but I haven't looked into this in too much detail.

2. Can't see any problems with that :)

3. The main memory culprit still seems to be number of fleets. 0.65 with the economy fleets has boosted the concurrent number of fleets in vanilla StarSector up pretty high and my poor old laptop struggles now on StarSector vanilla! More systems with a smaller number of markets in each will promote a bit of moving around. Perhaps a hybrid model of some core systems of 2+ markets, and a couple of backwater systems with just a moon mining colony or similar?

Note you can reduce the 'strain' (and memory footprint) the 0.65 economy features places on a StarSector game by editing the following in settings.json:
Code
"maxEconFleets":75,

Obviously there are then less trading fleets, but at the same time less issues with memory if you want to do other things with that now-free memory :)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 30, 2014, 03:57:14 AM
Thanks for the tip with max fleets. Surely may be very handy!
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 30, 2014, 05:07:41 AM
While working on the independents ship roles I realized that these guys are going to be quite interesting in terms of weapon and ship diversity. Guess that they should get a couple of their own trading hubs somewhere in neutral territory (or a rented base in each factions` main system). Otherwise with just cargo storages they wont provide player with their weapon choices (which is much more widespread than of any of the individual faction`s choice).

Also these guys are allowing me to keep the original civilian-grade combat ships without the need to convert them to military colour schemes (which saves a lot of time!).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 30, 2014, 07:13:38 AM
Faction icons concepts.

(http://www.lordsofthestars.com/other/Sector/rsf.png)  (http://www.lordsofthestars.com/other/Sector/isa.png)

(http://www.lordsofthestars.com/other/Sector/xle.png)  (http://www.lordsofthestars.com/other/Sector/uin.png)

Guess there is no need to sign each of them? :)

FFS does not have a concept yet and FTG will be using vanilla independents icon. Pirates will do the same.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Creepin on October 30, 2014, 07:52:04 AM
Quote
1. Independents.
Excellent idea on its own, even without the nudge from 0.65 logic: the more lesser factions there are, the better.

Quote
2. New player generation dialogue.
Fine IMO. However, instead of making all players to spawn tied to neutrals, what about letting them to chose if they want to or rather prefer to have some allegiance right from the start, if only for roleplay/immersion sake? Unless it's a lot of work of course.

Quote
3. Map size and density.
Another good idea: if you'll condense the same quantity of bases per faction into fewer systems, I believe it would be more funny overall.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 30, 2014, 07:58:08 AM
Regarding 2. I wish to avoid allowing player to skip the fun part of trading/hunting his way towards the good relationship with factions. Dialogue will provide some boost in relationship towards one of the factions (at a cost of penalty towards the other one), but that`s just a small kick start for player - nothing really significant.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: jupjupy on October 30, 2014, 08:52:06 AM
1.) While I'm not against this idea, I do prefer 'civilian' spacefleets under the main factions. I think it added a little more depth to the parallels between Ironclads and Cold War history, what with the possible tariffs and such. Certainly many governmentally-subsidised companies would have little say against the likely trade embargo between the ISA and the RSF. I don't know anything about how hard this would be to do, but personally I'd like it if the Free Traders Guild was only a small portion of the overall trading scene, letting large, faction-oriented civilian tradefleets like it used to be.

2.) I liked the ability to 'enlist' in a factional military, though maybe not the pirates. Though I suppose this is a minor thing once the game actually begins.

3.) Less systems seems alright. Was kinda crazy in the previous versions, and especially with the new intel tab this could get cluttered way too quickly.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on October 30, 2014, 09:09:05 AM
1. Yeah, why not? After all in current version of Project Ironclads every civilian faction trades mainly in faction's space (save for big trade fleets), so FTG will play role of international (it sounds brilliant :D) trader, operating mainly in between each faction. I'm wondering if they will share star systems with pirates...
2. IMO there should be only dislikes from certain faction and no extra good terms (after all, to your homeland you're just another normal guy, so there is no reason for them to like you more than one another), at least now - because now it's awfully easy to make everyone like you through bounties... I also think it's good to make FFS (when they will be functional) suspicious towards you and on a brink of being hostile - they are doing things very similar to those that pirates do and one bad step should make them attack you on sight.
*sees he's been ninja'd*
Oh. Well, if you want it that way... Though it's kinda strange that you're able to buy faction's military ships from the start (unless bonus is less than 10 points - then it's... For me more acceptable, but it's just my opinion).
3. I don't really care about that.

It would be nice if it was possible to make good relations with one faction block getting high relations with other, such thing fits ideally Ironclads' situation (besides obvious ISA-RSF hate being at high position in FTG would block getting cooperative with ISA and RSF, for example).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on October 30, 2014, 09:32:52 AM
The thing is that if you get cooperative with one faction and this blocks you form getting cooperative with the other - it may result in a bad situation where player just gets stuck unless he starts to be agressive with his cooperative fella.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Farlarzia on October 30, 2014, 09:05:21 PM
Regarding 3, I personally preferred the large, expansive system, and exploring it.
I'm not sure how easy it would be to do, or if you'd even be interested in doing such a thing, but would have map size option in the character creation be a possibility, like in exerelin, but with set maps for each size.
This would allow people to have a map size based on what there computer could run, or they would be interested in

TL;DR
Variable map sizes?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: DaFranker on October 31, 2014, 03:05:43 PM
Regarding 3, I personally preferred the large, expansive system, and exploring it.
I'm not sure how easy it would be to do, or if you'd even be interested in doing such a thing, but would have map size option in the character creation be a possibility, like in exerelin, but with set maps for each size.
This would allow people to have a map size based on what there computer could run, or they would be interested in

TL;DR
Variable map sizes?

The main problem with variable map sizes is that you then have to either: 1) Build two versions. 2) Make the mod as an "extra systems" version, but remove / skip most of them by default, which can be pretty damn hard to balance.

And one way or another, extra systems means extra work unless some sort of procedural generation is in play.

Not that this doesn't stop me from agreeing: I also like the large sector with lots of systems, and I prefer many systems over less. If the performance issues can be resolved, I'd say go for many systems.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: PerfectDeath on October 31, 2014, 07:49:01 PM
If you think about it, how would the RSF and ISA know if the merchants are trading between the two? Traders travel light years to get to their destination. SO I really doubt they'd be bothered to enforce any trade embargo.

However, I do recall seeing smugglers turning red (Pirate colour) while loading or unloading from a pirate planet. What if this applies to the free merchants where they swap allegiance while loading/unloading allowing you to attack these merchants only while they are clearly trading with an enemy faction. Or is that something only exclusive to smugglers?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 01, 2014, 12:37:44 PM
Well, after 12+ hours of constant modding i finally managed to set up 6 RSF systems with various markets in them.

It was quite a tedious path, but i managed to cut through all the stings and burst towards the stars. The most problematic was to hunt down some stupid typos i`ve made in various IDs that caused me so much trouble (and hit Alex with spam of my 'why do i get this error' messages)...

Current build has just 3 factions - RSF, pirates and free traders. These guys manage to spam 100 allowed trade fleets just during initial game creation! 60% of these fleets sit in just 2 systems making it almost impossible to select the station they all orbit. Hope this will auto-resolve once more factions kick in.

Out of 6 runs made so far (each at least 20minutes long) i`ve noticed some funny things. Starting from FTG selling AI Pulsars ending with FTG trading station having full inventory of every commodity in the mod (including trophey plates and rock fly parts). Those are easy to fix once i start working on Ironclads-specific market conditions.

One playthrough turned out pretty bad for RSF - the whole faction experienced devastating shortages of every single commodity. Even worser - 3 major food production colonies had food shortages resulting in more shortages blasting in other systems :)

I`ve noticed that pirates are somewhat too devastating to any market. Even markets of size 8 with military bases are suffering from pirate raids - they just shot down unloading/loading traders one by one while outrunning any patrols and defenders. Probably i should move pirate bases somewhere outside of any faction systems (currently there is a size 1 market with just criminals condition sitting on a distant moon in one of the richest RSF systems).
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 01, 2014, 12:54:03 PM
Plans for the economy system thus far are to:

- introduce some extra 'vice' goods: UIN produced 'psi-benders' as a legal kind of drugs. 'Rock-blast' as a out-of-rock-fly produced high price drugs (FFS-made).
- intoduce fabricated ship parts and weapon components as well as a Fabricator Complex to produce these out of metals, volatiles and organics. Weps for military bases. Probably will make some kind of script to add extra weapons for the military market.
- introduce a ship yard (or modify a space port) to demand parts, metals and basically every indusrtial commodity. Probably will make it to add extra ship hulls in far future if a demand of the market is met at some point.
- introduce advanced hydroponics condition that will produce food out of organics, volatiles and heavy machinery regardless of planet type.
- introduce rock fly incubator that will produce 'fly brights' as a luxury resource (greenish crystals as juvelry) and fuel out of metals and rare metals.
- introduce rock fly pens that will produce the same brights, but instead of fuel it will produce Rock-Blast drugs. Might put on a fancy event that will spawn an angry rock fly to smash anything in orbit - kind of an escaped beast.
- introduce medicaments and make out an epidemy event to demand these. Might create a Medical Factory for this one that demands volatiles and organics.
- add some events for production boosts (and prices going down), production drops and etc when/if i figure out how to do them.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: DatonKallandor on November 02, 2014, 05:37:28 AM
I`ve noticed that pirates are somewhat too devastating to any market. Even markets of size 8 with military bases are suffering from pirate raids - they just shot down unloading/loading traders one by one while outrunning any patrols and defenders. Probably i should move pirate bases somewhere outside of any faction systems (currently there is a size 1 market with just criminals condition sitting on a distant moon in one of the richest RSF systems).

Do you have Mercenary and Bounty Hunter fleets set up for the Independents? I think that's what keeps the Pirates in check in vanilla .65.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 02, 2014, 06:38:32 AM
The problem is that i don`t have that much FTG stations (to be precise - currently there is just one station). FTG should not have any major forces present in faction systems.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: jupjupy on November 02, 2014, 06:56:55 AM
In addition to the Merc and BH fleets that roam around in vanilla .65 and generally wreck pirates, theres also a lot of "Fast Pickets" I noticed from the factions that totally demolish most Pirate fleets, with the exception of like Pirate Armadas. These things are just made out of frigates and fighters, or so I recall.

I think its possible to set faction-controlled planets to spawn Independent fleets. From what I remember, Jangala does this on a regular basis (or maybe thats just from Asharu).
Title: Crash when starting
Post by: underlordz on November 02, 2014, 09:26:22 AM
Hey so i just downloaded this game yesterday and im already interested in this mod! i have downloaded it and installed to the mods folder, when i boot up the game i get an error "fatal: ship hull spec [buffalo] not found" i did a couple google searches and snooped around in some files but im not exactly the best at finding the solutions to this stuff. I have fully deleted both the game and the mod, re-installed, and still have the same issue. any help would be very appreciated :0
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: CrashToDesktop on November 02, 2014, 09:32:31 AM
Hey so i just downloaded this game yesterday and im already interested in this mod! i have downloaded it and installed to the mods folder, when i boot up the game i get an error "fatal: ship hull spec [buffalo] not found" i did a couple google searches and snooped around in some files but im not exactly the best at finding the solutions to this stuff. I have fully deleted both the game and the mod, re-installed, and still have the same issue. any help would be very appreciated :0

Mod isn't updated yet, and probably won't be for the next dew days / weeks.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 02, 2014, 09:35:16 AM
Hey so i just downloaded this game yesterday and im already interested in this mod! i have downloaded it and installed to the mods folder, when i boot up the game i get an error "fatal: ship hull spec [buffalo] not found" i did a couple google searches and snooped around in some files but im not exactly the best at finding the solutions to this stuff. I have fully deleted both the game and the mod, re-installed, and still have the same issue. any help would be very appreciated :0

Mod isn't updated yet, and probably won't be for the next dew days / weeks.

/ months

To be serious - i`ve almost remade the entire market conditions and commodities for the past few dats. This means that once i finish this part - there will be just remaining factions to add, mining and salvaging to wire in, conversions to reintroduce and events/bounties to widen. I think that i`ll release a simple version with just all factions and their markets set up first (hoping somewhere during this week) and then continue to built the mass for the mod.

There are some TC-specific issues that can be fixed only by vanilla hotfixes, so these are also should be taken into account.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 02, 2014, 09:42:33 AM
I think its possible to set faction-controlled planets to spawn Independent fleets. From what I remember, Jangala does this on a regular basis (or maybe thats just from Asharu).

That happens by default with any market in the game and that`s why independents are now present in the mod.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on November 03, 2014, 12:34:47 AM
The thing is that if you get cooperative with one faction and this blocks you form getting cooperative with the other - it may result in a bad situation where player just gets stuck unless he starts to be agressive with his cooperative fella.
Hmm... It would be nice if it was possible to make coop stance only through missions against other big factions and to not get hostile with target faction you would have to win while having that jammering thing which name I've already forgotten, so they wouldn't know what's happening. That would add some serious risk, but the reward would be worth that risk.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Morrigi on November 03, 2014, 08:54:01 AM
-disregard-
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on November 03, 2014, 01:08:49 PM
http://screenshooter.net/100248408/rkcjugx
That's how it looks for me. If you don't have it it's either a bug or you have 45000 credits debt...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Morrigi on November 03, 2014, 01:56:07 PM
http://screenshooter.net/100248408/rkcjugx
That's how it looks for me. If you don't have it it's either a bug or you have 45000 credits debt...
Restarted the game and everything is fine now.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: DatonKallandor on November 04, 2014, 04:13:47 AM
I think its possible to set faction-controlled planets to spawn Independent fleets. From what I remember, Jangala does this on a regular basis (or maybe thats just from Asharu).

That happens by default with any market in the game and that`s why independents are now present in the mod.

Are you running a unified Independent faction like in vanilla or did you separate the various independent jobs like freight, smuggling and bounty hunting into their own factions? The vanilla method has the downside that hitting a smuggler fleet also ruins your reputation with legal freighters, mercs and everyone else who's grey.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 04, 2014, 09:46:11 AM
No sepparation as in vanilla. FTG members are FTG members regardless of their deeds. And smuggler is not equal to pirate - he is just a more risky and greedy trader.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 05, 2014, 12:37:10 AM
Little progress update.

RSF, XLE and one of the pirate stations are in the mod. RSF have 6 systems, XLE - 4. 
New commodities (electronics, medicaments, ship components, weapon components) are in the mod.
Rehauled and new market conditions and reworked icons for all of them are in the mod (new markets are for new types of commodities, reworked ones are vanilla having either modified production outputs or added/removed some of the demands/supplies).

Next in plans are UIN and some pirates.

For now faction specialization concept looks like this:
RSF has more markets producing volatiles and fuel. They have problems with electronics.
XLE produce ores and organics, but have issues with meds.
UIN specialize in electronics and ship components. They have high demand of volatiles.
ISA are good in supplies and meds production. They get shortage of ores.
FFS will have their 4 colonies forming a separate self-sufficient market. They are hostile to UIN and XLE and are in neutral stance with pirates and free traders. Other factions are inhospitable to them and just too far away to properly trade with.

How these schemes turn out with the self-stabilizing economy I dunno know. For now each new start provides a different initial commodities setup and thus very different approach to each game. One game forced me to operate in a particular system and just in few near by systems as only it had supplies at the lowest prices (of ~300 per unit!). One game had food shortages almost everywhere and allowed me to beeline to billionaire from mere privateer in less than a few weeks. Balance tweaking is something that I now fear the most...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 05, 2014, 04:42:26 AM
New exploration level for the Ironclads.

With the addition of custom entities it is now possible to create such things as hidden pirate bases, minable asteroid fields and salvageable wrecks that can`t be seen on the 'tab' map at all and thus can`t be easily found. This means that 0.65 brings the exciting possibility to mod in exploration and some skill/equipment layer that can be used for this. More so - it is possible to randomize these per system making each new playthrough a bit more different.

A few examples of what i mean. We have an explored system that is not yet colonized. It has a couple of planets and an asteroid belt. In that belt there are two-three spots of minable asteroids which are acting as custom entities. These spots are not seen on the map which you access by pressing 'tab', so you have to manually fly the whole belt to spot these. Once interacted with these spots are marked. Once mined to zero - they are removed.

Another example - we have a Gladisar system where there is a pirate hideout. Upon entering the system we have no idea where the base is. We can either manually search for it or follow a pirate fleet that may be present in the system. Once interacted with it automatically is displayed on the map (this bit is yet to be confirmed as an ability to modify this condition may not be present in the game).

Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Darloth on November 05, 2014, 06:34:53 AM
Even if it isn't, you can fake it by creating a tiny new SectorEntityAPI of type something like "Recorded Base Location" after interacting with the secret one.

The record beacon type would show up on the map, but only get created on the first interaction, and be on top of the (relatively stationary) hidden target, basically just letting people find it again.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on November 05, 2014, 07:10:42 AM
*the follow pirates to become one of them thing* and *salvagable wrecks*
Love it. Absolutely love it. And those hidden hulks or such mean that... Wait, what about the cores? Or however were named things used to join navies. Will they be still here? And with the brand new relation system, what function do they have now? I was about to say that they could be hidden in non visible on map hulks, but now I don't even know if they will survive the update.

FFS will have their 4 colonies forming a separate self-sufficient market.
They will still do raiding things? It would add some more risk to trading (UIN space - FFS, XLE space - Rock Flies and AI, RSF space - marauders (?) and war with ISA, ISA space - aliens and RSF), but I suppose that until you make it work it will be hard anyway...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 05, 2014, 08:08:07 AM
Main risk to trading runs are pirates. They are now mixed into one huge faction and use all the available civilian and pirate-specific ships. I`ll eventually revise their ships and will probably add some skins for them (to make more variety of fast raiders, better eqquiped smugglers and just low-luck gangers flying on cheap stuff).

As for cores - i haven`t decided yet. This whole new system renders them a bit overpowered. Probably i`ll make them a high-value loot that pirates and militaries would be most interest in.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on November 05, 2014, 08:23:39 AM
No "you gave us our precious data core, we will not longer hate you, just attack on sight" thing? It would save ass sometimes.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 06, 2014, 02:49:18 AM
Little progress update.

Added UIN faction (4 systems). Map starts to get some shape. The shape is dictated by the intel screen, so it is wider and lower that is was earlier.

ISA and FFS as well as menaces and pirates are next. Don`t know how to add random market-independent fleets with the new 0.65a. Old ways should work, but who knows if this is 'legal' with all the new fleetfactory stuff.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 07, 2014, 05:49:10 AM
Another small progress update.

Finished adding ISA systems and markets. I think that I`ll release Ironclads in few days so that you could test the mod`s economy and fleet compositions.

Its gonna be a very raw implementation of the vanilla game mechanics without any interactions with wrecks, mining, conversions, bounties, journal and everything else that was in the mod before.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 07, 2014, 02:54:58 PM
Ok. Time for some screenshots.

Player generation dialogue:
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic222.jpg)
[close]

ISA starting system:
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic223.jpg)
[close]

Supply/demands on ISA recreational colony:
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic224.jpg)
[close]

UIN aquatic colony. Psy-Clones being bought by player:
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic226.jpg)
[close]

Hidden asteroid cluster. Currently just a non-interactable placeholder:
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic227.jpg)
[close]

Hidden abandoned station (not visible on TAB map):
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic228.jpg)
[close]

Map.
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic229.jpg)
[close]

Factions.
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic231.jpg)
[close]
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic232.jpg)
[close]
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic233.jpg)
[close]
Spoiler
(http://www.lordsofthestars.com/other/Sector/pic234.jpg)
[close]
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: CrashToDesktop on November 07, 2014, 03:09:46 PM
Seems as if you're missing the UIN faction screenshot  - the one in it's place is the ISA recreational planet (which happens to have a stability of 1, could you explain why?  I'm curious).  The market description also mentions the Hegemony.

God, I love the Medicaments commodity description. :D Speaking of commodities, lower tariffs?  Only 18% compared to the 30% of vanilla.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Toxcity on November 07, 2014, 03:51:02 PM
The Medicaments commodity also looks really good.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Nanao-kun on November 07, 2014, 03:56:41 PM
Man this is great. Can't wait to see how the full thing will look. Also, is it just me, or does the Sector itself seem bigger compared to 0.6.2a?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 07, 2014, 04:24:47 PM
Fixed UIN screen.

As for market - it has high demand of various stuff due to high population and most of it being unmet by basic 100 economic fleets.

Sector has 20 stars right now, so its just 5 fleets per system to meet all it`s demands. Guess these 5 fleets can`t do anything significant to keep stability at normal levels :)

Meds are David`s biospeciments converted a bit. All credits to him.

Tarifs are faction based. UIN and Free Traders have the lowest while RSF has the highest (though still less than 30%).

Descriptions are almost left untouched or slightly modded for experementation purposes. That`s why i wish to use you as a bug-hunting force with current version.

Sector map and intel map are currently not matched in vanilla (intel being much smaller and more of rectangular shaper rather then square. Here is how it looks in intel:

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic235.jpg)
[close]

System positioning is not final, btw.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: CrashToDesktop on November 07, 2014, 05:50:42 PM
Ah, that's nice to know - although that might lead to some stuff like grinding trade routes (although hey, it was in the mod before this update hit, so it's not too much of a biggie - just a personal thing).

And for some reason, the fact that ALL the star systems have star colors that match their faction color (green for XLE, red for RSF, white for ISA, and bluish for the UIN) is picking at my mind (if indeed the stars are all what they match - white stars for the ISA, red giants for the RSF, etc.).  I could be wrong, and each star could be different when you see it in the campaign screen, but I'm just curious.

Also, you mentioned having an exploration system - could things like entire star systems be hidden?  Realistically, stars like WISE 0855?0714 could evade being detected due to it's extremely low temperature - having an entirely hidden system like that would be really nice to find, especially if it's position was randomized whenever you start a new game. :D

As a final note, I do kind of think that having close to 20 system with a trade fleet limit of 100 is in that odd spot between epic gameplay and being able to run the game.  Having any more than 100 trade fleets means that a lot of people can't run the mod, and having fewer system means less content to explore.  I personally feel as if it should be bumped down to 3 or 4 per allied faction like the UIN and XLE, as they technically are the smaller factions compared to the RSF and ISA to cut down on the sheer amount of memory needed (and, to overall improve the stability of stations :P).  But hey, in the end, it's your mod.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 08, 2014, 12:52:11 AM
Grinding is indeed possible, but it is really difficult to achieve. Markets are just too 'living' to allow you to do that.

For example - i`ve got a new price update that tells me about low prices for meds in my local UIN system. I found that there is a nice price for selling meds in RSF system, so i filled my cargo space with meds and moved on. Right before i reached the system a huge FTG trading fleet carrying food, meds and some other stuff got to station before me.

Needless to say that price immidiately dropped for meds at that destination to the point where i had to go to black market in order to at least cover my expenses.


Intel and TAB map star icons are coloured as it was always in Ironclads. The star itself is either yellow, orange, red, white or blue. It is just much easier to figure out whom to expect in that system.


Hidden systems is a NO. Hidden stuff for now will always remain hidden on TAB map (code implications). So if you found a wreck and left it to collect some stuff needed to salvage it - you`ll have to scoup the system once again to find it.


In Ironclads 7.2 there were 8 stars for RSF, 7 for ISA, and 5 for each XLE/UIN. Today we have 6 for RSF, 5 for ISA and 4 for UIN/XLE.
I think that i`ll eventually cut off 1 more system per faction leaving us with 5/4/3/3 - 15 systems +3 for FFS and 2 for unique pirates hideouts leading to 20 systems with markets. Think that i`ll move some generic pirate markets inside faction`s territory to save some space.

The leftover space will be used by systems with randomly generated contents including wrecks, minable asteroids, hidden stashes and etc. Systems will be pregenerated and named, so there will always exactly the same number of systems in the mod.

I`m thinking of making it possible for a player to 'invest' into local market expansion. Like pay 100000 credits to create a new condition based on planet type and etc.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 08, 2014, 01:15:22 AM
Pirates and traders.

FTG has a trading hub in one of the systems of RSF/ISA/UIN/XLE. This hub sells everything available in the mod that is considered LEGAL by FTG. Black market can eventually have some illegal goods.

In one of the UIN systems there is a FTG headquarters station which has a military market, so that you can benifit from your good reputation with them.


Pirates are divided into 4 factions. Generic pirates is the dark grey guys you see raiding the systems. They are eager to trade with you regardless of your relationship with them (as it is now).

Other 3 pirate factions are: Marauders that inhabbit RSF-ISA warzone, Crimson Snakes that operate near XLE space and specialises in Rock Blast Drugs production and Black Widows that raid ISA/UIN territory. All will have their faction-specific ships or skins and their own bases which you wont be allowed to dock with unless you are a friend of the generic pirates.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: CrashToDesktop on November 08, 2014, 07:05:10 AM
Hidden systems is a NO. Hidden stuff for now will always remain hidden on TAB map (code implications). So if you found a wreck and left it to collect some stuff needed to salvage it - you`ll have to scoup the system once again to find it.

Essentially what I was asking - nice to know that there's a chance of that happening. :D

And the 4 pirate factions - nice to know that there's some support for actually being a pirate now in Ironclads.  In vanilla, it's nigh impossible to do that.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 08, 2014, 07:29:47 AM
4 pirate factions eventually might be too much taking into account that there are dessident-like FFS in the mod.

In current dev mod there is already a significant pirate overspam and that`s just with 1 base! Seems that pirates spawn at least 1 fleet per each market in the game.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on November 08, 2014, 11:24:01 AM
And? I like more to have many pirates than like it is in Starsector: you have almost no chance to get attacked by pirates! There just isn't enough pirates to make them a threat - most time you spend hunting them, not the other way round... Okay, there might be too many pirates, but I want trading to have more risk than tolls.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 08, 2014, 11:42:39 AM
Dark grey are pirates. They have the only base at Gladisar with size 1 and pop 2. HOW they manage to get that many fleets is a mystery to me.

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic236.jpg)
[close]
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on November 08, 2014, 11:56:21 AM
Oh my god, that's hilarious. :D Clone vats in every house? Armies of robots? Sentient renegade ships? We will never know.
I must sit in the hyperspace and compare it to the vanilla pirates.
EDIT: okay, there is a problem with pirates. And you have thought that number of trading fleets will be a problem...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: TheCheesseeWzrd on November 09, 2014, 08:12:05 AM
Ive got an odd issue, whenever i try starting a game as either the Ruskys or the United Feds i get a Null error after about 30 seconds of game, but i can play the pirates or americans for hours on end..ive tried re-installing the mods twice and the game version im running is correct...any idea on what i can do
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 09, 2014, 08:37:02 AM
Read the reds of the first page of this thread, please...
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 09, 2014, 03:05:17 PM
Generic pirates` skins for basic ships. Quite primitive sprite conversions, but still lokks piratish enough. Incomplete list (lacks RSF and UIN ships as well as some XLE ones).

Spoiler
(http://www.lordsofthestars.com/other/Sector/pirateskins.jpg)
[close]


Some derelict ships. These will be available at scrapyards (probably) and as salvagable exploration randoms (floating wrecks, ships at abandoned stations and etc.).

Spoiler
(http://www.lordsofthestars.com/other/Sector/derelics.jpg)
[close]
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Nanao-kun on November 09, 2014, 06:03:45 PM
Liking those pirates.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on November 09, 2014, 11:09:19 PM
Those ships look as if painters were told to draw straight lines and then got drunk... :P Besides that, they are fine, dark and evil. (If you are feeling skilled enough, draw dragons/snakes on XLE pirates. +10 to epicness :P)
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: jupjupy on November 10, 2014, 01:38:12 AM
Loving the pirate and derelict sprites.

Questions:

Do the pirate ships have anything different besides the skin from the original models? Anything pirate-y in flavor?

And can we repair derelict ships back to their normal models for a fee, or perhaps having to collect a certain spread of trade goods?
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 10, 2014, 02:06:54 AM
Pirates.

These skins will have minor tweaks like changed mount types and/or built-in drive/weapon/shield/armour/cargo mods. Some will lose access to certain hull mod types. For example - Arkansas-class gunship will get a universal medium instead of it`s ballistic medium at a cost of never being able to install any weapon-class mods.


Derelics.

These are damaged versions of original ships with built-in negative effect mods (that also block certain hull-mod types). You will be given a chance to restore them at shipyards for a fee, but this is gonna happen much later on when I`ll start to bring back ship conversions.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 11, 2014, 04:29:58 AM
Another progress update.

For the past few days I was working (and still am) on wiring in pirate skins. Currently there are 21 skins (1 per hull!!!) with 3 different variants per each (that`s about 60 various asses for a player to kick) and more to come. Here are some of the fresh ones:

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic237.jpg)
[close]

The majority of the skins change something at a certain cost. To simulate this cost I`ve added/remade about 6 new hull mods that block some other hull mods of a certain type (weapons, armour, drives, electronics, shields, flux). This was tested and it seems to work as intended.

Aside from the new pirates - there is a 50% of the systems finished being decorated (by nice looking features like rings, junk, iceroids, colours, hab glows and etc.). Here is an outdated example of one of the scrapping facility`s surroundings:

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic239.jpg)
[close]

Markets are slowly getting the shape of what they should be. I really like the way Alex made it to self-maintain and stabilize. Seeing how freighter fleets move here and there on their own is quite satisfying.

I`ve tried to make some custom station sprites, but failed to deliver anything good enough. So this is left for a later date.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: OOZ662 on November 11, 2014, 05:56:44 AM
While playing Starsector+ as a pirate with a Rook in my fleet and staring at a Castle on the market, I had a kinda crazy idea. So here comes some sleep-deprived brain vomit, take it or leave it.

The Rook and Castle are fleet supply ships. They have a special hullmod that makes it so they "carry supplies," and when another ship or fighter squad in the fleet is deployed it spends those supplies, lowering the Rook/Castle's CR while the deployed ship or squad will recover to its max CR after the fight is over (i.e. after you loot).

I've always loved the idea of the pirate king commanding swaths of tiny minions. (Like the Somalians except...less actually scary)

So, a Marauder vessel of either heavy cruiser or capital class. It has a high number of flight decks, and a hullmod that works like the Rook/Castle, except that the sheer logistical nightmare of this ship makes it lower all the stats of any non-fighter in the fleet (combat stats only so freighters/tugs can come along but get slaughtered in retreat?). It has enough weapons for point defense and pressuring attackers, but probably shouldn't be running head-on into a pile of enemy line ships; a missile slot or two for fire support. Due to the way the "supply cache" works, the fighters stay in tip-top shape but successive engagements will run the mothership's CR down instead, making being on the field for flight deck operation right after pounding down a couple enemy fleets very risky.
This would be a ship that a player works up to as the Logistics skill would need to be high to support the fighters; depending on how either devastating or buggy it is in the AI's hands it could be a player-unique ship as well, or maybe the "boss" pirate ship ala the Rockfly and Mothership.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: DeathRay on November 11, 2014, 12:48:36 PM
Okim, you finally did it.

The first mod that really gets me into the mood of playing a pirate!
I really like what you did with the pirate skins so far.
Will there be any pirate-skin Cruisers or maybe even Capitals? Fantasizing about a pirate-skin Great Dragon
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 11, 2014, 01:05:44 PM
Probably pirates will get some cruisers, but not at this stage.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: SCC on November 11, 2014, 01:09:03 PM
If you want to know what's in current public version (not dev), Marauders (those pirates building ships from scraps) have cruiser, but no caps. Normal pirates don't have anything bigger than destroyer.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 11, 2014, 02:20:58 PM
Just tried a pirate start. Managed to survive for a couple of months. Raided lone traders, some small merc fleets. Got myself another frigate (with built-in overburner mod that eats fuel pretty fast). Managed to slip to several inhospitable worlds to sell loot and get supplies. Everything was pretty stable - hit a trader, loot him, bring the stuff to the base or planet, ressuply - repeat.

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic240.jpg)
[close]

What killed me was my desire to check the other systems. So i took a large ride from Grant (ISA) to Vega (RSF) in order to get the only present abandoned station in the current dev version. On the way to the nearest pirate hideout in Lomonosov ran out of fuel and got vaporised by FTG patrol.

Being a pirate is a huge fun, but it is difficult as hell. The amount of patrols around the planets and stations make it difficult to land there and the sparse amount of pirate bases might be difficult to an unfamiliar player to find.

Missiles are great with all these improvements in 0.65. The fact that Ironclads have them with greatly reduced amount of hit points makes a nice balance between missiles and pd.
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Nanao-kun on November 11, 2014, 04:27:12 PM
At least the pirates got to look stylish as they died though. :V
Title: Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
Post by: Okim on November 11, 2014, 10:17:10 PM
These sptires are not actually pirates-only. Currently these can be seen run by FTG mercs (and this is bad, btw).

OK. I think Ironclads are ready for a public testing. Here is an archive: http://www.lordsofthestars.com/other/Sector/ironclads8.0.zip


What will you get?

- economy system as in vanilla with several new commodities and reworked market conditions.
- 4 major factions with at least 3 controlled systems. Each faction has it`s own imports and exports they depend on.
- pirates that have 4 hideouts (you`ll have to find those) and fancy new skins.
- neutral-to-all (except pirates) Free Traders Guild that runs 4 trade hubs 1 per faction and have a military-type market on one of these.
- a number of starting choices that will allow you to start in certain faction`s territory, have specific starting relationships with factions or even start as a pirate.
- 4 smuggler-oriented ships with built-in shielded cargo holds (Smuggler choice starts with these).
- some new penalising hull mods (built-in in most of the pirate skins) that block specific hull-mods. Shielded Cargo Holds as an obtainable via skills hull-mod.

What will not you get?

- basically everything not listed above that was present in older Ironclads version. To be specific - no mining, salvagable wrecks, reactivated abandoned stations, conversions and etc.

What are the known issues?

- FFS placeholder faction with default flag. They are in the current version just to make relationship system to work.
- mercs using pirate skins - this is a nasty feature of 0.65 that turnes indies into pirates and vice versa. Haven`t yet figured out how to remove this.
- pirates being an owerwhelming force due to abundance of the markets in game (in 0.65 they are coded to spawn per EACH market in certain amounts).
- default sprites for stations that look a bit out of place and don`t match factions` styles.

What should you report?

- text errors. There are many new texts (planet names, port texts, ship/commodities/market descriptions and etc.).
- odd looking/misplaced/overlapping planets, rings, stations and etc.
- some odd economy situations (major colonies markets having less than 30% demands met, markets with more than 10000 units of one of the commodities except food, overproduced crew at planets/stations and etc).
- problems with starting choices (texts mismatching what you get, ships/stuff not being provided, options not working, relationship not being updated).
- any crashes or startup issues.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Gabriel_Braun on November 12, 2014, 06:54:55 AM
Can't load it in 0.65 Okim, it throws

Fatal:  Ship hull spec [buffalo] not found!

Log file seems to suggest it needs the original ships still present in ship_data.csv and throws an string of errors that they are missing?

-Gutted, was well excited haha
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 12, 2014, 07:04:09 AM
S
Can't load it in 0.65 Okim, it throws

Fatal:  Ship hull spec [buffalo] not found!

Log file seems to suggest it needs the original ships still present in ship_data.csv and throws an string of errors that they are missing?

-Gutted, was well excited haha

Strange, works for me. Is this with 65a or just 65?

That being said, I am getting completely demolished. I think I'm too used to having a high-tech Blaster Wolf that can easily take care of enemies.

By the way, the bounty hunter start (ISA) with the advanced weapons acquirement gives you a Devilfish launcher. The basic frigate you're provided has no medium slot, so I see little point in this weapon.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: SCC on November 12, 2014, 07:44:09 AM
Report post! Will be filled as I progress in the game.

1. Bounty hunter -> XLE territory -> high-end weaponry = Hydra with missing one crewman.
2. Fucktons of food & organics. Something around 32 millions of food and similar number of organics. Acceptable levels of everything else, excluding crew. One and a half million green crew, half million of regular and 6 veterans. Checked on Khabara.
3. http://screenshooter.net/100248408/qerutqe It's quite... Maybe it was just because it was a smuggler. I've sold the loot. From a single wordbearer.
4. Minor. 42mm HE autocannon's price is 1000 credits. Devilfish missile launcher? 700.
5. Kinda low ship prices. I've just bought Sentinel for 2200 credits. I know it's ***, but in 10 minuts I've earned 60k credits so...
6. So far pirates are NOT that common.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 12, 2014, 07:44:25 AM
Okay, I think I found something.

Half a minute after I started, there was a food shortage at the Barnard's Star Guard Station. Interestingly, the Pilnaya market is a separate entity, with like 40 thousand units of food.

So its now 1.5 minutes into the game, and I have 6 million credits.

Also, the RSF hates me.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: SCC on November 12, 2014, 07:58:18 AM
http://screenshooter.net/100248408/kbgrnky
SOLD LITERLLY 6 TONNES OF FOOD
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 12, 2014, 08:09:09 AM
Quote
Can't load it in 0.65 Okim, it throws

Fatal:  Ship hull spec [buffalo] not found!

Update your vanilla game to 0.65.1. It was released a few days ago and fixes some freaking issues for total conversions.


Quote
By the way, the bounty hunter start (ISA) with the advanced weapons acquirement gives you a Devilfish launcher. The basic frigate you're provided has no medium slot, so I see little point in this weapon.

This option is of little use for any of the choices, but is supposed to become valuable later on. Might reconsider this one.


Quote
Bounty hunter -> XLE territory -> high-end weaponry = Hydra with missing one crewman.
Quote
Fucktons of food & organics. Something around 32 millions of food and similar number of organics. Acceptable levels of everything else, excluding crew. One and a half million green crew, half million of regular and 6 veterans. Checked on Khabara.

Thanks.


Quote
http://screenshooter.net/100248408/qerutqe It's quite... Maybe it was just because it was a smuggler. I've sold the loot. From a single wordbearer.

Known vanilla bug that spawns a 1-ship fleet and puts loads of cargo in it. In reported vanilla cases it carried 300-400 supplies.

Quote
4. Minor. 42mm HE autocannon's price is 1000 credits. Devilfish missile launcher? 700.
5. Kinda low ship prices. I've just bought Sentinel for 2200 credits. I know it's ***, but in 10 minuts I've earned 60k credits so...

Ah... Prices. They are strongly different from what you get in vanilla and surely need some adjustment.


Quote
So far pirates are NOT that common.

Hm, that`s odd. I`ve got loads of pirate fleets running in every system. Might be a random thingy here with pirates being killed too fast by patrols.


Quote
Half a minute after I started, there was a food shortage at the Barnard's Star Guard Station. Interestingly, the Pilnaya market is a separate entity, with like 40 thousand units of food.

So its now 1.5 minutes into the game, and I have 6 million credits

LOL. I tend to make stations and colonies having different markets as i sometimes have more than 1 station per planet. And it kinda odd to have one market on both.

As for shortages - i start to hate those as they are too difficult to balance. Might eventually cut the off if i figure out how to.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 12, 2014, 08:10:08 AM
http://screenshooter.net/100248408/kbgrnky
SOLD LITERLLY 6 TONNES OF FOOD

I can confirm this ridiculousness.

http://imgur.com/00KA3Es,b4TKQaC
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 12, 2014, 08:11:17 AM
http://screenshooter.net/100248408/kbgrnky
SOLD LITERLLY 6 TONNES OF FOOD

Have nothing to do with the mod. You either got lucky to visit the station after the economy generated food fleet arrived and that event having low food requirements (like - 100 demanded, 94 brought by FTG/faction fleets and your 6 finished the event).
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 12, 2014, 08:13:18 AM
Have nothing to do with the mod. You either got lucky to visit the station after the economy generated food fleet arrived and that event having low food requirements (like - 100 demanded, 94 brought by FTG/faction fleets and your 6 finished the event).

Ah, I assumed that was for something related to the selling of a billion units of food, but yeah, I think you see where I'm getting at. On the flip side, when I'm not doing these crazy runs, I've noticed that there arent enough small pirate fleets for a single-ship bounty hunter (especially one in a Sentinel) to tackle.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 12, 2014, 08:13:46 AM
http://screenshooter.net/100248408/kbgrnky
SOLD LITERLLY 6 TONNES OF FOOD

I can confirm this ridiculousness.

http://imgur.com/00KA3Es,b4TKQaC

Don`t get it. How is it related?

The amount of XP is, however, quite odd as i tuned down the XP per profit considerably.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 12, 2014, 08:17:20 AM
I've noticed that there arent enough small pirate fleets for a single-ship bounty hunter (especially one in a Sentinel) to tackle.

There are almost no 1-ship fleets in the mod, so you`ll have to hunt down those with 2-3 frigates. Good luck :)
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 12, 2014, 08:21:53 AM
The amount of XP is, however, quite odd as i tuned down the XP per profit considerably.

This is the result of selling approximately 200 thousand units of food, though. Might want to look into the separate markets or perhaps remove food shortages altogether, since they're bound to cause these kinds of problems. As for the surplus in food and stuff, there is certainly way too much of some stuff everywhere. Vostok in my save has approximately 2 million food and organics, and this is after I've sold as much as I could be bothered to to the next door shipyard with a food shortage.

There are almost no 1-ship fleets in the mod, so you`ll have to hunt down those with 2-3 frigates. Good luck :)

*turns into a food trader 5ever*

Kidding. Worth the challenge, I suppose.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: SCC on November 12, 2014, 08:25:06 AM
There are almost no 1-ship fleets in the mod, so you`ll have to hunt down those with 2-3 frigates. Good luck :)
They are strong enough to prevent keeping LMB at enemy's ship to win and to be easily shoot down by two hydras.
By the way, FTG station at Nexus had 1 hydra, one sentinel and 6-7 pirate ships... I don't know if it's undesired, but looked strange to me.
And those pirate fleets... They have pretty short lifespan. I suppose patrols are quite effective. I mean, they either are shot down quickly or go somewhere else and... They just don't look numerous neither on sector map nor star system.
@up take them one by one and you win.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 12, 2014, 08:35:30 AM
Two issues with pirates and merc. Both are related.

There is a script in vanilla that creates either pirates or independent (FTG) mercs with pirate ship layout. Later these fleets may turn side. I noticed this when i was chasing a pirate fleet and all of a sudden it turned into independents that were neutral to me. The other day i was moving some food in freighters towards well-defended system and got assaulted by a newly-turned merc group (indies turned into pirates in the midst of other indie fleets).

This script is rather difficult to remove, so i`m forced to figure some other way to get rid of them.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 12, 2014, 08:37:37 AM
I might actually attempt to remove FTG all together and see how it works.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 12, 2014, 08:39:21 AM
Not sure if intended, but these prices are absolutely insane.

http://imgur.com/F1C20Fy
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 12, 2014, 08:52:12 AM
Hm. Why is that? RSF have just 1 heavy machinery production site (or it is 2?) and machinery is required everywhere form a mere mine to a shipyard facility.

This is what happens when you get more than 6 systems with markets and factions are intended to have their own shortages :)

Try to exploit it and see what happens.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 12, 2014, 09:11:40 AM
Hm. Why is that? RSF have just 1 heavy machinery production site (or it is 2?) and machinery is required everywhere form a mere mine to a shipyard facility.

This is what happens when you get more than 6 systems with markets and factions are intended to have their own shortages :)

Try to exploit it and see what happens.

Tried to fly around, didnt find a single place with heavy machinery for sale before prices normalised. Organs, on the other hand, I got like... ten. I think something is out of whack with the demand or something.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 12, 2014, 09:23:28 AM
Machinery is produced at Washingtonia. It should at least (if it`s own demands are met and there are not so many freighters picking up the machinery).
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Ghostsniper64 on November 12, 2014, 12:59:24 PM
I'm receiving an error every time I try to boot up the game. The message reads:

"Fatal: Ship Hull variant [shepherd_Frontier] not found! Check starsector.log for more info."

I'm using a fresh install of .65.1a-RC1 in the default install location, and Ironclads is the only mod installed. Suggestions? I'm running it as an admin, Windows 7 64-bit.


Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 12, 2014, 01:17:57 PM
Redownload and reinstall the mod. If the wont help - reinstall the update. As a last resolt action - reinstall everything :)
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Lord0Trade on November 12, 2014, 05:07:58 PM
Hey Okim, I've been trying to edit the vmparams file to change the -Xmx1024 to -Xmx2048 but I keep having either just the code itself come up or it saying "error reading vmparams file. See the screenshot below. I've tried notepad, wordpad. Nothing seems to work.

Note: in the screenshot the Xmx1024 was when I tried to change it back. I did not do editing of spacing or anything like that.

[attachment deleted by admin]
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Barracuda on November 12, 2014, 06:46:19 PM
In my game, the number of pirates running around was insane. Trade was impossible. There was disrupted trade everywere... I just want to profit off of others misfortune  :'(
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: CrashToDesktop on November 12, 2014, 07:04:56 PM
Hey Okim, I've been trying to edit the vmparams file to change the -Xmx1024 to -Xmx2048 but I keep having either just the code itself come up or it saying "error reading vmparams file. See the screenshot below. I've tried notepad, wordpad. Nothing seems to work.

Note: in the screenshot the Xmx1024 was when I tried to change it back. I did not do editing of spacing or anything like that.

I believe the first "Xmx" is supposed to be "Xms".

That specific part for me is this:
Code
-Xms2048m -Xmx2048m

Also, I wasn't able to run my game with the standard launcher after I changed it to that.  I just use the .bat file in starsector-core now - just as good, and I changed it to use my own Java file instead of the one used by the game.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 13, 2014, 03:39:29 AM
RSF station sprites.

(http://www.lordsofthestars.com/other/Sector/stations-rsf.jpg)

Guard Station, Habitat Station, Industrial Station, Ship Yard, Abandoned Station, Station Wrecks.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Creepin on November 13, 2014, 05:27:45 AM
RSF station sprites.
Two questions:
- will we see this beauties in campaign?
- will some of them have some shootas and boltas attached?
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: frogbones on November 13, 2014, 05:38:04 AM
Dude...those stations, are.....well AWESOME!
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 13, 2014, 06:52:03 AM
Alright, been fighting lots of fleets and I think I might have found something. I've encountered a lot of spots where enemy ships simply dont put up their shields, letting me plaster them with shots as I wish.

Looked around for what might be in common between ships and it seems like this happens a lot with ships that have very low flux capacities (like the Skullcrusher).

EDIT: Also, the Particle Pulse Cannon description states that it fires three shots, but it fires four.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: SCC on November 13, 2014, 08:15:24 AM
1. Bounties are surprisingly not giving you tons of cash, though because of size of sector they are time- and money-consuming. Right now I'm at 140k and I'm not going anywhere.
2. Supplies everywhere >220 credits. And scarce.
3. Pirate ships are ACTUALLY useful! I have fleet of Serpent, two Hydras, Lizard, Omsk and pirate Iowa (C) and I use all of them. I wish I had more ordnance points for the last one, but it's not that important, I can do with what I have.
4. One pirate bounty tried to flee from me, lol. I've never seen that before.
5. Nexus Orbital Refinery practically can't get any metal needed and they are EXPORTING it...
6. Got cooperative with FTG. Where is their military market?
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 13, 2014, 08:45:09 AM
1. Bounties are surprisingly not giving you tons of cash, though because of size of sector they are time- and money-consuming. Right now I'm at 140k and I'm not going anywhere.
2. Supplies everywhere >220 credits. And scarce.
3. Pirate ships are ACTUALLY useful! I have fleet of Serpent, two Hydras, Lizard, Omsk and pirate Iowa (C) and I use all of them. I wish I had more ordnance points for the last one, but it's not that important, I can do with what I have.
4. One pirate bounty tried to flee from me, lol. I've never seen that before.
5. Nexus Orbital Refinery practically can't get any metal needed and they are EXPORTING it...
6. Got cooperative with FTG. Where is their military market?

1. bounties are generally reduced by ~half the orignal value due to overall low prices in Ironclads.
2. fixed. Issue: low supply - high demand.
3. glad you like them. Unfortunatelly these are no longer being so destinctive due to inability to disable FTG of excessively using them. Ships are still present in the game, but are no longer black+red. Just rusty-dusty as all RSF civilian ships are. I`ll eventually expand the range of ships by covering every freighter, miner, shuttle and some low-level ships of each faction.
4. when a pirate bounty is expired in vanilla - the fleet in question reverts to standard behaviour.
5. that`s good. It means that it exports 100% of what it produces. It also means that trade routes from it are well protected.
6. for now it is in Centronom at their trading hub. In the future there wont be any due to forcing FTG out of station property.

Quote
Alright, been fighting lots of fleets and I think I might have found something. I've encountered a lot of spots where enemy ships simply dont put up their shields, letting me plaster them with shots as I wish.

Looked around for what might be in common between ships and it seems like this happens a lot with ships that have very low flux capacities (like the Skullcrusher).

EDIT: Also, the Particle Pulse Cannon description states that it fires three shots, but it fires four.

AI in Starsector can deliberately lower shields or even avoid raising them if the shot will overload it and it has enough armour to handle the hit. When it has low armour and low hull it will prefer overload over being blasted (eventually leading to them still being blasted).

PPC fixed. Thanks.

Quote
Two questions:
- will we see this beauties in campaign?
- will some of them have some shootas and boltas attached?

Here take a look at them in campaign:

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic241.jpg)

(http://www.lordsofthestars.com/other/Sector/pic242.jpg)
[close]
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 13, 2014, 09:05:00 AM
AI in Starsector can deliberately lower shields or even avoid raising them if the shot will overload it and it has enough armour to handle the hit. When it has low armour and low hull it will prefer overload over being blasted (eventually leading to them still being blasted).

Ah, yeah, but this is without them having any flux at all, and without them being damaged. I'm simply able to smash their face in with my Charged Boltguns at near-max range, and theyre just not bringing up their shields.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 13, 2014, 09:06:26 AM
Ah, near-max is a completelly different issue. What weapons do you get this issue with? There are probably some wrong range values that AI picks.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 13, 2014, 09:16:09 AM
Small progress update.

1. well, your initial economy feedback forced me to readjust some markets, conditions and commodities. Got something more stable as a result.
2. removed food shortages as events. They made things too uncontrollable and unbalanced.
3. replaced new ship skin`s sprites with new ones that follow the overall civilian-style. Some ships retain their black-red paintings, but these are just few of the whole list. This is due to FTG being too liberate at using the pirate ship roles for their own fleets (vanilla-script).
4. removed FTG stations. They were pointless and just allowed for exploits to be present in campaign (different supply/demands with huge and exploitable price differences). Now they at least look as the majority of the ships.
5. joined all stations with planets which they orbit in order to prevent exploits.
6. added two market conditions for several colonies in the game - Unhealthy Conditions and Luxury Demand. Guess you understand what these demand?
7. created a set of station sprites for RSF faction. Reintroduced abandoned stations, station wrecks and asteroid clusters. Currently only abandoned stations are interactable.
8. working on reimplementing mining and mining-related skills, stuff and etc.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: jupjupy on November 13, 2014, 09:29:47 AM
Ah, near-max is a completelly different issue. What weapons do you get this issue with? There are probably some wrong range values that AI picks.

So far its been the Charged Boltgun, the Piranha launcher, and the Alien Beam (Which, for some reason, I can find rarely at sale on some random station black markets). I'm not a fan of ballistic weapons, so I havent touched a lot of the XXXmm Cannons, but I'll get to testing that later.

By the way, some of the torpedoes/missiles, like the Club Torpedo, have a ridiculously short range. What's been happening to me is that I'd fire a Club, watch it accelerate for like, two seconds, flameout from lack of fuel, and almost immediately disappear, total travelling like 600 units.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: SCC on November 13, 2014, 12:55:38 PM
1. Kaliningrad is still refered as sword in it's description. Same goes with Rostov-C.
2. Skull Crusher and Skullcrusher (C) are different ships... What the hell. Same goes with the rest of special pirate destroyers.
3. The market I've mentioned before had 98% of demand not met by local stockpiles and 2% were exported because of something.
4. Patrols are overly effective... They are destroying outdated bounties almost immediately (and they are messing with current ones).
5. What I meant with pirate ships (which lost their cool skins ;_;) was, they are changed, but they aren't handicapped (probably). Each ship's main properties remain (so ISA's piratey ships still have effective shields and reactor, XLE are rocketey and irritating and fast and so on). Overburner on Iowa doesn't even bother me. They are clearly way more better than "deffective-and-worse" piratey ships of vanilla and thus capturing them is something to consider.
5.5. JUST GOT OVERLOADED BY 23 MM GUN OF LIGHT ROSTOV (C) xD
6. Barnard Guard Station has stability of two...
7. It's not new, but power armor is really nice to mount on Omsk and watch him take two times more than his armor is and carry on fightin'. :)
8. Reports indicate that there actually is high pirate activity... But I can't see it really... I mean, they are numerous only around their hideouts and besides that they aren't such a threat... They can be easily avoided... But AI probably doesn't do so.
9. Mentioned supplies before? You must buy them everywhere to get >100 of them (I have fleet consisted of Serpent, Iowa (C), 2 Hydras, Omsk and Lizard, resulting in 16 supplies per deployment and 0,7 per day). They are mostly found in amount of 20-60 tonnes, which is  somewhat enough for a few bounties, but not for long. Also, they even aren't on every black market!
10. Found this (http://screenshooter.net/100248408/poplngb). I don't know, what this is and I can't interact with it. Also it moves like it was on the same plane as the fleets are.
11. Only FTG posts bounties.
12. If FTG was something like trade-controlling space mafia it would make sense for them to have pirate ships... :P
13. Beautiful picture of Gladisar. (http://screenshooter.net/100248408/jklhcdk)
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: sigi87 on November 13, 2014, 01:04:25 PM
please forgive me for beein so blunt, but how do I play this? I am not a really player and just want tp blow up some ships -.- can someone give me a hint how to play this mod? I would like to play the UIN.

Thanks :D
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: SCC on November 13, 2014, 01:17:30 PM
Since UIN starting ship is pretty bad, I propose you to start as someone else (for example, XLE. Hydra is decent starting frigate) and then go to UIN space and start doing bounties or hunt 2-3 ship pirate fleets, they aren't as dangerous as they look. But beware of overloads...
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: CrashToDesktop on November 13, 2014, 01:22:00 PM
2. Skull Crusher and Skullcrusher (C) are different ships... What the hell. Same goes with the rest of special pirate destroyers.
Yea, so are the "degraded" ships in vanilla.  The Skull Crusher is like the Enforcer and the Skull Crusher (C) is like the Enforcer (D) - one is slighty weaker version of the other.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: SCC on November 13, 2014, 01:29:36 PM
2. Skull Crusher and Skullcrusher (C) are different ships... What the hell. Same goes with the rest of special pirate destroyers.
Yea, so are the "degraded" ships in vanilla.  The Skull Crusher is like the Enforcer and the Skull Crusher (C) is like the Enforcer (D) - one is slighty weaker version of the other.
But Skull Crusher is already heavily modified version of Kaliningrad... It's just strange that pirate converted ship has it's pirate (C) version...
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 13, 2014, 01:30:31 PM
Hm. Originals are not supposed to be in the mod - only the skins.

EDITED: hm. I forgot to remove the original ships from the indies, so that`s why they are there.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Toxcity on November 13, 2014, 02:22:09 PM
The Comm Relays still refer to the domain in their description.

Also it's strange that some of the pirate variants are better than their base ships, like the Rostov-E.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Okim on November 13, 2014, 03:03:58 PM
First. They are not pirate. They are custom-built (at least now in current dev-version). Who did these customisations, when and why - is unknown. Most probably a group of privateers did to meet their demands or smugglers or other guys skilled and crafty enough. Not just pirates.

Secondly - stop comparing Ironclads with vanilla... You `ont go far if you wont stop looking at the mod from vanilla`s persective. Pirates in vanilla use trash. Vanilla has trash ships. Ironclads has no such ships, but has a primitive civilian-class warships and standard military ships. Now the mod has customised versions of these ships which has in-built problems with some stuff. Not critical, but still negative.

As for relays - fixed, i guess.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Lord0Trade on November 13, 2014, 04:09:00 PM
Hey Okim, I've been trying to edit the vmparams file to change the -Xmx1024 to -Xmx2048 but I keep having either just the code itself come up or it saying "error reading vmparams file. See the screenshot below. I've tried notepad, wordpad. Nothing seems to work.

Note: in the screenshot the Xmx1024 was when I tried to change it back. I did not do editing of spacing or anything like that.

I believe the first "Xmx" is supposed to be "Xms".

That specific part for me is this:
Code
-Xms2048m -Xmx2048m


Thanks buggering buckets mate. Launching via the bat worked for me!

Also, I wasn't able to run my game with the standard launcher after I changed it to that.  I just use the .bat file in starsector-core now - just as good, and I changed it to use my own Java file instead of the one used by the game.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Typo91 on November 13, 2014, 04:37:33 PM
hey just asking cause it says 0.6.5a compatible, and current version is 0.65.1a

So is this mod updated? because the version seems way off the one we are getting.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: CrashToDesktop on November 13, 2014, 04:52:49 PM
Yes, it's compatible.  Otherwise there wouldn't be a download link about 3 pages back. :)
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: Typo91 on November 13, 2014, 06:07:10 PM
why not update the first post?
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
Post by: CrashToDesktop on November 13, 2014, 06:18:22 PM
why not update the first post?
It is.  Have you actually tried downloading it and playing it?

Besides, the title is just a typo.  Just remove the second period, and it's 0.65a compatible - the the hotfixes, such as 0.65.1a don't break mods.
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.65.1a compatible]
Post by: Okim on November 13, 2014, 09:53:07 PM
Updated the OP.

And no 0.65 and 0.65.1 are not the same for Ironclads. Actually, Ironclads were the reason why 0.65.1 brought so much love for total conversions with it ;)
Title: Re: Project Ironclads TC 8.0 (12/11/2014) [0.65.1a compatible]
Post by: Okim on November 14, 2014, 11:27:50 PM
Version 8.1 is ready: http://www.lordsofthestars.com/other/Sector/ironclads8.1.zip

It mainly fixes economy issues and visual oddities with some planets. It also brings some new sprites.

Full changelog: http://www.lordsofthestars.com/other/Sector/readme.txt

WARNING! New game is required as this version has some markets being merged, adjusted, replaced or added.

As usual - report anything you may consider out of place except for these:

- ftg using pirate ships
- ghost fleets (that are vanilla problems)
- patrol vs pirate strength (as these are totally random and not directly mod-related)
- events that tell you about trade disruptions DO NOT mean that traders are killed exactly in the system
- independents posting person bounties (as this is vanilla code, not mine)
- being overloaded with 23mm defence guns ;)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Nanao-kun on November 15, 2014, 12:28:24 AM
Gonna test this soon.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: jupjupy on November 15, 2014, 03:00:26 AM
I've noticed that the Slayer Drone wing for the ISA has a ridiculously long CR recovery time. At 1% per day, and 3% per fighter deployed, thats 9 days if no fighters were lost at all. And considering the fact that they're a green crew, you cant even deploy them beyond 1 battle before they start spontaneously exploding.

The heavy bombers and assault craft also take about 6 days to recover, and considering that theres no way we can modify this, I was gonna suggest a skill that perhaps buffed this (and maybe we could add hull mods that modify flight decks, like number, or efficiency or something).
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 03:16:04 AM
There is something in 0.65.1a that probably was changed regarding CR recovery in general, so i just need to tune things a bit. I haven`t touched the balance yet - just only weapon costs.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: dmaiski on November 15, 2014, 04:02:09 AM
found bug!

- only 1 tug applies itself to capital ships
(tried to have 3 tugs pulling a rus battleship, but it only recived +1 to burn speed (+5 in total from tech and drive bonuses))
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: OOZ662 on November 15, 2014, 04:09:41 AM
found bug!

- only 1 tug applies itself to capital ships
(tried to have 3 tugs pulling a rus battleship, but it only recived +1 to burn speed (+5 in total from tech and drive bonuses))

That's a feature of vanilla 0.65.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 04:25:42 AM
Hm. But descriptions for the tug and it`s system are probably taken from the Ironclad`s file, so it may be misleading...
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: dmaiski on November 15, 2014, 04:39:27 AM
also you have several planets with 10million food on them at price 1
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 04:55:48 AM
Should not happen in the new version. What are these planets?
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: dmaiski on November 15, 2014, 05:07:30 AM
ah im using 8.0 :P
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 05:49:34 AM
Note that you`ll have to start a new game.

For a trader i`d reccomend you to start in UIN territory. You`ll get instant access to free traders military market (due to favourable starting rep with them and the only FTG-controlled station with military market in the mod being in UIN space) and some easy trade lanes (they get an exotic luxury and a legal vice product as well as an abundancy of many other high-value commodities).

For a bounty hunter i suggest XLE - their starting ship is quite powerful and new starting options can make it a bit more powerful.

For a smuggler ISA have the best starting ship with shielded cargo holds and a burn drive (as well as some extra weapons).

For a pirate RSF starting ship and adwanced weapon choice will be the most devastation option.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 15, 2014, 06:30:44 AM
Typo in electronics, 'poferful processor units' :)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 06:38:10 AM
Noted. Thanks.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Oathseeker on November 15, 2014, 08:22:24 AM
Starting as a pirate with advanced weapon, I got an energy weapon I could not actually fit on my starting ship. Not sure if that's intentional or not, but it seems weird.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 08:28:05 AM
What is your starting faction? In 8.1 you should be able to install your plasma cannon on any starting ship unless i missed something.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: jupjupy on November 15, 2014, 08:32:15 AM
What is your starting faction? In 8.1 you should be able to install your plasma cannon on any starting ship unless i missed something.

plasma cannon

*gasp* I MUST PLAY PIRATE
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Nanao-kun on November 15, 2014, 08:54:40 AM
Playing 8.1, I also see planets with Food costing 1.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 08:57:54 AM
Post a screen with the planet`s supply/demand screen and food selected.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Angelwing on November 15, 2014, 08:58:32 AM
Is it normal that stations don't sell fuel ?  ???
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 09:03:05 AM
Yes and no. Most markets don`t have fuel on open market 'reserving' it for faction`s use. If you don`t have it at black market that it is odd.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Delta_Com on November 15, 2014, 09:19:31 AM
It appears that at Argos, the communications relay and shipyard spawn on top of one another, so you cannot reach the shipyard.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 09:22:05 AM
It appears that at Argos, the communications relay and shipyard spawn on top of one another, so you cannot reach the shipyard.

Thanks. Fixed it.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 09:31:40 AM
Added a new 'Ressuply Depot' market condition that tries to store up to 250 fuel and 500 supplies per market size. Will add this one at each system`s major colony to mitigate no-fuel-no-supplies effect.

Not sure how this will work though.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: dmaiski on November 15, 2014, 10:07:15 AM
btw okim

I was fiddling with your mod a bit, and i noticed TradingEffect1 does not have any effects... the 2% off purchases is pureley dosent happen from what I can see
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 10:38:38 AM
Re-read the readme file (or changelog - call it whatever you wish) and everything will be clear.

I wonder how many more such things from 'not in current version' part of it will come up here :)
Do people actually read it?
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Oathseeker on November 15, 2014, 11:08:33 AM
Re-read the readme file (or changelog - call it whatever you wish) and everything will be clear.

I wonder how many more such things from 'not in current version' part of it will come up here :)
Do people actually read it?

TLDNR

What is your starting faction? In 8.1 you should be able to install your plasma cannon on any starting ship unless i missed something.

I think it was Russia (got high and forgot what its called..). I'll see if I can reproduce it to be sure.

Playing 8.1, I also see planets with Food costing 1.

I didn't realize that was a bug, but most planets I visited sell food for 1-3. Most markets either have LOTS of food, or no food. Only a few are at 100 - 1500 food.

Edit: Merged posts
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 15, 2014, 11:38:53 AM
Food low cost isn`t a 'bug'. It is an issue with prices getting low to a bare minimum due to overproduction of the current colony and almost-zero exports for any reasons.

Price for food is 25 at it`s base, so if a colony has >50000 in free access it will drop prices significantly.
Also prices are connected to stability of the planet. If it is unstable - prices will be extremely low even if they have a high demand for it, but this should not be the case for food exporting colonies.

The thing that everyone should understand is that what you get in market is what is left after demand is met + some % of allowed goods to slip into the markets (10-15% of the demand met IIRC). So having no food at a market means that it has not met high enough value or is not receiving the required goods at all due to not having any established connections.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 16, 2014, 05:06:31 AM
Okim, UIN Devastator drones ship system has no description ;)

edit:

Also, Pulsar-PX torps disappear too quickly after their initial burn...   I know there was a post about something similar to this some time ago but after skimming the previous pages I couldn't find it so I'll assume the first case was fixed but not this one, flight time ought to be increased about 600% imho?
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: SCC on November 16, 2014, 11:35:39 AM
Dude
(http://screenshooter.blob.core.windows.net/engine4files/hacccbbjmkflwrcvuwpjorkxxyzlwazqhgpxwnytixazdswfvzwyhfnppffecpnmlpdqcfzgxwarrltebuqxdbibtzhriursjnooogdpapblevxelachzpijgcwcxhxc)
You can't even properly abandon station.
And, besides that, tried to be a trader. I'm trading with everything I can get and I don't even care about events, they are unnecessary right now to get profit from trading. Still supplies are typically 2x more expensive than in vanilla, but that doesn't bother me, especially with fuel <20 credits per... erm, unit. So far there is still enough food to make it not wanted anywhere.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Sabaton on November 16, 2014, 02:17:00 PM
 Why were the paint jobs of (C) ships changed from black and red to shades of poop?
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 16, 2014, 02:50:42 PM
Why were the paint jobs of (C) ships changed from black and red to shades of poop?

You`ll see in the future releases.


Quote
I'm trading with everything I can get and I don't even care about events, they are unnecessary right now to get profit from trading.

So, is it bad or good? Or what?
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: SCC on November 17, 2014, 02:31:55 AM
Sorry. I just meant that there is no need to wait for any event because markets are live enough by themselves.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 18, 2014, 04:00:23 PM
Wow this place has been quiet!  ???

Couple of things I've noticed over the past couple of days Okim;

a) Markets for the UIN seem to stall after some time, especially supplies that end up costing ~490 but bringing them in costs too much to make a difference.
b) Fighters are impossible to use due to supply costs for anyone but RSA?
c) Pirate fleets end up petering out after around 6 months, they just spawn and fly to rock for resupply indefinitely
d) Hungary is too supply thirsty- Even with rank 10 logistics and a rating of 166%, one battle drains far too much regenerating CR on a Hungary
e) Civilian ISA light destroyer (Iowa) is far tougher both in weapons and armour than the military UIN light destroyer
f) Possibly bad luck but in 8 games as pure UIN have yet to see an Italy for sale-  are they even implemented yet?

Looking forward to the next update in any case dude, keep up the good work! ;)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Toxcity on November 18, 2014, 04:11:10 PM
The Italy is a prototype ship. It'll probably be implemented when aliens/AI are.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 18, 2014, 11:50:41 PM
Thanks. Will see to it. Especially the fighter issues.

Regarding supplies/fuel - there is a new market condition that stockpiles some S/F for sale in current dev version. I haven`t checked if it is working properly - busy with mining scripts and pirate/FTG overhaul right now.

As for prototype ships - these are not in campaign right now and wont be in it for quite some time.

About Iowa and Enforcer - these were designed for two different roles. Iowa is a 'true' military ship now while Enforcer is an escort ship. UIN destroyers are generally tougher than ISA ones, but not in this case (as actually Peacekeeper and Peacemaker UIN frigates - these are too much less durable than other UIN frigates).
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 19, 2014, 01:53:01 AM
Ok, guys. I need coding help with properly setting up the freaking progress indicator to mining operations...
I`ve spent several days of trying to figure out it for myself while constantly harassing Alex, but I really don't understand how to do that. So if anyone there is willing to give me a hand with it (by at least providing a working example which I can use) - I`ll be very appreciated.

I can, of cause, avoid using these indicators at all, but that will make my mod a bit 'outdated' and 'low-techy' compared to the progressing vanilla :)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: jocan2003 on November 19, 2014, 02:29:14 PM
Ok, guys. I need coding help with properly setting up the freaking progress indicator to mining operations...
I`ve spent several days of trying to figure out it for myself while constantly harassing Alex, but I really don't understand how to do that. So if anyone there is willing to give me a hand with it (by at least providing a working example which I can use) - I`ll be very appreciated.

I can, of cause, avoid using these indicators at all, but that will make my mod a bit 'outdated' and 'low-techy' compared to the progressing vanilla :)
Release it low techy and update as you learn how to do it instead of getting stuck ( just my point of view here ).
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: hunterkiller725 on November 19, 2014, 04:30:55 PM
Ok, guys. I need coding help with properly setting up the freaking progress indicator to mining operations...
I`ve spent several days of trying to figure out it for myself while constantly harassing Alex, but I really don't understand how to do that. So if anyone there is willing to give me a hand with it (by at least providing a working example which I can use) - I`ll be very appreciated.

I can, of cause, avoid using these indicators at all, but that will make my mod a bit 'outdated' and 'low-techy' compared to the progressing vanilla :)
Release it low techy and update as you learn how to do it instead of getting stuck ( just my point of view here ).

im with him on this im so exited to play with the added stuff!
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: PerfectDeath on November 19, 2014, 11:13:14 PM
Release it low techy and update as you learn how to do it instead of getting stuck ( just my point of view here ).

We meet again Jocan. Attracted to quality mods I see.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 20, 2014, 02:59:40 AM
Ok, guys. You managed to persuade me.

Mining script without progress indicators and with instant results is ready (of sorts, needs balancing/polishing).

There are going to be 2 types of minable objects - Asteroid clusters for mining ores and rare ores. And Iceroid clusters for mining volatiles and organics. These are floating in asterdoid fields or in ice rings respectively.

There will be a third 'minable' object called 'space junk'. It will be harvested by any fleet type and will provide very limited amounts of metals/rare metals/ship components/electronics/weapon components and in some very rare occasions - weapons (one type at random picks). These will be present in areas of RSF/ISA former and current battles, in XLE/UIN invaded space and floating in the scrap yard`s junk fields.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: hunterkiller725 on November 20, 2014, 10:06:30 AM
YAY! when will the new version be up? :3
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 20, 2014, 10:30:20 AM
Soon TM

All three minables are already scripted and seem to be working fine. I need to populate the world with these and play-test a bit to ensure they are balanced.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Leith on November 20, 2014, 01:47:53 PM
Hello, Okim! I'm playing your mod now and it looks fantastic! The only problem I've found is the same one I encountered in another mod: I run out of fuel so fast! Still cannot figure out how to mod the fuel consumption  :'(
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: mendonca on November 20, 2014, 01:54:47 PM
Buy more fuel  ;)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 20, 2014, 02:25:08 PM
Just wait for the next update - it will bring some improvements to supply/fuel availability.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Leith on November 20, 2014, 02:35:05 PM
Been playing for 50 minutes now and I'm hooked! May require some tips on the economy though but I'll wait for the next update! Good luck, guys! :)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: ArkAngel on November 20, 2014, 07:44:09 PM
mod crashed upon entering the fleet simulator in campaign. This is what I could find in the log, hope it helps.

Code
DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background4.jpg into existing tex id 304
219394 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
at com.fs.starfarer.title.ooOO.o0oO.load(Unknown Source)
at com.fs.starfarer.coreui.refit.M.OÖo000(Unknown Source)
at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
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at java.lang.Thread.run(Unknown Source)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: hunterkiller725 on November 21, 2014, 09:04:49 AM
Been playing for 50 minutes now and I'm hooked! May require some tips on the economy though but I'll wait for the next update! Good luck, guys! :)

the way i make money from trade is look fo somewhere that is buying food fo alot and go there after buyign food for a credit each
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: hunterkiller725 on November 21, 2014, 09:25:30 AM
found an issue that the argos shipyards and the argos communications array are on the same spot and the communications array is overriding the shipyard so i cant get there
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: joe130794 on November 21, 2014, 10:03:15 AM
need to be able to salvage more resources and stuff after battles too because i started off and started attacking small fleets and i was only getting around 5 supplies and 2 fuel or something.
costing more to attack fleets
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: SCC on November 21, 2014, 10:24:37 AM
@hunterkiller725 It's known already.
@joe130794 Small fleets of...? You can make money from attacking pirates while there is bounty or attacking smugglers and selling their stuff at pirate stations (there because near them they are almost always pirate, not neutral). You can also look for named bounties, but they are scattered across all the map and it take some time and cash to get them. Surprisingly, they are almost only in RSF or ISA space (and sadly only FTG...).

By the way, Okim, you have earlier shown us an image, where were Rostov-C and Kaliningrad painted in normal RSF colours, while in the mod they are like they were, only renamed. Is there any particular reason for it or something?
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: joe130794 on November 21, 2014, 12:07:06 PM
small trade fleets and pirates.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Arrez on November 21, 2014, 02:21:29 PM
A few minor things I have found after playing a bit were

1. The Kursk mod 1 and 2 have a few inconsistencies in their description such as regarding the flares (and maybe change the description regarding the fighter bay as that is no longer relevant)

2. The 14mm dual machine gun says 14.5mm in the description.

3. The Rapier Defense System's in game description has a rate of fire of 6000rpm in the game, but timing it manually gives me a RoF of 1800rpm.

4. The Themis-class Combat Carrier has some typos, "needed by FFS raidig parties regarding", "FFS's coombat doctrine requires"

These are the things I noticed and weren't reported during the time I played. Otherwise keep up the good work, Okim.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 21, 2014, 04:05:19 PM
@Arrez: Rapier is burst delay 0.01...    100 rounds per second = 6000rpm:  How were you timing this as I got that from the spreadsheet definition-

@Okim: Have to back joe up here, there's a severe issue with supplies being dropped in this mod!  Fleets can begin raiding and when ambushed even within a day of departure they only have microscopic amounts of supplies drop as loot;  Not an issue with vanilla or the eve mod so I imagine there's some calculation going wrong somewhere in their cargo generation unless it's actually Featuretm  ;)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: CrashToDesktop on November 21, 2014, 04:27:32 PM
The game currently does not allow more than 1800 RPM currently - I believe the Vulcan Cannon is the vanilla weapon that uses that.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: MesoTroniK on November 21, 2014, 04:45:11 PM
Actually, the hard cap is 1200 RPM.

To exceed that use linked barrels or script it :)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 22, 2014, 01:09:10 AM
Hi, sorry for being silent yesterday - was celebrating my birthday ;)

Now for the reported issues:

Quote
The Kursk mod 1 and 2 have a few inconsistencies in their description such as regarding the flares (and maybe change the description regarding the fighter bay as that is no longer relevant).

The 14mm dual machine gun says 14.5mm in the description.

The Rapier Defense System's in game description has a rate of fire of 6000rpm in the game, but timing it manually gives me a RoF of 1800rpm.

The Themis-class Combat Carrier has some typos, "needed by FFS raidig parties regarding", "FFS's coombat doctrine requires".

Will fix these, however i don`t remember specifying any rates for the Rapier. Probably a person who was editing the text did that.

Quote
Have to back joe up here, there's a severe issue with supplies being dropped in this mod!

need to be able to salvage more resources and stuff after battles too because i started off and started attacking small fleets and i was only getting around 5 supplies and 2 fuel or something.
costing more to attack fleets

I do remember there was a value in settings.json related to loot/salvage amount. Probably i tweaked it in some way, but i don`t recall doing/not doing so. Will see.

Quote
By the way, Okim, you have earlier shown us an image, where were Rostov-C and Kaliningrad painted in normal RSF colours, while in the mod they are like they were, only renamed.

FTG is currenlty being provided with the whole fleet of ships based on the faction military vessels. Both mentioned ships are no longer in the game.

Basically all FTG ships are brownish and undecorated - as someone said here - made of shades of poo.

Quote
Still cannot figure out how to mod the fuel consumption.

Look in the settings.json in starsector-core. There are some values that rule fuel consumption and speed per light year.

Quote
mod crashed upon entering the fleet simulator in campaign. This is what I could find in the log, hope it helps

It says 'out of memory' meaning that your rig have problems with storing all the data required for the game/mod. Have you read the memory issues part of the first post? There are some tips how to avoid these problems in general.

Quote
found an issue that the argos shipyards and the argos communications array are on the same spot and the communications array is overriding the shipyard so i cant get there

Known and fixed.

Black-red ships.

As for why there are no black-red ships - these were used by FTG due to some vanilla scripts which is not supposed to happen. Script is very difficult to remove, so it was easier to get rid of decorated ships.

I`m currently working on adding 4 minor pirate factions each with it`s own ship sets. 1 is already sprited (Black Talons operating in ISA space). 1 more is being worked on (Blasing Skulls for RSF). Two others are Black Widows for UIN and Crimson Snakes for XLE.


Here are some pics:

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic243.png)
[close]



Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 22, 2014, 03:42:18 AM
Will fix these, however i don`t remember specifying any rates for the Rapier. Probably a person who was editing the text did that.


It's not defined in strings Okim, it's generated as rounds per minute automatically by the definitions so rapier's refire rate is 0.01 or 100 per second which the game interprets as 6000RPM

-Happy birthday by the way  :D
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Sabaton on November 22, 2014, 04:07:07 AM
 Me likey, especially the blazing skulls.

 And a happy birthday.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Mytre on November 22, 2014, 07:00:14 AM
Quick Question, is this mod compatible with other current mods? i mean is this a total conversion that makes it impossible ot use other mods and such?
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: OOZ662 on November 22, 2014, 07:12:22 AM
Quick Question, is this mod compatible with other current mods?

No.

i mean is this a total conversion that makes it impossible ot use other mods and such?

Yes.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: SCC on November 22, 2014, 09:39:15 AM
Quick Question, is this mod compatible with other current mods? i mean is this a total conversion that makes it impossible ot use other mods and such?
It works with utility mods like Leading Pip, but with normal mods it doesn't.

@Okim So, we can expect a piratefest? Pirates already have not so bad (C) ships and them gettin' more & better ships is some hardcore stuff.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 22, 2014, 10:16:34 AM
4 pirate factions wont be that agressive and numerous. They will have their own area of influence.

The normal pirates will get the same stuff as FTG (poo-shaded), but with a bit more 'deadlier' weapon/mods setup. Overall poo-ships are less effective that their military brethen, so fighting those will not be a problem.

I haven`t yet decided if i will make these pirate subfactions using basic pirate relationship (adjusting to it on the fly) or have their own personal relationship with player.

Here are some poo-ships for FTG/basic pirates:

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic244.png)
[close]
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Toxcity on November 22, 2014, 10:38:36 AM
Those new pirate ships look great.

Also happy birthday!
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: SCC on November 22, 2014, 10:50:12 AM
I meant that they are going to be varied and... Not generic ones are going to be colourful :P
Also, according to image: those-big-tankers, crawlers and tugs are brownish because they are FTG, not civilians-of-that-faction, right? It would look nicely if they got here and there yellow markings or FTG logos.
And those XLE ships look like ghosts/ghost ships. :O Wyrm especially does.
(By the "not so bad custom ships" I meant that they aren't so inferior as the vanilla pirates are. I'm wondering how many more times I'll say it)
PS. +1 for personnel transports actually appearing in the game. :P
PPS. late happy birthday to you!
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 22, 2014, 11:10:38 AM
I`m removing faction markng from all the ships altogether, btw. So FTG markings on theur brownich ships wont happen. As to why i do that - cause you can`t actually become a true member of the faction, thus it is not logical for you to ride of a warship with RSF IDs and icons.

Personnel transports? They were always in the mod. The Carriage, the Swan, the Hammerhead-P - all are dedicated passenger carriers. Or did you mean something else?

New FTG/pirate ships are a bit closer to vanilla D variants than those black-reds we have now. They are, however, fully customisable vessels with just some advanced weapons/mods/systems being removed.

Factions now use a bare minimum non-combat ships needed for fleet support roles. To be specific - 1-2 freighters, 1 tanker, 1 ferry. FTG have much larger pool of freighter ships and a mining ship, a rig and a tug (no need to overspam these as it turned out).
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: SCC on November 22, 2014, 11:48:28 AM
Have you ever encountered personnel transport in vanilla Starsector? I have not :P
I hope there will be any option to join faction in future (overall in Starsector) so you will bring back shiny normal colouration ships...
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 22, 2014, 11:52:46 AM
Normal colours are still there, just no flags on ship sprites. RSF are still green/red, UIN are still bluesh.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Zelphir on November 22, 2014, 07:23:28 PM
Long time fan of this mod for the shear amount of content but lately I have felt that the pirate are not nearly as aggressive as they need to be. the seem to completely ignore trade convoys not to mention the shear lack of them in comparison to the bulk of trade fleets running around and military force I swear the sector is in all out free for all with the amount of allied forces running around. bounties are almost instantly cleared upon entering sectors most of the time if not instantly swooped up by other free trade mercenaries. maybe its a feature not a problem but I would like to see way more hostile ships less neutral ships. maybe this will be fixed with the alien ships and other hostile content that hasn't quite made it in yet.

in summary
 -pirates feel super weak / not aggressive
 -trade fleet way to powerful
 -not enough faction tension / to many friendly ships

sorry if this was already explained and I simply missed it.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 22, 2014, 11:48:44 PM
There are two major problems with vanilla fleet factory:

1. it spawns pirate fleets per each market in the game, BUT there is a hardcoded 35% chance that each pirate fleet will be spawned as neutral mercs. This has a dramatic impact with the Ironclads` scale - 35% of all pirate fleets in the mod are neutrals. To fix this i`m adding 4 pirate subfactions that will have scripted fleets, but i don`t know if it is possible to create a fleet and give it orders in 0.65.1.

2. it has no proper assignments for faction military fleets, thus there are no invasion fleets running between ISA/RSF, thus there are so many patrols inside the systems and thus bounties are cleared so fast. The same thing with scripted fleets will help with this issue, but i need to set up other stuff before i dive into coding fleets.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: AsterPiano on November 23, 2014, 02:34:58 AM
I like this mod and all the ship designs, weapons, lore etc. But the sector feels really desolate, as in, not much going on. I've found that stars can often have very little going on, maybe just one or two little patrols, and stations sometimes have no supplies when I get there. Also, after playing for a while, I was having trouble finding pirates to get money/supplies to have my fleet function, and when I did find a good target I rarely got more than 20 supplies, which was barely enough to get my ships back to max CR (I think someone pointed this out before), so I had to fly back to a friendly station, sell the weapons I got, and buy more supplies, which made getting money quite difficult. I would love it if I could happily sit around in a single star system because there's a steady flow of hostiles and a good a mount of resources at the station.

Also, when will you release the fixes and stuff you've been doing? Like for the Argos shipyard/communication array overlap. Is it already somewhere where you can just get the fix or is it just going to be in 8.2 (or whatever you choose to name the version)?
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Zelphir on November 23, 2014, 05:38:07 AM
thanks for the reply I wish you much luck and little debugging

Edit: @TheLochNessCheeseBurger

considering supplies: I have noticed that the planets are not connected to the stations like they are in vanilla and that sometimes the planets themselves are overflowing with supplies so stocking up on them when you can is paramount.

considering desolate stars: as he just answered in my post I am going to bet this has to do mainly with no ship scripts yet so they are just following basic orders from vanilla or perhaps no orders at all and just park in orbit.
 Okim:
Quote
i need to set up other stuff before i dive into coding fleets
I am going to guess he used a broad statement simply because there is a lot to do before this is resolved.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 23, 2014, 12:32:13 PM
Ok. Finished spriting the FTG ships.

They have 3 destroyers (1 with bays) in their possession, 10 frigates (1 with bays), 3 fighters, 12 freighters (ferries, haulers, tankers and shuttles) and 4 utility ships - miner, repair ship, tug and a scanner ship.

Overall there are 32 ships in total for the faction making it the largest so far. Other factions will actually use some of these civilian ships and will have them for sale (mostly depending on faction of ship`s origin).


Here are the utility ships:

(http://www.lordsofthestars.com/other/Sector/ftg5-min-harvester.png)(http://www.lordsofthestars.com/other/Sector/ftg5-rig-scrapper.png)(http://www.lordsofthestars.com/other/Sector/ftg5-util-prober.png)  (http://www.lordsofthestars.com/other/Sector/ftg5-tug-tug.png)

"Harvester" mining ship, "Scrapper" repair/construction ship, "Prober" scanner ship and simply "The Tug". Shades of poo will differ depending on faction due to the original colour schemes being too different from one another.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Nanao-kun on November 23, 2014, 01:05:09 PM
Heh, Shades of Poo.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 23, 2014, 02:13:04 PM
I'm still not sure if he's *** at the comment or actually finds it hilarious?  "50 shades of poo" might make sense if he adds a few more in though haha!

Seriously though:  come on Okim, I want to stay loyal but soontm might lead me back to testing Rimworld A8 :D
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 23, 2014, 02:31:25 PM
I`ve resprited the whole faction. Just let me provide these sprites with proper hull files, variants, descriptions and put them in campaign.

I can`t even launch Starsector right now as i have no files and variants for the WHOLE factions due to these changes.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 24, 2014, 02:28:54 AM
You're a spriting machine :D

-Edit:  That's a compliment btw
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Cyan Leader on November 24, 2014, 08:44:03 AM
I'm want clarification on a few things if you don't mind.

1) Will you keep the civilian/military status for the player? I enjoyed being locked out of the faction and not having access to the good stuff until i could finally muster the resources to get into it.

2) Apart from the aliens and the AI, what have you planned for the late game? Honestly I was hoping that after I joined a faction's military I'd have the chance to actually contribute to the war. Sure I can snipe a fleet here and there but it's not like that will change any territories.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: TrashMan on November 24, 2014, 03:12:27 PM
Damn you Okim. I can't play the original game anymore because of this mod. :D
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Zelphir on November 24, 2014, 08:53:19 PM
Quote
I'm want clarification on a few things if you don't mind.

1) Will you keep the civilian/military status for the player? I enjoyed being locked out of the faction and not having access to the good stuff until i could finally muster the resources to get into it.

2) Apart from the aliens and the AI, what have you planned for the late game? Honestly I was hoping that after I joined a faction's military I'd have the chance to actually contribute to the war. Sure I can snipe a fleet here and there but it's not like that will change any territories.

I don't know if its possible to do this but I like the old system to a degree, I would prefer if it was a bit more nuanced as in if your not part of a military you can still get access to military grade equipment like the stuff with the "friendly" context, but unless I join I cant get any of the better stuff "cooperative" maybe?

the second one I am not sure I have an opinion on.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 25, 2014, 11:54:01 PM
I'm want clarification on a few things if you don't mind.

1) Will you keep the civilian/military status for the player? I enjoyed being locked out of the faction and not having access to the good stuff until i could finally muster the resources to get into it.

2) Apart from the aliens and the AI, what have you planned for the late game? Honestly I was hoping that after I joined a faction's military I'd have the chance to actually contribute to the war. Sure I can snipe a fleet here and there but it's not like that will change any territories.

1. doesn`t the current relationship system provide what you ask for? You get junky stuff right away with slowly progressing to some more effective and deadlier stuff as well as some better ships. Getting in good terms with a faction right now is problematic - there aren`t any significant ways to improve it right now (no faction-based personal bounties, rare standard bounties, almost no hostiles to kill in faction systems and etc.). Eventually I`ll get back pay-for-friendly and pay-for-truce methods of improving rep based on current reputation level.

2. you mean colony capturing/station destruction? There is a way to make station combat possible, but it is a bit too time consuming and difficult to code, so I wont be interested in doing so right now and in some near future.


I don't know if its possible to do this but I like the old system to a degree, I would prefer if it was a bit more nuanced as in if your not part of a military you can still get access to military grade equipment like the stuff with the "friendly" context, but unless I join I cant get any of the better stuff "cooperative" maybe?

the second one I am not sure I have an opinion on.

Again - getting to cooperative means that you killed a ton of faction`s enemies in that faction`s space. Right now there aren`t many enemy fleets to farm relationship on.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: TrashMan on November 26, 2014, 07:06:22 AM
Okim, have you changed anything about the way your mod works?

my own modification of your mod (adding a new faction, 1 system and 6 ships) used t works flawlessly, but my lastest attempt to integrate fail miserably and I cannot locate what is causing the issue.o

Is there anything in regards to how the factions and economy work now that I should know?


Looking at the log, aside from an error I notice a lacking SpecStore line for my faction
Code
4116 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/neutral.faction)]
4117 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading neutral faction
4117 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/RSF.faction)]
4118 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading RSF faction
4120 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/ISA.faction)]
4121 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading ISA faction
4122 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/XLE.faction)]
4123 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading XLE faction
4124 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/UIN.faction)]
4125 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading UIN faction
4126 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/FFS.faction)]
4126 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading FFS faction
4126 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/player.faction)]
4126 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading player faction
4130 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/independent.faction)]
4130 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading independent faction
4131 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/pirates.faction)]
4132 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading pirates faction
4133 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/VNS.faction)]


Aha..looking into the economy.jar, I see the system and some others things are defined in there... so there's no way easily add my own stuff..
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 26, 2014, 08:07:08 AM
A faction needs to contain everything that 0.65 faction have. This includes faction flag, specific faction names with/without prefixes and a whole bunch of ship roles. Aside from that you don`t need anything else.

As for markets - you just need to add the system that contains your planet to the starmap files. In addition you need to create a market for the system and add it to economy file.

Adding market to a planet is simple - just copy/paste any markets and replace the entity type with your planet/station unique id specified in system`s file.

Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: TrashMan on November 26, 2014, 10:46:02 AM
Hmm...
- VNS faction file made (+ all graphics), added among the factions in factions.cvs
- VNS single system made in econ, added to economy.json
- strings edited, descriptions for everything (ships, stations, planets, weapons) added, faction ship names added
- all ship and weapon graphics added
- Ships hulls and variants added. Weapons and modules checked to be from current Ironclads
- system added to starmap.json


Am I missing something?


EDIT: GOT IT TO WORK.
Thanks Okim. The only thing not working is one hullmod.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Jsay19 on November 26, 2014, 10:20:48 PM
Hmm...
- VNS faction file made (+ all graphics), added among the factions in factions.cvs
- VNS single system made in econ, added to economy.json
- strings edited, descriptions for everything (ships, stations, planets, weapons) added, faction ship names added
- all ship and weapon graphics added
- Ships hulls and variants added. Weapons and modules checked to be from current Ironclads
- system added to starmap.json


Am I missing something?


EDIT: GOT IT TO WORK.
Thanks Okim. The only thing not working is one hullmod.


Hey Trashman, I searched for VNS and found your Sub-mod. Seems dead though, you still working on it? Looks pretty good.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 27, 2014, 01:43:54 AM
Hmm...
- VNS faction file made (+ all graphics), added among the factions in factions.cvs
- VNS single system made in econ, added to economy.json
- strings edited, descriptions for everything (ships, stations, planets, weapons) added, faction ship names added
- all ship and weapon graphics added
- Ships hulls and variants added. Weapons and modules checked to be from current Ironclads
- system added to starmap.json


Am I missing something?


EDIT: GOT IT TO WORK.
Thanks Okim. The only thing not working is one hullmod.


Glad you`ve resolved it. Bug tracking in Starsector is not usually that easy :)
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: TrashMan on November 27, 2014, 03:38:33 AM
Hey Trashman, I searched for VNS and found your Sub-mod. Seems dead though, you still working on it? Looks pretty good.

I will update it as soon as I fix the hullmod.
If you have questions, post them in the VNS thread, this is after all for Okims grand opus.
Title: Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
Post by: Okim on November 28, 2014, 12:25:56 PM
Version 8.2 is available. Archive (zip) is here: http://www.lordsofthestars.com/other/Sector/ironclads8.2.zip


Changelog here (http://www.lordsofthestars.com/other/Sector/readme.txt).

In short - mining and wrecks salvagin is back as well as mining and salvaging skills, FTG got their own unique ship set which sometimes can be used by other major factions, pirates now use these FTG hulls instead of removed black-red skins, economy rebalanced and made at least stable, after-combat looting made a bit more rewarding, at least one market per system now has a steady stockpile of supplies/fuel.

Enjoy! Report bugs and oddities (some entities may be out of place, for example).

Known issues - an overspam of Prober-class scanner ships and extreme rarity of Harvester-class miners / Scavenger-class construction ships. Low availability of UIN/XLE military grade ships. Low pirate fleet presence.

Not an issue - FTG ships being sold at faction`s markets. As i wrote above - factions can use/sell what they are selling to FTG.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Ubik on November 28, 2014, 01:07:49 PM
The game does not continue when starting a new game and picking Miner.

Whichever Nation I picked all that showed up was the text "Xing Luo Empire territory" (or any of the others...clicking it several times just made that textline appear several times.

Edit:
Monitor Class Custom Combat Carrier Comes with 0 flight decks, is that as intended?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 28, 2014, 02:05:53 PM
Fixed. Both.

Redownload the archive.

Also - if you get a null pointer error while interacting with any entity - please report where it happened (system), with what it happend (entity name) and when it happened (on contact, on option selected etc.). There are just too many custom entities in the mod and some of them might work not as intended...
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Ubik on November 28, 2014, 02:23:46 PM
Yea, works now.  :)

And it seems you also changed something else, because b4 I had trouble accessing the markets/fleetmarkets in Gianopolis...
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 28, 2014, 02:49:34 PM
Hm. Nothing regarding markets, but related to dialogues. So it may be connected somehow.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Toxcity on November 28, 2014, 04:32:58 PM
Haven't played much, but looking through the codex it seems that the 3 Raider ships have mismatched sprites, and the Omsk and Rostov-M don't have expanded magazines built-in.

Update has been pretty great so far though!
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 28, 2014, 11:18:28 PM
Omsk is fixed. Rostov-M is not supposed to have mags. As for Raiders - they are not in campaign yet, but i`ll look into it.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Nicke535 on November 29, 2014, 02:07:32 AM
Sorry if this has been mentioned earlier, but there seems to be some issues with space station debris. Attempted a "safe salvage" and was greeted by this:
Spoiler
2040593 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [uin3-de-finland] not found!
java.lang.RuntimeException: Ship hull variant [uin3-de-finland] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÔØ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.plugins.IroncladsAdder.AddShips(IroncladsAdder.java:129)
   at data.scripts.plugins.StationWrecks.Salvage(StationWrecks.java:275)
   at data.scripts.plugins.StationWrecks.optionSelected(StationWrecks.java:188)
   at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

It seems it was going to reward me with a non-existant ship, judging from what happened
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: TheSpaceMolester on November 29, 2014, 02:27:55 AM
Sorry if this has been mentioned earlier, but there seems to be some issues with space station debris. Attempted a "safe salvage" and was greeted by this:
Spoiler
2040593 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [uin3-de-finland] not found!
java.lang.RuntimeException: Ship hull variant [uin3-de-finland] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÔØ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.plugins.IroncladsAdder.AddShips(IroncladsAdder.java:129)
   at data.scripts.plugins.StationWrecks.Salvage(StationWrecks.java:275)
   at data.scripts.plugins.StationWrecks.optionSelected(StationWrecks.java:188)
   at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

It seems it was going to reward me with a non-existant ship, judging from what happened


I can confirm the same error. Just tried to go to a station wreck and it crashed to desktop picking the safe salvage approach option.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 29, 2014, 02:36:54 AM
Safe salvage? Can i see your log as it is probably a different case.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Nicke535 on November 29, 2014, 03:46:08 AM
Checked through the folders and can confirm; there is indeed no variant named uin3-de-finland. I think you have to check the possible loot from these stations, it seems you have to specify a variant rather than a hull name.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 29, 2014, 04:23:18 AM
Fixed. Thought i can`t understand why it caused the crash in 'safe mode' as it never provides you with ships/weapons. So the script that adds ships/weapons should never be called...
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 29, 2014, 04:57:25 AM
Redownload the archive. It is save compatible, so just load your game pre-crash and interact with the station once again.

There was also a minor issue with asteroid mining that is also fixed.

BTW, are all these space junk/asteroid cluster entities spottable? I`ve tried my best to ensure that space junk is well hidden inside orbiting junk fields and asteroids/iceroids are blending with the surroundings. I`m sattisfied with what i`ve got :)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Nicke535 on November 29, 2014, 05:40:19 AM
Redownload the archive. It is save compatible, so just load your game pre-crash and interact with the station once again.

There was also a minor issue with asteroid mining that is also fixed.

BTW, are all these space junk/asteroid cluster entities spottable? I`ve tried my best to ensure that space junk is well hidden inside orbiting junk fields and asteroids/iceroids are blending with the surroundings. I`m sattisfied with what i`ve got :)

They are spottable. To be completely honest, they look glorious. There is one thing i have to ask you about, though; is it intentional that only the crew gains experience during mining operations?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 29, 2014, 06:27:55 AM
You mean 'why just crew - why not a player?'. I`ll add some XP for player for both mining and salvaging. Probably even today :)

I just don`t want mining to be a too powerful tool for a player to gain money/xp.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 29, 2014, 06:35:42 AM
Ok. Player XP for mining/wreck salvagin is done. Basically you get the same amount of XP as your crew. For mining it is based on the amount of ores mined. For salvaging it is a random value that tripples if you select a risky approach.

Have anyone found two surprises in the game? Two entities not yet interactable? :)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Nicke535 on November 29, 2014, 08:46:27 AM
I just don`t want mining to be a too powerful tool for a player to gain money/xp.

True that.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 29, 2014, 11:07:07 AM
Okim:

Salvaging station wrecks is completely unbalanced in the current iteration.  Weapon components can spawn in large quantities as a result of station wreck salvage operations and since their market price is generally between 1500 and 4000, salvaging just one wreck that gives them can provide hundreds of thousands in cargo loot.

I understand that without the skill trait you can only do it once per wreck but it's still game-breaking at this point.  Not sure how to solve this, perhaps make it like mining where you can repeatedly salvage but for much lower reward per cycle with a chance event to 'exhaust' the wreckage of useful salvage depending on skill level/crew experience? 
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 29, 2014, 11:29:36 AM
Is it true just for weapon components? Or the whole loot.

So far i managed to get about ~6000-9000 credits per one ride. And that was merely anough to cut the supplies expenses and crew hiring cost (regulars cost money, while cheap greens result in low salvage and higher incident odds).
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Ubik on November 29, 2014, 02:09:05 PM
Nexus system seems to be so close to the Lomonosov system that whenever I kill a pirate in Nexus I get bounty from both systems (when both have one up).
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 29, 2014, 02:32:58 PM
It is due to the relay stations. I`ve upped their coverage a bit so that you can get intel from some distant systems.

Just assume that both so deeply hate pirates that are eager to pay twice for their heads :)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Ubik on November 29, 2014, 03:07:39 PM
Not going to complain about earning a few extra credits.  ;)

Btw, the "Electronics" commodity consists of "replaceble chips to poferfull processor units".

Edit:
Scimitar Class Custom Escort Carrier <-- 0 flight decks
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 30, 2014, 03:12:52 AM
Okim;

Yeah it's just the weapon components commodity due to the high value
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: TrashMan on November 30, 2014, 10:13:48 AM
Okim, your mod is confusing the ever-loving s*** out of me.

How come you have no scripts folder?
The planets should be defined in data/config/planet.json, but you don't have it.
the scripts to defined the star system, data/scripts/world. Not there.

I don't even get it how you mod works properly, when I couldn't find a single place where you defined the systems OR planets.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 30, 2014, 10:25:12 AM
Everything is packed into a JAR file. A single file to rule them all :P
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Scout890 on November 30, 2014, 12:02:16 PM
I miss civ ships not being brown :(
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on November 30, 2014, 12:05:20 PM
I miss civ ships not being brown :(

It's poo :D


Edit:
More seriously though, I can't find an Astrakan at all (RSF carrier) and fighter acquisition for RSF is really hard, loads of omsks and novgorods but the fighters are seemingly rare-  is this intended?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: TrashMan on November 30, 2014, 01:32:05 PM
Everything is packed into a JAR file. A single file to rule them all :P

why pack them as .class files? .json files are easily editable, .class files are not.
Or is that a change made to StarSector 6.5?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 30, 2014, 01:49:25 PM
Everything is packed into a JAR file. A single file to rule them all :P

why pack them as .class files? .json files are easily editable, .class files are not.
Or is that a change made to StarSector 6.5?

Core files of the mod require to be put into jar, so why not making it much easier for me to edit the whole script bunch in one place (in my case IntelijIdea)? It has a nice error checker that looks for code errors. It stores source files and modifies them so that i can easily get access to them. It compiles everything with 1 click.

Lot`s of prons with no cons (for me at least).
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Jsay19 on November 30, 2014, 02:14:57 PM
More seriously though, I can't find an Astrakan at all (RSF carrier) and fighter acquisition for RSF is really hard, loads of omsks and novgorods but the fighters are seemingly rare-  is this intended?

I'm getting the same Problem.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Zelphir on November 30, 2014, 05:17:35 PM
More seriously though, I can't find an Astrakan at all (RSF carrier) and fighter acquisition for RSF is really hard, loads of omsks and novgorods but the fighters are seemingly rare-  is this intended?

I'm getting the same Problem.

I have been emailing Alex and in an off statement he said that ship availability was a problem at the moment.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on November 30, 2014, 10:17:02 PM
Ship availability has nothing to do directly with Ironclads. I, for one, can`t find Harvesters in my current playthrough, but have plenty of Astrakhans and Moscows (btw - don`t have any Orel carriers). It is totally random and i personally like it.

At some point later i`ll add an option to order a specific ship to be built especially for you (and put into storage of the shipyard).
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: riggs on December 01, 2014, 05:57:40 AM
I read that there is low pirate activity but are the special pirates bounty missions also gone? Also do i get more ressources or faster when mining with more mining ships?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 01, 2014, 06:04:19 AM
1. Depends on pirate activity. If patrols make easy work out of them - there are low amount of bounties. IF patrols are scarce or not enough to kill all the pirates (and thus there are economy fleet casualties - you get more bounties).
2. More miners = more output. The exact formulae takes into account the number of miners, the crew level in majority and your mining skills. Bringing in extra miners will get things much faster.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: riggs on December 01, 2014, 09:16:37 AM
Ok i looked up and i mean those "Wanted: Blackbeard" Missions never appear in the Game. Also Pirate Fleets are very rare now after 3 Hours playing and the biggest ships in those fleets are only some destroyers. So the only big fights i get when i fight other factions.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 01, 2014, 09:45:49 AM
Pirates will never get more than destroyers. I`ll do some tweaks to pirate activity in the future.

As for the bounties - these are not there probably due the fact that FTG (which are the only giver of such bounties by the vanilla defaults) has only one station in Centronom. And this system is pretty well defended.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 01, 2014, 05:20:20 PM
Can you add all the previous stars and the aliens because i really miss all the juicy stuff from the previous version! The FFS ships, alien ships, pirate ships, all capital ships are all gone! and there is so much less stuff to do :( i would really enjoy if you could bring everything back and possibly make a new russian massive ship and a massive american ship and add a mothership for the AI that would be awesome! btw other than that everything is fine really, i just wish you add these things and bring back all the old amazing stuff! oh and please put back the alien mothership becasue in the last version it was only in a mission and it was disapointing...

thanks for reading, if you did lol
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Jsay19 on December 01, 2014, 05:38:52 PM
Can you add all the previous stars and the aliens because i really miss all the juicy stuff from the previous version! The FFS ships, alien ships, pirate ships, all capital ships are all gone! and there is so much less stuff to do :( i would really enjoy if you could bring everything back and possibly make a new russian massive ship and a massive american ship and add a mothership for the AI that would be awesome! btw other than that everything is fine really, i just wish you add these things and bring back all the old amazing stuff! oh and please put back the alien mothership becasue in the last version it was only in a mission and it was disapointing...

thanks for reading, if you did lol
Yeah, I like to get my Kerch-Class without Cheating, I need my KK Katyusha.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 01, 2014, 11:41:54 PM
Can you add all the previous stars and the aliens because i really miss all the juicy stuff from the previous version! The FFS ships, alien ships, pirate ships, all capital ships are all gone! and there is so much less stuff to do :( i would really enjoy if you could bring everything back and possibly make a new russian massive ship and a massive american ship and add a mothership for the AI that would be awesome! btw other than that everything is fine really, i just wish you add these things and bring back all the old amazing stuff! oh and please put back the alien mothership becasue in the last version it was only in a mission and it was disapointing...

thanks for reading, if you did lol

This all takes time, you know? And taking into account that the end of the year is near - the 'time' becomes a very rare and expensive commodity. I`ve just released a simple update that took me 2 weeks to prepare. Imagine how much time will be required for something more resource-heavy like drawing a new ship or coding back some of the now-incompatible ironclads stuff.

Many things are planned to be introduced, but many of these will require some deep dedication which I can`t afford right now.

Btw, capitals are in there. More so - even all prototypes are in campaign in the current version. The fact that you don`t get them means that you are not so lucky or factions are quite powerful and buy everything their bases own before you get a chance to get your hands on it. Military ships appear only at military bases and these are currently too scarce in the mod. This will be fixed in the future release by introducing additional military bases to a number of already existing colonies.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 02, 2014, 03:06:30 AM
Ok. I`ve managed to set up a relatively simple script that checks for the number of pirate fleets and spawns some extra ones if the number of fleets is not enough. Fleets are being spawned at random pirate base and are assigned random targets to raid. The size of the fleet is also random and ranges from 5 to 55 points.

This means that pirate subfactions, AI, aliens and Rocks finally got a valid way to be spawned. Hooray!
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 02, 2014, 08:36:34 AM
Are you aware that to unlock military submarket with advanced faction stuff you need to get some good reputation with them? Only military submarkets can sell cruisers, battleships and the majority of other military ships.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 02, 2014, 10:07:06 AM
Here is a standard ISA military market:

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic245.jpg)
[close]

You can see here even a prototype destroyer being available for 'cooperative' standing with ISA.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Ubik on December 02, 2014, 02:29:03 PM
Is it true just for weapon components? Or the whole loot.

So far i managed to get about ~6000-9000 credits per one ride. And that was merely anough to cut the supplies expenses and crew hiring cost (regulars cost money, while cheap greens result in low salvage and higher incident odds).


For me it is also true with the other "component" commodity, you can sell both for up to 4000 credits / unit, cleared to stations (without any skill spent in salvaging) and each earned me 500k-600k on the open markets...
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 02, 2014, 02:42:04 PM
Here is a standard ISA military market:

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic245.jpg)
[close]

You can see here even a prototype destroyer being available for 'cooperative' standing with ISA.

don't worry i now how it works with the reputation...

wall of text

Bad luck as i said before. Here is a fresh RSF-bounty-hunter start screenshot from the game:

(http://www.lordsofthestars.com/other/Sector/pic246.jpg)

Also i don`t get this 'new save' thing. If it is a 'new game' what you mean - than ships should be randomised each start. If you load a game - why the hell should they change?

Economy script randomly adds/removes (not sure about the last) some ships/fighters from the available stock at stations. It happens once per month if i recall correctly. The more expensive and rare a ship is - the less odds it has to appear at the station. Size also impacts on the odds.

Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Jsay19 on December 02, 2014, 04:18:18 PM
Wait Okim, are you saying the Kerch-Class Prototype should just be open for sale?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 03, 2014, 04:50:46 AM
Facepalm at the fail to understand engine upgrades  ::)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 03, 2014, 04:59:12 AM
Facepalm at the fail to understand engine upgrades  ::)

+1
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 03, 2014, 05:00:30 AM
Wait Okim, are you saying the Kerch-Class Prototype should just be open for sale?

Yep. Until i put it back as a true prototype ship that requires alien tech.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 03, 2014, 05:05:50 AM
i am trying to convert the cool stuff from 0.6.5 to 0.6.2a like the stations so the 0.6.2a mod version of ironclads can have a better look for the mean time, it will take some time but i checked how the files work and i am having alot of fun :D

Good luck to you, yeah. Please open a separate thread and post there your discoveries. This thead is only for current version of Ironclads that supports only current version of Starsector.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 03, 2014, 09:45:29 AM
I strongly recomend you to start your own thread regarding your work as these post of yours start to eat up my mod`s thread delivering nothing of use to it`s cause.

I have no problem with someone making a mod based on my mod until this work has it`s own place and is not discussed here misleading and confusing people.

BTW i still can`t understand what you are trying to achieve and why...
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Nanao-kun on December 03, 2014, 01:08:26 PM
Okim, is the Scimitar Escort Carrier supposed to have flight decks? Because it doesn't have any.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 03, 2014, 02:33:47 PM
Okim look at your inbox, should have i message if it sent it correctly, also cleaned up my mess on the thread
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 03, 2014, 02:34:34 PM
Fixed. As well as RSF Orel carrier. And i wondered why my fighters died so quickly and never restored being wiped out in the combat... )))
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 03, 2014, 02:36:39 PM
Okim look at your inbox, should have i message if it sent it correctly, also cleaned up my mess on the thread

Ask your questions via PM and i`ll try to find an answer. No wall of texts please, be short, ask one by one ;)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 03, 2014, 02:43:45 PM
Okay thanks, will do that
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Silver Silence on December 03, 2014, 03:19:19 PM
Haven't played in a while, not since like 0.6.1 I think. Maybe before that. If 0.6.2 uses the same "old" fleet system, then there should be a faction file for each of the factions, inside which is defined all the fleets that faction may field along with what those fleets should consist of. That's where you'll add ships to fleet compositions, after ensuring all other steps are taken care of. Other steps being a valid ship hull file, variant and graphics.

Spoiler
Code
		"systemDefense":{
"displayName":"System Defense Fleet",
"maxFleetPoints":200,
"daysWorthOfSupplies":[50, 100],
"lyWorthOfFuel":[20, 30],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"onslaught_Standard":[3, 3],
"crig_Standard":[1, 3],
"dominator_Support":[1, 5],
"dominator_Outdated":[0, 4],
"enforcer_Elite":[1, 3],
"enforcer_Assault":[1, 10],
"enforcer_CS":[1, 10],
"condor_FS":[3, 6],
"hound_Assault":[1, 5],
"lasher_CS":[1, 5],
"piranha_wing":[3, 8],
"broadsword_wing":[1, 7],
"talon_wing":[2, 7],
},
},
This is the Hegemony System Defense Fleet. It has a maximum of 200 FP to use in forming the fleet. 3 Onslaughts are mandatory, up to 10 Enforcers built for assault may be used, one is required, three Condors must be in the fleet but there can be as many as six. So on, so forth. Variants must be specified, you cannot simply say that a ship hull is used and be done with it. There was a "maximum of this specific fleet" bit, I'm sure, but I can't find it.
[close]
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 03, 2014, 04:17:43 PM
Haven't played in a while, not since like 0.6.1 I think. Maybe before that. If 0.6.2 uses the same "old" fleet system, then there should be a faction file for each of the factions, inside which is defined all the fleets that faction may field along with what those fleets should consist of. That's where you'll add ships to fleet compositions, after ensuring all other steps are taken care of. Other steps being a valid ship hull file, variant and graphics.

Spoiler
Code
		"systemDefense":{
"displayName":"System Defense Fleet",
"maxFleetPoints":200,
"daysWorthOfSupplies":[50, 100],
"lyWorthOfFuel":[20, 30],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"onslaught_Standard":[3, 3],
"crig_Standard":[1, 3],
"dominator_Support":[1, 5],
"dominator_Outdated":[0, 4],
"enforcer_Elite":[1, 3],
"enforcer_Assault":[1, 10],
"enforcer_CS":[1, 10],
"condor_FS":[3, 6],
"hound_Assault":[1, 5],
"lasher_CS":[1, 5],
"piranha_wing":[3, 8],
"broadsword_wing":[1, 7],
"talon_wing":[2, 7],
},
},
This is the Hegemony System Defense Fleet. It has a maximum of 200 FP to use in forming the fleet. 3 Onslaughts are mandatory, up to 10 Enforcers built for assault may be used, one is required, three Condors must be in the fleet but there can be as many as six. So on, so forth. Variants must be specified, you cannot simply say that a ship hull is used and be done with it. There was a "maximum of this specific fleet" bit, I'm sure, but I can't find it.
[close]

I am really confused becasue i deleted alot of posts and i had this question and i actualy manged to find it and i am having alot of fun, this is another story tho... SO my question was were you answering my question lol, if not than nevermind, but if yes thanks
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Silver Silence on December 03, 2014, 06:38:18 PM
I was, but it seems moot as you removed most of your posts and made it hard to track what's being said, so now a few posts look out of place.

Okim, I haven't played your mod in months but I plan to start very soon with new pc instead of this old crappy laptop that crashes with OOM errors after a while of Ironclads. Was there a reason for the pirates losing their ships? Their signature black and red junkers have been replaced according to a friend, there is no longer a base ship for them as a makeshift capital. Looking a few pages back, you commented that pirates will only have destroyers as their best ships. Is that gonna be the done thing going forward? Or simply what will have to do until more ships have some pirate-y colours to them?

If the status quo is unchanged, I worry a little that the only source of big fleet action with a UIN or XLE start (they had neutrality with the empires last I played) will be Aliens unless one wishes to attack one of the big four. I'll probably be able to answer these questions myself by the end of tomorrow or the day after by simply playing and finding out, though.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 03, 2014, 07:20:44 PM
Thanks, i found the files and i learned so many things tonight! I made ISA and RSF much larger! Thanks for replying, the problem is i will have to make my own thread since it is off topic so wait for the week i will probably be ready to give the first 0.6.2a optimized version of ironclads by then since tonight i already finished most of the things i planned on doing!
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 04, 2014, 12:15:24 AM
I was, but it seems moot as you removed most of your posts and made it hard to track what's being said, so now a few posts look out of place.

Okim, I haven't played your mod in months but I plan to start very soon with new pc instead of this old crappy laptop that crashes with OOM errors after a while of Ironclads. Was there a reason for the pirates losing their ships? Their signature black and red junkers have been replaced according to a friend, there is no longer a base ship for them as a makeshift capital. Looking a few pages back, you commented that pirates will only have destroyers as their best ships. Is that gonna be the done thing going forward? Or simply what will have to do until more ships have some pirate-y colours to them?

If the status quo is unchanged, I worry a little that the only source of big fleet action with a UIN or XLE start (they had neutrality with the empires last I played) will be Aliens unless one wishes to attack one of the big four. I'll probably be able to answer these questions myself by the end of tomorrow or the day after by simply playing and finding out, though.

Pirates. The plans are to have a generic pirate faction (the one we have now) and 4 distinctive pirate subfactions - Marauders (crancky scrap-built ships), Crimson Snakes (black-red-gold XLE ships), Blazing Skulls (brown-grey RSF ships with flame decals) and Black Widows (black-violet ISA/UIN ships). All 4 will get their own faction file, relationships with others and hideouts in some unclaimed systems. All 4 will raid nearby systems and trade with other pirate factions as well as with generic pirates. All the ships of these factions are better than the hull they are based on and to get these you`ll have to befriend that particular faction. Being popular among the generic pirates and other subfactions will help you with that.

UIN and XLE will get a vengeful enemy in the face of FFS. The last will get 4 colonies in 3 systems in the left lower corner of the map and will constantly raid their enemies. More so - they will be in good terms with pirates and will actively trade with them (Widows and Snakes in particular as they are the closest). There will not be an option to play as FFS, but starting as a pirate will make them neutral towards you (and worsening your relationship with XLE/UIN will slightly improve their opinion towards you. FFS will be the only source of Rock Blast drugs. More so - I`m planning to make them actually use the Rock Flies in their fleets.

ALIENS, AI and Rocks - as I wrote a page ago - these will get their specific spawns that eventually will end up being uber-ships which you`ll need to clear to end that particular menace. Rocks will probably get a couple of new variations (that will simulate their aging).

P.S.: the exact number of pirate factions may eventually be reduced.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Nanao-kun on December 04, 2014, 12:52:23 AM
Pirates. The plans are to have a generic pirate faction (the one we have now) and 4 distinctive pirate subfactions - Marauders (crancky scrap-built ships), Crimson Snakes (black-red-gold XLE ships), Blazing Skulls (brown-grey RSF ships with flame decals) and Black Widows (black-violet ISA/UIN ships). All 4 will get their own faction file, relationships with others and hideouts in some unclaimed systems. All 4 will raid nearby systems and trade with other pirate factions as well as with generic pirates. All the ships of these factions are better than the hull they are based on and to get these you`ll have to befriend that particular faction. Being popular among the generic pirates and other subfactions will help you with that.

UIN and XLE will get a vengeful enemy in the face of FFS. The last will get 4 colonies in 3 systems in the left lower corner of the map and will constantly raid their enemies. More so - they will be in good terms with pirates and will actively trade with them (Widows and Snakes in particular as they are the closest). There will not be an option to play as FFS, but starting as a pirate will make them neutral towards you (and worsening your relationship with XLE/UIN will slightly improve their opinion towards you. FFS will be the only source of Rock Blast drugs. More so - I`m planning to make them actually use the Rock Flies in their fleets.

ALIENS, AI and Rocks - as I wrote a page ago - these will get their specific spawns that eventually will end up being uber-ships which you`ll need to clear to end that particular menace. Rocks will probably get a couple of new variations (that will simulate their aging).

P.S.: the exact number of pirate factions may eventually be reduced.
Based Okim!
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 04, 2014, 04:37:15 AM
Okim;

I'm still getting crashes on performing safe salvage operations with missing ship configurations, have been working around it by saving before doing the interaction but it's still a nuisance-  happens even with no points dedicated to salvage ops so must be RNG issue?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 04, 2014, 04:53:12 AM
Can I see your error log, please?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 04, 2014, 02:07:24 PM
Yeah...    Noob question though:  Where the hell is it saved? lol :D
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 04, 2014, 02:26:55 PM
starsector_core/session.log

The THREAD5 block with an error and a few strings above it. Also make sure you are using the latest version (redownload and reinstall the mod just in case).
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Nanao-kun on December 04, 2014, 02:40:46 PM
starsector_core/session.log

The THREAD5 block with an error and a few strings above it. Also make sure you are using the latest version (redownload and reinstall the mod just in case).
Isn't it called starsector.log?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 04, 2014, 04:14:08 PM
Spoiler

   },
   "fleetCompositions":{
      "start1":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[5, 10],
         "lyWorthOfFuel":[5, 10],
         "extraCrewPercent":[0, 10],
         "marinesPercent":[0, 0],
         "ships":{
            "alien-mothership":[0, 1],
         },
      },
      "start2":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[5, 10],
         "lyWorthOfFuel":[5, 10],
         "extraCrewPercent":[0, 10],
         "marinesPercent":[0, 0],
         "ships":{
            "alien-mothership":[0, 1],
         },
      },
      "shuttle":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[5, 10],
         "lyWorthOfFuel":[5, 10],
         "extraCrewPercent":[0, 10],
         "marinesPercent":[0, 0],
         "ships":{
            "alien-mothership":[0, 1],
         },
      
      },      
         
   },
}
[close]

why is there alien-mothership in the player fleet file from 0.65a?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Nanao-kun on December 04, 2014, 05:58:48 PM
Spoiler

   },
   "fleetCompositions":{
      "start1":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[5, 10],
         "lyWorthOfFuel":[5, 10],
         "extraCrewPercent":[0, 10],
         "marinesPercent":[0, 0],
         "ships":{
            "alien-mothership":[0, 1],
         },
      },
      "start2":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[5, 10],
         "lyWorthOfFuel":[5, 10],
         "extraCrewPercent":[0, 10],
         "marinesPercent":[0, 0],
         "ships":{
            "alien-mothership":[0, 1],
         },
      },
      "shuttle":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[5, 10],
         "lyWorthOfFuel":[5, 10],
         "extraCrewPercent":[0, 10],
         "marinesPercent":[0, 0],
         "ships":{
            "alien-mothership":[0, 1],
         },
      
      },      
         
   },
}
[close]

why is there alien-mothership in the player fleet file from 0.65a?
Maybe the player is actually an alien spy! :D
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: NightfallGemini on December 04, 2014, 10:39:35 PM
Could it have been placed there with console commands?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 04, 2014, 11:17:00 PM
why is there alien-mothership in the player fleet file from 0.65a?

Probably because you`ve put it there and forgot about it? Current version of Ironclads is not that generous to a loosing player and provides them with the worst ship available - the FTG Courier.

BTW - that mothership will crash your game as there is no such variant in the mod 'alien_mothership'.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 04, 2014, 11:17:49 PM
starsector_core/session.log

The THREAD5 block with an error and a few strings above it. Also make sure you are using the latest version (redownload and reinstall the mod just in case).
Isn't it called starsector.log?

Yeah, indeed it is starsector.log :)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 05, 2014, 03:25:41 AM
Can I see your error log, please?


Spoiler
229877 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [uin3-de-finland] not found!
java.lang.RuntimeException: Ship hull variant [uin3-de-finland] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÔØ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.plugins.IroncladsAdder.AddShips(IroncladsAdder.java:129)
   at data.scripts.plugins.StationWrecks.Salvage(StationWrecks.java:275)
   at data.scripts.plugins.StationWrecks.optionSelected(StationWrecks.java:188)
   at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 05, 2014, 03:48:45 AM
Redownload the archive as it seems you are using an original Ironclads 8.2 version. Current version should have this issue fixed.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 05, 2014, 09:35:37 AM
why is there alien-mothership in the player fleet file from 0.65a?

Probably because you`ve put it there and forgot about it? Current version of Ironclads is not that generous to a loosing player and provides them with the worst ship available - the FTG Courier.

BTW - that mothership will crash your game as there is no such variant in the mod 'alien_mothership'.

Yes I actualy realized I had accidentaly changed that when I was messing around in 0.62 and for some reason that document was file was opened. :P

fixed it

Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 06, 2014, 01:40:12 AM
My bad Okim, when it said 8.2 I assumed it was the same, not essentially 8.21 :D

Working now anyway, cheers!
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 06, 2014, 03:19:01 AM
Glad you`ve resolved the issue.

A small progress update:

1. added Black Widows into the mod. They have a hideout somewhere near ISA/UIN space and spawn a limited raiding fleets.
2. replaced pirate/patrol generation system with my own. It now always tries to keep the specified amount of military fleets per faction including pirates so that you`ll have something to fire at. Numbers so far are set to 10 per system, but are distributed between stations/colonies at random.
3. added invasion fleets that are spawned in RSF/ISA territory and blockade random ISA/RSF colonies/stations. Fleets range in size from 200 to 300 points.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Cordacc on December 06, 2014, 11:23:24 AM
Hi. I'm running linux. On running starsector.sh with just ironclads I get a fatal error.

This is just the copy of what was left in my command prompt when I got the error:
Spoiler
33710 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/evasive_maneuvering.png] as texture with id [graphics/icons/skills/evasive_maneuvering.png]
33725 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.78 MB of texture data so far
33725 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/evasive_maneuvering.png (using cast)
33726 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/helmsmanship.png] as texture with id [graphics/icons/skills/helmsmanship.png]
33742 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.80 MB of texture data so far
33742 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/helmsmanship.png (using cast)
33743 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/power_grid_manipulation.png] as texture with id [graphics/icons/skills/power_grid_manipulation.png]
33758 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.82 MB of texture data so far
33759 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/power_grid_manipulation.png (using cast)
33759 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/advanced_tactics.png] as texture with id [graphics/icons/skills/advanced_tactics.png]
33775 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.83 MB of texture data so far
33775 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/advanced_tactics.png (using cast)
33776 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/command_experience.png] as texture with id [graphics/icons/skills/command_experience.png]
33792 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.85 MB of texture data so far
33792 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/command_experience.png (using cast)
33793 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/fleet_logistics.png] as texture with id [graphics/icons/skills/fleet_logistics.png]
33808 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.86 MB of texture data so far
33808 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/fleet_logistics.png (using cast)
33809 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/gunnery_implants.png] as texture with id [graphics/icons/skills/gunnery_implants.png]
33825 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.88 MB of texture data so far
33825 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/gunnery_implants.png (using cast)
33825 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/applied_physics.png] as texture with id [graphics/icons/skills/applied_physics.png]
33842 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.89 MB of texture data so far
33842 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/applied_physics.png (using cast)
33842 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/flux_dynamics.png] as texture with id [graphics/icons/skills/flux_dynamics.png]
33858 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.91 MB of texture data so far
33858 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/flux_dynamics.png (using cast)
33859 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/computer_systems.png] as texture with id [graphics/icons/skills/computer_systems.png]
33875 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.92 MB of texture data so far
33875 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/computer_systems.png (using cast)
33875 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/construction.png] as texture with id [graphics/icons/skills/construction.png]
33891 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.94 MB of texture data so far
33892 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/construction.png (using cast)
33892 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/mechanical_engineering.png] as texture with id [graphics/icons/skills/mechanical_engineering.png]
33908 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.96 MB of texture data so far
33908 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/mechanical_engineering.png (using cast)
33909 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/field_repairs.png] as texture with id [graphics/icons/skills/field_repairs.png]
33925 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.97 MB of texture data so far
33925 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/field_repairs.png (using cast)
33925 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/navigation.png] as texture with id [graphics/icons/skills/navigation.png]
33942 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 170.99 MB of texture data so far
33942 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/navigation.png (using cast)
33942 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/mining.png] as texture with id [graphics/icons/skills/mining.png]
33958 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.00 MB of texture data so far
33958 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/mining.png (using cast)
33959 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/skills/salvage.png] as texture with id [graphics/icons/skills/salvage.png]
33975 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.02 MB of texture data so far
33975 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/skills/salvage.png (using cast)
33975 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/warroom/objective_comm_relay.png] as texture with id [graphics/warroom/objective_comm_relay.png]
33992 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/deployables/mini_comm_relay.png] as texture with id [graphics/ships/deployables/mini_comm_relay.png]
34008 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.04 MB of texture data so far
34008 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/deployables/mini_comm_relay.png (using cast)
34008 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/warroom/objective_nav_buoy.png] as texture with id [graphics/warroom/objective_nav_buoy.png]
34025 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/deployables/mini_navbeacon.png] as texture with id [graphics/ships/deployables/mini_navbeacon.png]
34041 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.06 MB of texture data so far
34041 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/deployables/mini_navbeacon.png (using cast)
34042 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/warroom/objective_sensor_array.png] as texture with id [graphics/warroom/objective_sensor_array.png]
34058 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/deployables/mini_sensor_array.png] as texture with id [graphics/ships/deployables/mini_sensor_array.png]
34075 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.08 MB of texture data so far
34075 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/deployables/mini_sensor_array.png (using cast)
34075 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34091 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_jangala.png] as texture with id [graphics/stations/station_jangala.png]
34108 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/jangala_station.jpg] as texture with id [graphics/illustrations/jangala_station.jpg]
34125 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/junk_sheet00.png] as texture with id [graphics/stations/junk_sheet00.png]
34141 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.16 MB of texture data so far
34141 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/junk_sheet00.png (using cast)
34142 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/entities/afield-icon.png] as texture with id [graphics/entities/afield-icon.png]
34158 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.17 MB of texture data so far
34158 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/entities/afield-icon.png (using cast)
34158 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/DeadRock.png] as texture with id [graphics/stations/DeadRock.png]
34175 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.50 MB of texture data so far
34175 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/DeadRock.png (using cast)
34175 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/asteroids.jpg] as texture with id [graphics/illustrations/asteroids.jpg]
34192 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34208 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/space_junk.png] as texture with id [graphics/stations/space_junk.png]
34225 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.58 MB of texture data so far
34225 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/space_junk.png (using cast)
34225 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/space_wreckage.jpg] as texture with id [graphics/illustrations/space_wreckage.jpg]
34241 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34258 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station-rsf-wreck-1.png] as texture with id [graphics/stations/station-rsf-wreck-1.png]
34274 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 171.92 MB of texture data so far
34275 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/station-rsf-wreck-1.png (using cast)
34275 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/space_wreckage.jpg] as texture with id [graphics/illustrations/space_wreckage.jpg]
34291 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34308 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/space_wreckage.jpg] as texture with id [graphics/illustrations/space_wreckage.jpg]
34325 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/stations-rsf.png] as texture with id [graphics/stations/stations-rsf.png]
34353 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 177.24 MB of texture data so far
34354 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/stations-rsf.png (using cast)
34355 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34358 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_side05.png] as texture with id [graphics/stations/station_side05.png]
34374 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/comm_relay.jpg] as texture with id [graphics/illustrations/comm_relay.jpg]
34391 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34408 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_side04.png] as texture with id [graphics/stations/station_side04.png]
34424 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/comm_relay.jpg] as texture with id [graphics/illustrations/comm_relay.jpg]
34441 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34458 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_side02.png] as texture with id [graphics/stations/station_side02.png]
34475 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/comm_relay.jpg] as texture with id [graphics/illustrations/comm_relay.jpg]
34491 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_side02.png] as texture with id [graphics/stations/station_side02.png]
34508 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_side02.png] as texture with id [graphics/stations/station_side02.png]
34524 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34541 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_side00.png] as texture with id [graphics/stations/station_side00.png]
34558 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/comm_relay.jpg] as texture with id [graphics/illustrations/comm_relay.jpg]
34574 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/entities/afield-icon.png] as texture with id [graphics/entities/afield-icon.png]
34591 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/iceroids.png] as texture with id [graphics/stations/iceroids.png]
34608 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 177.32 MB of texture data so far
34608 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/iceroids.png (using cast)
34608 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/asteroids.jpg] as texture with id [graphics/illustrations/asteroids.jpg]
34624 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/entities/afield-icon.png] as texture with id [graphics/entities/afield-icon.png]
34641 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/derelict.png] as texture with id [graphics/stations/derelict.png]
34657 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 177.40 MB of texture data so far
34658 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/derelict.png (using cast)
34658 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/space_wreckage.jpg] as texture with id [graphics/illustrations/space_wreckage.jpg]
34674 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34691 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station-rsf-aban-1.png] as texture with id [graphics/stations/station-rsf-aban-1.png]
34708 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 177.74 MB of texture data so far
34708 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/station-rsf-aban-1.png (using cast)
34708 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/jangala_station.jpg] as texture with id [graphics/illustrations/jangala_station.jpg]
34724 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/ministations_sheet00.png] as texture with id [graphics/stations/ministations_sheet00.png]
34741 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 177.82 MB of texture data so far
34741 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/ministations_sheet00.png (using cast)
34742 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34758 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_side05.png] as texture with id [graphics/stations/station_side05.png]
34774 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/comm_relay.jpg] as texture with id [graphics/illustrations/comm_relay.jpg]
34791 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/sattelites_rsf.png] as texture with id [graphics/stations/sattelites_rsf.png]
34807 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 177.90 MB of texture data so far
34807 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/sattelites_rsf.png (using cast)
34808 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/stations_rsf.png] as texture with id [graphics/stations/stations_rsf.png]
34824 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 177.98 MB of texture data so far
34824 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/stations_rsf.png (using cast)
34824 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34841 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_side03.png] as texture with id [graphics/stations/station_side03.png]
34858 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/comm_relay.jpg] as texture with id [graphics/illustrations/comm_relay.jpg]
34874 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/iceroids_sheet00.png] as texture with id [graphics/stations/iceroids_sheet00.png]
34891 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 178.07 MB of texture data so far
34891 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/iceroids_sheet00.png (using cast)
34891 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
34907 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station-rsf-4.png] as texture with id [graphics/stations/station-rsf-4.png]
34924 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 178.40 MB of texture data so far
34924 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/station-rsf-4.png (using cast)
34924 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/space_wreckage.jpg] as texture with id [graphics/illustrations/space_wreckage.jpg]
34941 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/warroom/objective_comm_relay.png] as texture with id [graphics/warroom/objective_comm_relay.png]
34957 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/com_relay.png] as texture with id [graphics/ships/com_relay.png]
34974 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/comm_relay.jpg] as texture with id [graphics/illustrations/comm_relay.jpg]
34991 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
35008 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_jangala.png] as texture with id [graphics/stations/station_jangala.png]
35025 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/jangala_station.jpg] as texture with id [graphics/illustrations/jangala_station.jpg]
35041 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
35058 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station-rsf-aban-1.png] as texture with id [graphics/stations/station-rsf-aban-1.png]
35074 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/jangala_station.jpg] as texture with id [graphics/illustrations/jangala_station.jpg]
35091 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
35107 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station-rsf-2.png] as texture with id [graphics/stations/station-rsf-2.png]
35124 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 178.73 MB of texture data so far
35124 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/station-rsf-2.png (using cast)
35124 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/space_wreckage.jpg] as texture with id [graphics/illustrations/space_wreckage.jpg]
35141 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/station0.png] as texture with id [graphics/icons/station0.png]
35157 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/station_jangala.png] as texture with id [graphics/stations/station_jangala.png]
35174 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/jangala_station.jpg] as texture with id [graphics/illustrations/jangala_station.jpg]
35190 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/entities/afield-icon.png] as texture with id [graphics/entities/afield-icon.png]
35207 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/entities/afield.png] as texture with id [graphics/entities/afield.png]
35224 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 178.75 MB of texture data so far
35224 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/entities/afield.png (using cast)
35224 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/illustrations/asteroids.jpg] as texture with id [graphics/illustrations/asteroids.jpg]
35241 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/xle-intel.png] as texture with id [graphics/factions/xle-intel.png]
35257 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 178.77 MB of texture data so far
35257 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/xle-intel.png (using cast)
35257 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/xle-intel.png] as texture with id [graphics/factions/xle-intel.png]
35274 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/xle.png] as texture with id [graphics/factions/xle.png]
35291 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/comms.png] as texture with id [graphics/icons/intel/comms.png]
35307 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/comms.png] as texture with id [graphics/icons/intel/comms.png]
35324 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/player_flag.png] as texture with id [graphics/factions/player_flag.png]
35341 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 179.27 MB of texture data so far
35342 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/player_flag.png (using cast)
35342 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/secure_comms.png] as texture with id [graphics/icons/intel/secure_comms.png]
35358 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/secure_comms.png] as texture with id [graphics/icons/intel/secure_comms.png]
35374 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/player_flag.png] as texture with id [graphics/factions/player_flag.png]
35391 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/player.png] as texture with id [graphics/icons/intel/player.png]
35407 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 179.28 MB of texture data so far
35407 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/intel/player.png (using cast)
35408 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/player.png] as texture with id [graphics/icons/intel/player.png]
35424 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/player_flag.png] as texture with id [graphics/factions/player_flag.png]
35441 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/news.png] as texture with id [graphics/icons/intel/news.png]
35457 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 179.30 MB of texture data so far
35457 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/intel/news.png (using cast)
35458 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/news.png] as texture with id [graphics/icons/intel/news.png]
35474 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/neutral_traders.png] as texture with id [graphics/factions/neutral_traders.png]
35491 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/player.png] as texture with id [graphics/icons/intel/player.png]
35508 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/player.png] as texture with id [graphics/icons/intel/player.png]
35524 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/player_flag.png] as texture with id [graphics/factions/player_flag.png]
35541 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/uin-public.png] as texture with id [graphics/factions/uin-public.png]
35557 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 179.31 MB of texture data so far
35557 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/uin-public.png (using cast)
35558 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/uin-public.png] as texture with id [graphics/factions/uin-public.png]
35574 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/uin.png] as texture with id [graphics/factions/uin.png]
35590 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/rsf-intel.png] as texture with id [graphics/factions/rsf-intel.png]
35607 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 179.33 MB of texture data so far
35607 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/rsf-intel.png (using cast)
35607 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/rsf-intel.png] as texture with id [graphics/factions/rsf-intel.png]
35624 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/rsf.png] as texture with id [graphics/factions/rsf.png]
35640 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/player_comm_sniffer.png] as texture with id [graphics/icons/intel/player_comm_sniffer.png]
35657 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 179.35 MB of texture data so far
35657 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/icons/intel/player_comm_sniffer.png (using cast)
35657 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/icons/intel/player_comm_sniffer.png] as texture with id [graphics/icons/intel/player_comm_sniffer.png]
35673 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/player_flag.png] as texture with id [graphics/factions/player_flag.png]
35690 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/rsf-public.png] as texture with id [graphics/factions/rsf-public.png]
35707 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 179.36 MB of texture data so far
35707 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/rsf-public.png (using cast)
35707 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/rsf-public.png] as texture with id [graphics/factions/rsf-public.png]
35723 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/rsf.png] as texture with id [graphics/factions/rsf.png]
35740 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/xle-public.png] as texture with id [graphics/factions/xle-public.png]
35757 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 179.38 MB of texture data so far
35757 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/xle-public.png (using cast)
35757 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/xle-public.png] as texture with id [graphics/factions/xle-public.png]
35774 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/xle.png] as texture with id [graphics/factions/xle.png]
35790 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/uin-intel.png] as texture with id [graphics/factions/uin-intel.png]
35807 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 179.39 MB of texture data so far
35807 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/factions/uin-intel.png (using cast)
35807 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/uin-intel.png] as texture with id [graphics/factions/uin-intel.png]
35823 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/UIN.png] as texture with id [graphics/factions/UIN.png]
_xgeWireToEvent: Unknown extension 148, this should never happen.
_xgeWireToEvent: Unknown extension 148, this should never happen.
35856 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/factions/UIN.png] resource, not found in [/home/jane/Docs/games/starsector/./mods/ironclads2,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/factions/UIN.png] resource, not found in [/home/jane/Docs/games/starsector/./mods/ironclads2,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.A.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)
[close]
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 06, 2014, 12:11:41 PM
Seems that Linux tries to put all image files to CAPS resulting in file not found. Have no idea why this happens and how to fix this rather than manually rename all images with caps (uin.png to UIN.png).
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Cordacc on December 06, 2014, 12:47:34 PM
That's really unfortunate.
But if that's the case why does base starsector start perfectly fine. I don't think all of it's images are in caps.

I renamed uin.png to UIN.ong and got a new error:
Spoiler
26921 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/portraits/portrait_mercenary02.png] as texture with id [graphics/portraits/portrait_mercenary02.png]
26938 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 167.65 MB of texture data so far
26938 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_mercenary02.png (using cast)
26938 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/portraits/portrait_mercenary03.png] as texture with id [graphics/portraits/portrait_mercenary03.png]
26954 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 167.73 MB of texture data so far
26954 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_mercenary03.png (using cast)
26955 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/factions/uin.png] as texture with id [graphics/factions/uin.png]
_xgeWireToEvent: Unknown extension 148, this should never happen.
_xgeWireToEvent: Unknown extension 148, this should never happen.
26980 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/factions/uin.png] resource, not found in [/home/jane/Docs/games/starsector/./mods/ironclads2,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/factions/uin.png] resource, not found in [/home/jane/Docs/games/starsector/./mods/ironclads2,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.A.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:745)
[close]

So I just copied uin.png and renamed the new one to UIN.png and it started perfectly
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Toxcity on December 06, 2014, 07:17:48 PM
1. added Black Widows into the mod. They have a hideout somewhere near ISA/UIN space and spawn a limited raiding fleets.
2. replaced pirate/patrol generation system with my own. It now always tries to keep the specified amount of military fleets per faction including pirates so that you`ll have something to fire at. Numbers so far are set to 10 per system, but are distributed between stations/colonies at random.
3. added invasion fleets that are spawned in RSF/ISA territory and blockade random ISA/RSF colonies/stations. Fleets range in size from 200 to 300 points.

Those additions sound great, can't wait to try them!

Also, have you thought about reintroducing some of the faction civilian ships as skins of the FTG ships (ships with one variant like the Tug)?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 06, 2014, 07:51:07 PM
Okim, i think I found a way it would be possible to make aliens spwan on the make, you know the names you put on the map like no man's land, well maybe you could make the game thing its a spawnpoint for the aliens.

Didn't really try it out but i looked up in the files on how it actualy worked and I am pretty sure it could but right now i am trying to find a way to basicly fix the market by playing with the mod for a extended amount of times and i discovered that if you have a big fleet, it is almost impossible at the moment to not go to war with a faction to now run out of money...

also you don't really have to reply if you don't want to :P
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 06, 2014, 10:40:31 PM
Okay i change this version of ironclads massively, how do i make downloadable for other people?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 06, 2014, 11:02:08 PM
So I just copied uin.png and renamed the new one to UIN.png and it started perfectly

Two instances of uin.png in one folder? Linux does wonders, i guess.

I`ll check the files - probably there is somewhere 'UIN.png' being used as a flag file name, but i have no idea where it coul be.

Also, have you thought about reintroducing some of the faction civilian ships as skins of the FTG ships (ships with one variant like the Tug)?

For aesthetic reasons? May be i`ll do that at some point.

Okim, i think I found a way it would be possible to make aliens spwan on the make, you know the names you put on the map like no man's land, well maybe you could make the game thing its a spawnpoint for the aliens.

Well, this way was planned long ago and current AI-faction is using it, but in the future menace spawns will be more 'solid' and get their own custom entities.

No-offence meant, but - it would be great if you limit your suggestions amount somehow, please. Most of them are obvious and some even planned long ago. There is really little of something i`m not aware of modding-wise ;)

Okay i change this version of ironclads massively, how do i make downloadable for other people?

Pack everything into a zip and find a file host where to upload it. Note that your mod should have a unique name and description in modinfo.json. Don`t use just Ironclads texts as exact clones are confusing and misleading.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: 00lewnor on December 07, 2014, 12:33:52 PM
Attempted to interact with an asteroid cluster in the XLE system with the rock fly husk and the game crashed, didn't record the name of of the cluster.

Spoiler
5264309 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.AsteroidMining.optionSelected(AsteroidMining.java:131)
   at data.scripts.plugins.AsteroidMining.init(AsteroidMining.java:47)
   at com.fs.starfarer.ui.String.P.Óoo000(Unknown Source)
   at com.fs.starfarer.ui.String.P.<init>(Unknown Source)
   at com.fs.starfarer.ui.String.P.<init>(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 07, 2014, 02:02:29 PM
Okay thanks lol i wil reduce the amount of ideas lol. Was just coming to ask you a couple of questions on how to create a new star system to show up on the map, hes is what i added so far in the starmap text script:
Spoiler
{
   "starSystemLocations":{

      "barnard":[8000,2000],
      "vega":[10000,7000],
      "gagarin":[4000,4000],
      "lomonosov":[1000,6000],
      "shelezyaka":[6000,10000],

      "grant":[11000,-3000],
      "shington":[7000,-6000],
      "argos":[10000,-7000],
      "darloth":[15000,-5000],
      "stroff":[4000,1000],
                
      "nexus":[-3000,3000],
      "procyon":[-8000,4000],
      "uomoz":[-5000,8000],

      "centronom":[3000,-4000],
      "achiles":[-1000,-6000],
      "gianopolis":[-5000,-5000],

      "gladisar":[4000,-1000],

      }
}
[close]

and here is what i put in the system

Spoiler
{
   "starSystem":"stroff",
   "markets":[
      {
         "entities":["kognak"],
         "faction":"ISA",
         "size":6,
         "startingConditions":[
            "population_6",
            "jungle",
            "regional_capital",
            "volatiles_depot",
            "electronics_complex",
            "fabricator_complex",
            "spaceport",
            "depot",
         ],
      },   

      {
         "entities":["kognak_a", "kognak_a_station"],
         "faction":"ISA",
         "size":2,
         "startingConditions":[
            "population_3",
            "uninhabitable",
            "outpost",
            "organics_complex",
            "ore_refining_complex",
            "autofac_heavy_industry",
         ],
      },         
      {
         "entities":["Kurxt"],
         "faction":"pirates",
         "size":10,
         "startingConditions":[
            "pirate_base",
         ],
      },
   ],


}
[close]

I know i have to then modify the rest in the jar or at least thats what i believe from what i looked at but i have no idea how to setup the script for the system... could you just give me a exemple so i can check it out to see how it works because for me it shows up like this... Will give grant for exemple:

Spoiler
Êþº¾   2
 f ‰ Š ‹ Œ  Ž  
  ‘ Ž ’
 “ ” ‹ • – —D   Ž ˜ ™ š › œ ™  ž Ÿ  C  BÈ  D»€ CH   Ž ¡ ¢E;€  £ ¤ ¥C/  C  EŒ   ¦ §C4  B   D;€ Bð   ¨A   C–  Ap  @   A   Cp   Ž © ªBH  C¯  B´  Cz   «B–   ¬ ­ ® ¯ Ž °Að  C\   ± ² ³ ± ´ µB   ¶ ·Cf  
 “ ¸ ¹ º » ¼C   Eœ@ » ½ ¾ ¿ ¾ À ¾ Á Ž  Ž Ã Ä Å Æ Ç Ž È ± É Ê Ë ÌA   B4   Í Î Ï Ð Ñ ™ Ò Ó Ô Õ Ö <init> ()V Code LineNumberTable LocalVariableTable this Ldata/scripts/world/ISA/Grant; generate ,(Lcom/fs/starfarer/api/campaign/SectorAPI;)V sector )Lcom/fs/starfarer/api/campaign/SectorAPI; system -Lcom/fs/starfarer/api/campaign/StarSystemAPI; hyper +Lcom/fs/starfarer/api/campaign/LocationAPI; star )Lcom/fs/starfarer/api/campaign/PlanetAPI; a1 a3 a2 a21 junk1 1Lcom/fs/starfarer/api/campaign/SectorEntityToken; junk2 junk3    jumpPoint ,Lcom/fs/starfarer/api/campaign/JumpPointAPI; orbit (Lcom/fs/starfarer/api/campaign/OrbitAPI; relay wrecks wrecks1
SourceFile
Grant.java g h Grant × Ø Ù #graphics/backgrounds/bg-03-iron.jpg Ú Û Ü java/awt/Color g Ý Þ ß à á â ã ä grant star_yellow å æ ç è é ê ë ß ì h hiram Hiram barren í î Barren ulysses Ulysses arid simpson Simpson sattelites_rsf ï ð stations_rsf orbital_junk_1 grant_junk1
Space Junk
space_junk neutral ñ ò ó ô õ rsf ö Ü grant_junk2 isa grant_junk3 ÷ ø grant_jump_point
Jump Point ù ú û ü ý þ ÿ   h   grant_relay Grant Communication Array
comm_relay ISA      õ grant_derelict
Derelict Ship derelict grant_wrecks Station Wrecks
rsf_wrecks
illustrations
vacuum_colony 
  desert_moons_ruins
quartermaster data/scripts/world/ISA/Grant java/lang/Object 'com/fs/starfarer/api/campaign/SectorAPI createStarSystem A(Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/StarSystemAPI; +com/fs/starfarer/api/campaign/StarSystemAPI setBackgroundTextureFilename (Ljava/lang/String;)V (III)V
setLightColor (Ljava/awt/Color;)V com/fs/starfarer/api/Global    getSector +()Lcom/fs/starfarer/api/campaign/SectorAPI;
getHyperspace -()Lcom/fs/starfarer/api/campaign/LocationAPI; initStar P(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI; 'com/fs/starfarer/api/campaign/PlanetAPI getSpec /()Lcom/fs/starfarer/api/campaign/PlanetSpecAPI; +com/fs/starfarer/api/campaign/PlanetSpecAPI setIconColor applySpecChanges    addPlanet –(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/lang/String;Ljava/lang/String;FFFF)Lcom/fs/starfarer/api/campaign/PlanetAPI; addOrbitalJunk O(Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/lang/String;IFFFFFFFF)V addCustomEntity {(Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken; /com/fs/starfarer/api/campaign/SectorEntityToken setCircularOrbitPointingDown 7(Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFF)V addTag
getFactory #()Lcom/fs/starfarer/api/FactoryAPI; com/fs/starfarer/api/FactoryAPI createJumpPoint R(Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/JumpPointAPI; createCircularOrbit ^(Lcom/fs/starfarer/api/campaign/SectorEntityToken;FFF)Lcom/fs/starfarer/api/campaign/OrbitAPI; *com/fs/starfarer/api/campaign/JumpPointAPI setOrbit +(Lcom/fs/starfarer/api/campaign/OrbitAPI;)V setRelatedPlanet 4(Lcom/fs/starfarer/api/campaign/SectorEntityToken;)V %setStandardWormholeToHyperspaceVisual    addEntity  autogenerateHyperspaceJumpPoints (ZZ)V
getEntityById E(Ljava/lang/String;)Lcom/fs/starfarer/api/campaign/SectorEntityToken; setCircularOrbit setInteractionImage '(Ljava/lang/String;Ljava/lang/String;)V ! e f       g h  i   /     *· ±    j           k       l m    n o  i  Š    +¹  M,¹  ,» Y ÿ ÷ §· ¹  ¸    ¹
 N,  
¹  :¹  » Y ÿ ÿ ÿ· ¹  ¹  ,¹     :, ¹     :, !¹     :,"#$%&'¹     :,())*+,- .¹ / ,0112++) 3¹ / ,())4+,- .¹ / ,())4+,- .¹ / ,52,++6 .¹ / ,789:¹ ; :      <=¹ >    ?¹ @ ,A89:¹ ; :

B4¹ > 
C¹ @ ,D89:¹ ; :  )4E¹ >  C¹ @ ¸ FGH¹ I : ¸ FJK¹ L :
 
¹ M  ¹ N  ¹ O , ¹ P ,¹ Q ,RSTU¹ ; :,¹ V *'¹ W ,XYZ:¹ ; :,¹ V [\¹ > ,]^_:¹ ; :$'¹ > C¹ @ ¹  » Y ÿ ÿ ÿ· ¹  `a¹ b ¹  ¹  » Y ÿ ÿ ÿ· ¹  `c¹ b ¹  ¹  » Y ÿ ÿ ÿ· ¹  `d¹ b ¹  ±    j   Æ 1           '  0  >  Z  a   y "  $ ¨ & À 2 Û 3 õ 5 7) 9D =T >c ?l C| D‹ E” I¤ J³ K¼ PÊ QÜ Rå Sí Tô Uü W ] ^( c8 dM f] gl hu n‘ oœ p£ s¿ tÊ uÑ xí yø zÿ ~ k   ¬     l m      p q     ÷ r s  0Ð t u  > v w  y‡ x w  p y w  ¨X z w  À@ { w T¬ | }    |„ ~ }
¤\  } Ê6 €  Ü$ ‚ ƒ
 ì „ } 8 È … } ] £ † }   ‡    ˆ
[close]
???
I think it is compressed but i am not sure...

Okay thank for the info on how to upload it on the forum :P will keep adding stuff and correcting overpowered thing to make it alot more balanced!
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 07, 2014, 03:52:57 PM
Attempted to interact with an asteroid cluster in the XLE system with the rock fly husk and the game crashed, didn't record the name of of the cluster.

Spoiler
5264309 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.AsteroidMining.optionSelected(AsteroidMining.java:131)
   at data.scripts.plugins.AsteroidMining.init(AsteroidMining.java:47)
   at com.fs.starfarer.ui.String.P.Óoo000(Unknown Source)
   at com.fs.starfarer.ui.String.P.<init>(Unknown Source)
   at com.fs.starfarer.ui.String.P.<init>(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Me too i found it yesterday and it did the same thing... also i don't know if it was discussed before but as soon as I touched one of the harvestable asteroid cluster in the same system my game crashed... could try to see what it is but its not my mod... :/
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 08, 2014, 02:02:56 AM
Quote
Attempted to interact with an asteroid cluster in the XLE system with the rock fly husk and the game crashed, didn't record the name of of the cluster.

I think I found the broken cluster. Fixed.



As for the adding the systems to Ironclads - currently it is impossible to do. I will provide a SectorGen.java file in the next update to make it possible, but the next update also comes with automatically generated patrols being switched off entirely. So adding your own system will be much (MUCH) more difficult than simply copy/paste some already existing file and change planet/entity configuration in it.


Quote
Was just coming to ask you a couple of questions on how to create a new star system to show up on the map, hes is what i added so far in the starmap text script:


The modding forum has a lot of tutorials on how to do things (like adding systems, factions, ships, weapons, entities, dialogues, rules and etc). I strongly recommend you to read these and ask any questions in related threads.


Quote
I know i have to then modify the rest in the jar or at least thats what i believe from what i looked at but i have no idea how to setup the script for the system...

Jar is not s single file - it is a sort of an archive that contains 35+ scripts ~20 of which are used by systems. What a jar is and how to work with it you can also find in these tutorial threads.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 08, 2014, 02:13:24 AM
You need to understand that modding a TOTAL CONVERSION MOD is the most difficult task among all possible modding things. Mostly because TC authors don`t take into account any user-friendliness or compatibility issues putting their own 'modding comfort' and mod`s stability/performance on top of things. I can open some ways to allow for modding of my mod, but I will never make things easier for others in the cost of losing any 'comfort' from my side ;)

SO - no modding of existing content like systems unless you know how to work with the JARs.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 08, 2014, 10:13:25 AM
You need to understand that modding a TOTAL CONVERSION MOD is the most difficult task among all possible modding things. Mostly because TC authors don`t take into account any user-friendliness or compatibility issues putting their own 'modding comfort' and mod`s stability/performance on top of things. I can open some ways to allow for modding of my mod, but I will never make things easier for others in the cost of losing any 'comfort' from my side ;)

SO - no modding of existing content like systems unless you know how to work with the JARs.

Okay thanks alot! Will go see how to do it and give everything i have on how to code all this because its fun to be able to build anything in a game!
Btw how long did it take you to just setup all the star systems you currently have?

Also I looked up the black widows and i can't wait to see how they interact with the factions but at the moment i know there is one ship but how many will there be?

Is it alright if i also ask a couple questions about some factions you plan on implementing other than the skulls, serpent and blazes if I am correct? Would be cool to have a australian in the futur :P
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 08, 2014, 10:30:28 AM
Quote
Is it alright if i also ask a couple questions about some factions you plan on implementing other than the skulls, serpent and blazes if I am correct? Would be cool to have a australian in the futur

Aside from the pirate subfactions and FFS there are no more planned factions/subfactions.

Quote
Btw how long did it take you to just setup all the star systems you currently have?

All systems? 2-3 days may be more. I don`t remember.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 08, 2014, 12:02:09 PM
Offtopic - http://vk.com/album-79492997_207641927

A reanimated almost 5-years old project code-named 'Stomper' for Warhammer 40k: Armageddon.
Recently got it back from the local WH40k club where it was hidden from my kid :)

P.S.: added comments in English especially for you. Let me know if something is not showing.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: mendonca on December 08, 2014, 12:54:30 PM
That's really cool  :)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 09, 2014, 02:22:47 AM
Future Ironclads 8.3 changelog:

1. set up to 1 military base per system for each faction to increase cruiser/capital ship probability odds (vega has no MB)
2. added 1 FTG trading hub per each faction to ensure person bounties.
3. added a couple of FTG resupply depots to distand systems (to make obtaining supplies/fuel a bit easier and stimulate named bounties generation).
4. completely reworked non-economy fleet spawn - faction patrols now protect thier colonies rather than burning fuel in hyperspace or pointlessly patroling the systems. Pirates attack specific colonies/stations. ISA/RSF assault fleets invade their enemy systems and attempt to blockade their colonies (generating basic bounties and disrupting trade).
5. added back AI, Alien and Rock Fly menaces. These are spawned at some slow rate and invade their corresponding faction`s systems. Rocks seek for asteroid clusters and thus may interfere with mining operations. AI survey planets at random and attack some random XLE/RSF colony if allowed to return to their spawn point in large numbers (not being intercepted). ALiens do the same, but in UIN/ISA space and pick only colonised planets as targets. All menaces currently carry basic resources based on their origin for the purpose of the loot/reward. Rocks can drop some brights!
6. added Black Widows to the game. They operate in ISA/UIN space and use the generic pirate relationships with player. They get some high-tech ships based on ISA/UIN hulls.
7. all asteroid/iceroid clusters and space junk are now randomly generated in systems that are supposed to contain these (names are random)
8. buffed a bit the overmining procedure output and experience gained by player for mining
9. added the Marauders and a system for their hideout. Marauder fleets scavange the nearby abandoned stations, wrecks, space junk and scrapping facilities
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: TrashMan on December 09, 2014, 02:50:57 AM
Will 8.3 have the SectorGen outside of the jar, or will that wait for some future release ?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 09, 2014, 02:53:41 AM
Will 8.3 have the SectorGen outside of the jar, or will that wait for some future release ?

Will have as well as the FleetSpawner script essential for the patrol spawning.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 09, 2014, 03:02:49 AM
Okim, if npc fleets are going to be raiding stations and planets do you intend to add functionality for the player to do so aswell?  It's nothing pressing but it would be nice to have an interaction for 200 marines to 'raid' an enemy station/outpost for some hefty reward while maybe causing a retaliation fleet to spawn :)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 09, 2014, 04:15:29 AM
A custom battle was planned of some sort with a station participating from one side. But I think that this will not happen.

The dialogue-depending raids are, however, a nice idea and are much easier to implement. It also provides an opportunity to put quite a bunch of stuff to the mod - from boarding ships, to EMP torpedoes and many other interesting stuff. Will look into this, but surely not in this year.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 09, 2014, 10:29:15 AM
No, of course it's not going to be anytime soon since you have your hands full with the new factions and fleet orders as well as the holidays coming up, I wouldn't expect miracles!  It just seemed a logical step forward  ;)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: isaacssv552 on December 09, 2014, 01:46:34 PM
I love the idea of dialogue based raids, like boarding but versus planets and stations. The Marine's description refers to planet side operations so it would fit perfectly.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 09, 2014, 05:47:46 PM
Spoiler
Hold on a second, if Alex (the creator of star sector) could make multiple maps that look like on land as a background and you make ship sprites that behaves like tanks or such vehicles, use the collision of asteroids to mimic buildings, maybe we could make ground battles, would be a totaly different thing but imagine how much fun it would be to have tank battles with solders acting like fighter squads since they kind of look like troops running and shooting from a top view angle, yes i could look wonky, but who cares :P as long as its fun and creative that would be great! And he could use the animation fighters use to dock with your ship when damaged and use that for like a dropship dropping you down with your other tanks on the battlefielfd... But that would need the help of Alex to make such a thing possible... We could get ground exploration and many other things like shopping on a station would literly mean you walk around in the station! Since it would still use 2D as a navigation map I am pretty sure it would be possible :P We just need to yell loud enough to get it in the next major update or two and then we could do almost anything with the game!
[close]
Also for station battles someone actualy did it already on the forums, will post the link when i find it!
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 09, 2014, 05:52:55 PM
here found it!

http://fractalsoftworks.com/forum/index.php?topic=8621.0
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 09, 2014, 06:01:57 PM
Will 8.3 have the SectorGen outside of the jar, or will that wait for some future release ?

Will have as well as the FleetSpawner script essential for the patrol spawning.

thx! :D
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 09, 2014, 10:02:57 PM
Hold on a second, if Alex (the creator of star sector) could make multiple maps that look like on land as a background and you make ship sprites that behaves like tanks or such vehicles, use the collision of asteroids to mimic buildings, maybe we could make ground battles, would be a totaly different thing but imagine how much fun it would be to have tank battles with solders acting like fighter squads since they kind of look like troops running and shooting from a top view angle, yes i could look wonky, but who cares :P as long as its fun and creative that would be great! And he could use the animation fighters use to dock with your ship when damaged and use that for like a dropship dropping you down with your other tanks on the battlefielfd... But that would need the help of Alex to make such a thing possible... We could get ground exploration and many other things like shopping on a station would literly mean you walk around in the station! Since it would still use 2D as a navigation map I am pretty sure it would be possible :P We just need to yell loud enough to get it in the next major update or two and then we could do almost anything with the game!

Also for station battles someone actualy did it already on the forums, will post the link when i find it!

lilstrip, please stop doing that.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 10, 2014, 03:33:34 AM
Planetary surveys are wired back.

You can send crew to get valuable logs. Logs can be sold at 1000 credits per each with price increasing for stable markets (ending at ~2000 at highly stable ones). The worser the planet conditions are - the more logs you`ll carry back, but the more casualties you`ll get. Operation requires at least 1 shuttle (more shuttles = more yield) and some crew.

You can attempt to scan the planet for any anomaly using planet scanners (available at markets with electronics factory). Each attempt has 20% chance to find any and each new one increases the chances to lose your scanner (3 or more - almost 100% chance to lose it).

You now also have an option to use a Prober scanner ship. Each prober provides a single check for anomaly with 20% odds to find it, so the more you get - the more chances are to spot a useful something on the planet. Nothing is being put at risk here or being consumed.

Once you find an anomaly - you`ll have an option to recover whatever you have found. To do that you`ll need at least 3 special landers (shuttles) and some crew. Anomalies differ in type and yield, but all of them provide you with resources. You can lose some crew due to planet conditions... Again - the more shuttles you have - the better is the reward.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 10, 2014, 03:35:14 AM
Planet surveys and random asteroid/iceroid field generator is a large step towards randomly generated unclaimed systems` content )))
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: 00lewnor on December 10, 2014, 07:22:04 AM
Any plans for version checker compatibility?

http://fractalsoftworks.com/forum/index.php?topic=8181.0 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 10, 2014, 09:58:29 AM
Is it fine if I say at the begining that it is offtopic? I thought i was fine since you were talking about that and it felt like a good idea to share my point since no one really talks about such a feature for starsector...
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 10, 2014, 10:20:53 AM
Would really help stay on topic if you could make polls for what you would be willing to add and make people vote for what they would like to see, would make things much easier to stay on track to my opinion because sometimes it is just really not clear :/
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 10, 2014, 11:33:27 AM
Any plans for version checker compatibility?

http://fractalsoftworks.com/forum/index.php?topic=8181.0 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

Hm. And what it does? Checks for the latest mod`s version? Hm...

Would really help stay on topic if you could make polls for what you would be willing to add and make people vote for what they would like to see, would make things much easier to stay on track to my opinion because sometimes it is just really not clear :/

Hah. Democracy in modding? No way :)
I do what i find most suitable for the mod and what i can do and most important - what i find the most enjoyable for me at the moment (working on what pleases my dark desires and ambitions). Asking community to vote is limiting my freedom and forces me to be oblidged in some way. That`s not how i mod  :P

Is it fine if I say at the begining that it is offtopic? I thought i was fine since you were talking about that and it felt like a good idea to share my point since no one really talks about such a feature for starsector...

You should have used the search before posting about 'tanksector' idea. It was brought years ago and even was accomplished in a nice mod. And talking about ideas completely out of the way of the mod is a bad tone :)
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 10, 2014, 03:16:19 PM
Thanks for the reply but could i have the link for the mod you were talking about please, sounds really interesting lol

Btw how far are you at progress wise?
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 10, 2014, 09:46:31 PM
Thanks for the reply but could i have the link for the mod you were talking about please, sounds really interesting lol

Btw how far are you at progress wise?

http://fractalsoftworks.com/forum/index.php?topic=2861.75
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 12, 2014, 09:53:33 AM
Ironclads 8.3 is ready: http://www.lordsofthestars.com/other/Sector/ironclads8.3.zip

Changelog:  http://www.lordsofthestars.com/other/Sector/readme.txt

Note that trade disruption events may be too frequent due to the amount of the hostile fleets added. I`ve tried to modify the values behind that event to reduce their frequency and somewhat stabilise the economy. This wasn`t tested very well.

Ne features (like planet scanning) weren`t tested enough as well and may be buggy.

Enjoy, report issues and bugs.
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 12, 2014, 09:59:59 AM
Thanks for the link  :)

The mod looked a bit empty tho... but i guess it answers that question!

So will you publish 8.3 before christmas? Don't have to rush it, i rather wait and get more things than a rushed update which contains less features! Oh and one last thing, is it possible to make some ship extensions that attach to special attach points, for exemple, a custom sprite for a specific ship which is considered as a weapon to the game since you would attach it to the ship (it would just cange the layout of it), it would be locked so it doesn't move around or shoot since it would not be an actual weapon. The problem is how would you attach real weapons to that special upgrade and would it actualy be possible to set up some weapon attach points on the addon at the moment? I will try to ship what i mean with a sketch, might look bad...

Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Maelstrom on December 12, 2014, 10:00:33 AM
LOL as soon as i replied you posted the new version XD

will just draw the really simple sketch to show what i mean :P
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 12, 2014, 10:08:47 AM
Forgot to mention that you CAN board AI, Aliens ships and even Rock Flies in current version, but you can`t put anything useful on these (all AI, Alien and Rock Fly weapons are built-in).

I might actually leave this in the mod (well, except for the obvious Rock Fly boarding which is odd).
Title: Re: Project Ironclads TC 8.2 (28/11/2014) [0.65.1a compatible]
Post by: Okim on December 12, 2014, 10:09:37 AM
LOL as soon as i replied you posted the new version XD

will just draw the really simple sketch to show what i mean :P

And again you fail to do some searching... Look for the Twig Lib in modding forum.

P.S. and again you ask questions not directly connected to Ironclads...
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Maelstrom on December 12, 2014, 10:11:32 AM
Guess i will have to get use to it, be back real quick :/
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 12, 2014, 10:13:09 AM
Guess i will have to get use to it, be back real quick :/

Don`t be in a hurry  ;)

Start using your own thread or threads related to what you seek. This thread is only for Ironclads mod. How many more times i should really point on this to get your attention?...
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 12, 2014, 10:14:10 AM
Well, because of the last 5 pointless posts ate up the post about version release - here is a repost:

Quote
Ironclads 8.3 is ready: http://www.lordsofthestars.com/other/Sector/ironclads8.3.zip

Changelog:  http://www.lordsofthestars.com/other/Sector/readme.txt

Note that trade disruption events may be too frequent due to the amount of the hostile fleets added. I`ve tried to modify the values behind that event to reduce their frequency and somewhat stabilise the economy. This wasn`t tested very well.

Ne features (like planet scanning) weren`t tested enough as well and may be buggy.

Enjoy, report issues and bugs.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Maelstrom on December 12, 2014, 10:20:48 AM
Sorry forgot to ask in the paragraph if that feature will be in ironclads but i think i didn't so it looked like off topic. I was curious to know since I know in the mod there are a lot of variants of ships and if this feature was in it could make the mod alot more fun!

Guess i forgot to actualy give a reason for asking that question which makes it look off topic I guess
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Leith on December 12, 2014, 10:52:12 AM
Downloading as I type these words just to thank you for the hard work you have put into this mod for the past four years or so. Personally I cannot wait to meet the AI and the Marauders  8)
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Recklessimpulse on December 12, 2014, 11:00:42 AM
I do have a balance question, based on 8.2. When I try to mine with zero skill points in the industrial section it is completely unprofitable, the sales of the ores never remotely came close to the cost of supplies to back to full readiness is this deliberate?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 12, 2014, 11:14:05 AM
Ore mining (exactly ore one) is indeed not that profitable if you have a small mining fleet (just one miner). You`ll need to bring more miners and get an experienced crew as well as picking overmining to get good results.

Mining at start is good in Achiles and Lomonosov due to the presence of iceroid clusters and close proximity to the stations where you can dump the harvested volatiles. Lomonosov is, however, not safe for mining due to the pirate hideout present in the same rings as the iceroids :)

8.3 has improved yields from overmining, btw.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Maelstrom on December 12, 2014, 02:20:37 PM
one really small question on editing the factions ships, what does the number 10 and 1 represents?

Spoiler
"isa2-frg-connecticut_variant":10,
[close]
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 12, 2014, 02:34:36 PM
Bonus to chances of selecting that particular variant. The larger the difference between two variants - the greater the chances for the one with the higher value to be picked.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Maelstrom on December 12, 2014, 02:43:30 PM
Oh okay cool thanks :)
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Maelstrom on December 12, 2014, 04:22:22 PM
Is there a way I can make the factions less OP when it comes to attacking one faction because at the moment if I attack free traders, they will put a bounty on me and then everysingle faction wants to kill me which I really don't like... Could you just add bribbing in a really quick update please, would make it much easier since you just need money to get to the point where you can finaly trade with a faction...
And how can I make station wrecks give as much things as in 8.2? I am trying to edit it in the jars but it is really, really complex... its like trying to read chinese... :(
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Darrow on December 12, 2014, 05:15:19 PM
Okim are there any cheats or easy money techniques?

Just want to play around with some of the ships and have some fun.
Honestly don't have any time to start a campaign.


I remember a few versions ago you could raid the space stations for a bunch of hightech stuff and sell it off rinse and repeat. Doesn't appear to still be feasible, thanks.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Nanao-kun on December 12, 2014, 05:17:20 PM
Okim are there any cheats or easy money techniques?

Just want to play around with some of the ships and have some fun.
Honestly don't have any time to start a campaign.


I remember a few versions ago you could raid the space stations for a bunch of hightech stuff and sell it off rinse and repeat. Doesn't appear to still be feasible, thanks.
Have you tried using Console Commands?

http://fractalsoftworks.com/forum/index.php?topic=4106.0

It should be compatible.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Darrow on December 12, 2014, 05:30:26 PM
Okim are there any cheats or easy money techniques?

Just want to play around with some of the ships and have some fun.
Honestly don't have any time to start a campaign.


I remember a few versions ago you could raid the space stations for a bunch of hightech stuff and sell it off rinse and repeat. Doesn't appear to still be feasible, thanks.
Have you tried using Console Commands?

http://fractalsoftworks.com/forum/index.php?topic=4106.0

It should be compatible.

I have no idea how to use that exactly :/
Says it's all custom commands etc? How would I simply add cash?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Nanao-kun on December 12, 2014, 05:37:18 PM
I have no idea how to use that exactly :/
Says it's all custom commands etc? How would I simply add cash?
Look at the "Included Commands" spoiler.

Open the console command box and just type "addcredits 1000000" for a million credits. Without the quotations, of course.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Toxcity on December 12, 2014, 06:36:06 PM
lilstrip I would recommend searching for/ asking about, stuff in the  Misc modding questions that are too minor to warrant their own thread  (http://fractalsoftworks.com/forum/index.php?topic=5061.0) thread, considering most of your questions are more general modding related.

On Topic:
The new changes in the log look great. Can't wait to try them.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 13, 2014, 12:12:05 AM
Okim are there any cheats or easy money techniques?

Just want to play around with some of the ships and have some fun.
Honestly don't have any time to start a campaign.


I remember a few versions ago you could raid the space stations for a bunch of hightech stuff and sell it off rinse and repeat. Doesn't appear to still be feasible, thanks.

There are some easy to salvage places in the mod. The list below shows their locations.

Spoiler
Abandoned stations:
- Gladisar
- Darloth
- Vega
- Gianopolis
- Uomoz

Abandoned stations are the easiest and safest way to get something for sale (or even some weapons).

Space junk:
- Midline
- Gladisar
- Grant
- Barnard`s Star
- Gagarin`s Herritage
- Achiles
- Uomoz

Collectable junk is hidden in the junk rings that orbit destroyed stations or scrap yards. They are difficult to spot, but provide a couple of resources for sale.
[close]

Other than that i can`t recall anything legal in the mod that can allow you an easy start. You can edit 'rules.csv' and change any of the starting options to provide you money or whatever ship you wish. All options are located in the end of the file.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: joe130794 on December 13, 2014, 05:05:04 AM
i think i edited the price of fuel on some mods since i used to get more salvaged than i used to use so i had excess to sell.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 13, 2014, 10:39:22 AM
Not seeing any medium mass drivers Okim, were they removed?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: AsterPiano on December 13, 2014, 01:43:02 PM
These damn updates Okim. They're so good.
I got an Illinois-class destroyer, it's so fun to fight the alien ships with it! You just teleport around everywhere trying to out-maneuver their ships.

I've also been trying to get those RSF Turbo Laser things, since I want to put them on a Michigan-class, so I looked at what ship variants have them, and I think there's only one RSF ship that has them, so I've been going after fleets with that in just to get it. But after killing about 6-10 of them I still haven't gotten any. So out of curiosity I used console commands to give me good relations with RSF to see if I could have went with befriending them and getting the lasers that way, but there were none anywhere. Is this just bad luck?
EDIT: Nvm, right after posting this, I got one from killing an RSF fleet.

P.S. ISA fleets seem a lot more powerful than RSF fleets, I saw an RSF war fleet get completely destroyed by an ISA security detachment. I'm not sure which one's supposed to be more powerful but it somehow doesn't feel right.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Nanao-kun on December 13, 2014, 02:07:44 PM
These damn updates Okim. They're so good.
I got an Illinois-class destroyer, it's so fun to fight the alien ships with it! You just teleport around everywhere trying to out-maneuver their ships.

I've also been trying to get those RSF Turbo Laser things, since I want to put them on a Michigan-class, so I looked at what ship variants have them, and I think there's only one RSF ship that has them, so I've been going after fleets with that in just to get it. But after killing about 6-10 of them I still haven't gotten any. So out of curiosity I used console commands to give me good relations with RSF to see if I could have went with befriending them and getting the lasers that way, but there were none anywhere. Is this just bad luck?
EDIT: Nvm, right after posting this, I got one from killing an RSF fleet.

P.S. ISA fleets seem a lot more powerful than RSF fleets, I saw an RSF war fleet get completely destroyed by an ISA security detachment. I'm not sure which one's supposed to be more powerful but it somehow doesn't feel right.
From what I remember, ISA favors fighters and bombers, which can be devastating against poorly shielded ships, like the RSF.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Maelstrom on December 13, 2014, 09:59:32 PM
made ISA and RSF use the dreadnought and alien use the mothership and it is so fun! Destroyed a mothership in 5 second with my costum version of the dreadnought, as far as i tested it, its around 2.5 times better than the original :P Its the only ship that I know of which can take on two moscows and one dreadnought!

NEW IDEA
Feel good about this one

Spoiler
After all of this, I feel like the aliens should have the aliens should have a massive ship that spaws only once every 5 cycles or so and its goal is to wipe out every system on the map. Every  station it destroys will have a cool down on ship spawns so it would remain really weak for a long time. So basicly it would give the player a reason to stick around and defend the factions and build a giant fleet in order to remain alive after the attack since stations wont give supplies or fuel after being destroyed for around 1 cycle to keep it realistic. Since you said you would add station capturing and such things like that, I believe it would be possible...

Actualy I have a simpler idea how to do that, the alien planet class (because i guess that the mothership isn't  challenging enough against the dreadnought variant I have which took it down in less than 10 seconds...). Since the dreadnoughts were actualy taken down, ISA would have built a massive America Class ship which would be based off of the alien technology after the first massive attack at Grant which consisted of only one massive ship, the Annihilator (<== not sure if spelling is right :P). In size it would be 6 times the size of the dreadnought so it was basicly impossible for ISA to stop it... Unless they built Code 57... 2 times the size of the dreadnought, 10 flight decks and over 300 ordinance points! Unfortunatly, RSF found out about the project and the spy which gave them the information did not say it was to defend humanity against the biggest threat they ever faced so they decided to build a ship in order to defend themselves from what they believed to be a secret ship to destroy their faction... We don't have any information on what they are building, but what we know is that it might look like a threat at the moment, but in the futur when they might come back RSF could still help.

I stopped thinking about complex stuff and started thinking about a really cool thing to add to the mod, not too far away from your current plans and if you don't want to consider this idea I could still make the ship sprites for such an addon since there would be 3 new massive ships to add to the current mod, the only thing you would really have to do is code for the events to happend and I would probably ask you a bit of questions on how to code certain things if I don't find the answer on the forums! I will have my *** laptop on christmas vacations and it can't run good games on it either so I will basicly have alot of time to work on these, I don't expect you to say yes at the moment and one thing I have to mention is that I will try my best to make them look as close as I can to your design style to not make them feel out of place :P I have really good ideas about some designs and I will take alot of time to make sure everything looks really good to you!

Idk why I really want to help you with this or why I like throwing myself at such a big project, but what I know is if you say yes, I will work my ass off and be really happy to actualy do something of my life :P
I will try to make most of this on my own but if it becomes really to big for me I will ask you some help. Its mostly going to be questions on coding but other than that, theres nothing else really.

If you read this pointless mesage and accept I would really appreciate
Spoiler
Holy crap this is long -_- Feel bad now...
[close]
[close]
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 14, 2014, 12:49:57 AM
lilstrip PLEASE make a thread called Lilstrip's Ironclads adventures or something and let us keep this thread to bug/progress reports and releases?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: SCC on December 14, 2014, 04:56:50 AM
I just found Black Widows have posted general bounty on Free Traders Guild. 10/10 love it.
However, I haven't found any normal pirates. Why are they gone?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 14, 2014, 05:02:02 AM
What do you mean 'no mormal pirates'? Particul, Rock, Pixie and Shanidar should spaw quite a number of pirate fleets to harrass near by colonies.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Toxcity on December 14, 2014, 11:51:24 AM
I've been playing the mod for a while, and things seem great.

The only thing that's bugged so far is that pirates and RSF are hostile to me in the intel tab, but are neutral to me in game. The factions even go hostile for a second after I fight one of their fleets, but then turn neutral shortly after.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 14, 2014, 12:22:03 PM
Hm. That might be a bug with my reputation checher script.

What are your relations with FTG and others?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Toxcity on December 14, 2014, 01:18:35 PM
Well RSF is now hostile to me, apparently I had to attack them first.

The other factions are:

Everything else besides that works fine though.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: TrashMan on December 15, 2014, 12:13:58 AM
Thanks for the 8.3 Okim! ;D

I got my modification to work. Works fine, can fly around my system and everything. I only get a crash when buying ships. Looking into it now.

Anywhoo, thanks again.


EDIT:
Were supplies always this expensive?
The game seems harder (not a bad thing) and the financial viability of larger fleets questionable (this might).
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 15, 2014, 04:22:27 AM
Well RSF is now hostile to me, apparently I had to attack them first.

The other factions are:
  • FTG are Welcoming
  • ISA are Cooperative
  • UIN and XLE are Neutral
  • The pirate factions (Widows,Marauders, Pirates) are Inhospitable

Everything else besides that works fine though.

There is a script in current version that checks if you are hostile with FTG. Is you are (your rel is hostile or vengeful) - then all of the FTG supporting factions declare you out of law. You will get i bad red message about it.

If after that you somehow managed to get your relationship to more than inhospital with FTG - all other factions boost their relationship towards you by ~15 so that you could start getting better relationship with those.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 15, 2014, 04:26:27 AM
Were supplies always this expensive?
The game seems harder (not a bad thing) and the financial viability of larger fleets questionable (this might).

Put a depot market condition on any of your colonies in a system. This will make supplies always available at some amount. Otherwise you need some light industry conditions to boost supplies production (thus lower their costs).

In general supplies should be are floating close to 135 per unit at most depots and drop to 50-75 on markets that produce these. Pirate bases, trading hubs, spaceports, military bases may rise the prices significantly if not getting enough.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: TrashMan on December 15, 2014, 07:58:33 AM
One more question if I can Okim. Seems the game is throwing a fritz every time I want to buy/trade in my system

Code
393482 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
393483 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Ship Components(Visis)
393483 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Hand Weapons(Visis)
393484 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Electronics(Visis)
393542 [Thread-5] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.getWeaponsOnRolePick(BaseSubmarketPlugin.java:352)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsForRolePicks(BaseSubmarketPlugin.java:314)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsBasedOnMarketSize(BaseSubmarketPlugin.java:272)
at com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin.updateCargoPrePlayerInteraction(OpenMarketPlugin.java:53)
at com.fs.starfarer.campaign.ui.T.<init>(Unknown Source)
at com.fs.starfarer.coreui.OO0o.<init>(Unknown Source)
at com.fs.starfarer.coreui.OO0o.<init>(Unknown Source)
at com.fs.starfarer.ui.String.int$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.String.int.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.String.int.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.String.P.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.String.P.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.D.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:96)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:46)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:52)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:110)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:139)
at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
398299 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.getWeaponsOnRolePick(BaseSubmarketPlugin.java:352)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsForRolePicks(BaseSubmarketPlugin.java:314)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsBasedOnMarketSize(BaseSubmarketPlugin.java:272)
at com.fs.starfarer.api.impl.campaign.submarkets.MilitarySubmarketPlugin.updateCargoPrePlayerInteraction(MilitarySubmarketPlugin.java:59)
at com.fs.starfarer.coreui.f.<init>(Unknown Source)
at com.fs.starfarer.ui.String.int$3.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

If I were to hazzard a guess, it's trying to populate the market with items/ships of my faction and failing.
Where are those defined?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 15, 2014, 09:13:16 AM
This should better be adressed to Alex. I have no idea how weapon picks work.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: connortron7 on December 15, 2014, 08:49:44 PM
Hey I love this mod A LOT and I just got account on the forum and I was wondering if you'll ever make the rock flys more powerful because I just beat one using only a Illinois-class prototype destroyer and the rock fly seems really weak for what it is (my ship barely made it)

And the start and respawning seem a little to hard and unforgiving

keep up the good work it is amazing!

Im sorry if this sounds rude
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Luna on December 16, 2014, 03:57:19 AM
If you beat a Rock Fly (fully grown) with just a prototype destroyer, you got reallllllly lucky. Either that, or you cheated. I can see it being possible with maxed skills, but I'
d still go after the Rock Fly with a sufficiently large fleet. Kudos to you if you beat it legitimately.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 16, 2014, 04:53:13 AM
Rock Fly`s weapons are currently not that effective against shielded targets and agile targets. The fly itself has no shields and pretty low hull points, so cracking it`s armour in one place and focusing your fire there would kill the Fly very fast.

ISA prototype DE has two large energy mounts and can jump. Two magna cannons to crack the armour and a couple of flaks to deal with the drones - that`s all what you need to kill the Fly with ISA prototype DE. Just don`t forget to dodge the Fly`s plasma blast...
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 16, 2014, 04:59:26 AM
If you beat a Rock Fly (fully grown) with just a prototype destroyer, you got reallllllly lucky. Either that, or you cheated. I can see it being possible with maxed skills, but I'
d still go after the Rock Fly with a sufficiently large fleet. Kudos to you if you beat it legitimately.

Fully grown?  ???
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: JonMW on December 16, 2014, 05:04:16 AM
Very nice mod, I've noticed some things (problems?) I want to call attention to in no particular order:

1. Some fighter wings (the Dart, Follower, and Stunner) use 0 fuel. I'm not complaining (the bastards still need supplies) but I assume that's not intentional since the fluff doesn't reference it.

2. Fighter fluff text (Hunter and TU-610) refers to a "14.5mm" cannon when the actual weapon seems to be 14mm in all other references, including the actual weapon information panel, though it might just be shorthand.

3. Numerous inaccuracies of fluff text in armaments/hardpoints. I went through all the fighter wings, and noticed problems in: Dart, MIG-99, TU-610, SU-74, TU-620, Blizzard, Harpoon, SU-57. Then I noticed something wrong with the description of the hardpoints available on a frigate I can't recall (it was XLM, I think) and decided to not keep on looking.

4. I experienced a seemingly inaccurate trade disruption alert (didn't keep a save, sorry). The alert listed one planet, but it seemed like the actual market event was in effect on a different planet in the same system (with no correct alert for it).

5. I got an alert for increased fuel prices on a planet due to trade disruption. That planet turned out to be a resupply station with apparently normal prices.

6. Probably I don't understand mining, but the game didn't seem to recognise the single Marauder Salvager in my fleet for allowing mining operations.

7. Where the hell do Psy-clones come from? For a legal item in the UIN, it sure seems like nobody sells them, not even electronics stations (Freya).

8. Streamgun OP, omgwtfbbq. I have it on my Rattlesnake, and it lets me absolutely wreck frigates/fighters until I run out of ammo. I took off other weapons so that I can afford the Expanded Magazines. Even the Stalkers don't seem to have any idea how to defend themselves against it. I dunno, maybe it's just that it works really well on a fast ship and I was trying to use a kinda ineffective loadout previously. The small magazine size does do a lot to keep it in check.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 16, 2014, 05:28:21 AM
4. I experienced a seemingly inaccurate trade disruption alert (didn't keep a save, sorry). The alert listed one planet, but it seemed like the actual market event was in effect on a different planet in the same system (with no correct alert for it).

5. I got an alert for increased fuel prices on a planet due to trade disruption. That planet turned out to be a resupply station with apparently normal prices.

Trade disruption does not mean that the target market will get price changes. Description lists the whole bunch of affected markets connected to that particular entity, so it is vey possible to get normal prices at one affected market and high/low prices elsewhere.

Quote
Probably I don't understand mining, but the game didn't seem to recognise the single Marauder Salvager in my fleet for allowing mining operations.

Bug. The ship is not included in the miner-capable ship list.

Quote
Where the hell do Psy-clones come from? For a legal item in the UIN, it sure seems like nobody sells them, not even electronics stations (Freya).

So you get a shortage of psi-clones, right? Might need to add another electronics facility somewhere in UIN space to boost it`s production.

Quote
Streamgun OP, omgwtfbbq.

Kinetic damage. It is good against ISA and probably aliens, but completely useless against XLE/RSF and even UIN if not supported by some HE guns to crack their armour. Rock Fly will laugh at you if you bring Streamguns to fight it.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: AsterPiano on December 16, 2014, 08:41:27 AM
Is the Laser Tri-beam supposed to be so powerful? I've been using it (two of them) on my Illinois-class Destroyer and it's owning absolutely everything. It's got 750 Dps and 300 Flux/s for only 16 OP. Did you put in a number wrong?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Recklessimpulse on December 16, 2014, 09:42:33 AM
I I have gotten to the point where I am doing 110,000k bounties and noticed a dew things.

1.) Since the bounties only use civilian ships, it's basically free money now I am never in any danger of even losing ships because they never field anything larger then destroyers.

2.) Fighter swarms are OP. I a large fleet type bounty at that level with a Novagrad cruiser, 12 fighters of various types, and few destroyers thrown in until you reach Max op limits (usually around 120 at that stage) you will lose maybe 2 fighters, I would try against the faction fleets but..

3) There is no reason to attack faction fleets, the ISA attacks on the RSF and vis versa are too weak to last long enough to actually fight them, by the time a bounty forms the fleet is already dead. Aliens are rare enough that they are unreliable foes but least they are worth fighting without a bounty.

4.) Edit(I'm such a dope) Supplies is truly expensive. At a trade station fuel does indeed fluctuate in the 80 - 120 credit range but the stations never carry more then 40 fuel which is not enough when your fleet uses 40-50 per day. Buying from military bases (where there is actually enough to purchase the 400 - 600 you need) will cost you around 205 - 220 per unit of supplies now this is affordable but it would be nice trade stations actually had enough fuel to make visiting them worth while.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 16, 2014, 10:06:36 AM
Hey Okim, thanks for your continued work and well done with 8.3!!!

I've playtested it fairly extensively and think I can offer some meaningful feedback and a couple of small bug reports now :)

Bugs:
Spoiler
Nothing game-breaking here but some things that slipped through:
Condor class destroyer still has a flight deck despite description fluff stating it shouldn't

Some ships still have faction markings on their sprites.  I know this is trivial to fix so unless you're in the process of updating the hull graphics on these chassis (in which case I apologise) the copy&paste/layer replace process takes no time at all so I'll assume these few just slipped through the net?  The hulls are the Finland, Hungary, Illinois, Italy, Germany, Greece and UK.

Rostov-H description suggests it can be used as anything from fleet escort to a torpedo carrier but this is not possible.  Should the 2 small and/or the medium mount be universal instead of ballistic in order to fit the lore or does the description need changing?

Executioner frigate description has a typo:  "Armour layer is upgraded bith energy absorbers"

Kazan drone carrier has a flight deck as well as drones as a system, I assume this is an error as it's much like the hungary apart from this?
[close]

Gameplay feedback:
Spoiler
Really impressed with the progress in such a short time!  One thing I've noticed occurring after several hours in every separate playthrough however is that the ISA/RSF raiding/invasion fleets seem to stop actually raiding?  I'm not 100% on the logic process behind their workings and they might just be an early implementation at the moment to add flavour but on the other hand it might be an issue in the fleet task/workgiver scripting?  If it's an economy/stability issue then obviously it's a lot more complex to implement, I understand if you're leaving that kind of thing until you've got the bulk of your planned features in-game beforehand!  It's probably just the system coming to rest when it finds equilibrium as it only happens after some hours of play but it happens regardless of player actions so far as I can tell.

There's a number of balance issues that I've noticed too.  The biggest one so far is the Germany battlecarrier-  With 12 small missile mounts...  If a player trains missile specialisation to 5 and adds the expanded racks mod the result is MMM (http://tvtropes.org/pmwiki/pmwiki.php/Main/MacrossMissileMassacre)
It's awesome to see but in reality when you can jizz 36 LRMs for little actual cost and still have a cruiser's main armament and 4 flight decks it's a little too much!  Changing the 12 small missile mounts to either 2 or 3 large ones in addition to the current large would solve this (If it's not a featuretm)  :D

[close]

Additional improvement thoughts (Just my own personal suggestions):
Spoiler
Not much to add here but to finish up this great wall of text:-

It'd be nice if you could add a small version of the mass driver for UIN as everyone else has S/M/H versions of their signature weapons

Could torpedoes have an advanced version with minimal guidance at additional cost?  Nothing overpowering, I'm thinking more like wing commander than starwars lol

You mentioned adding a possible 'commision a construction project' for a specific ship dialogue feature further down the line-  If you do that, could you also add a 'Procurement contract' for weapons where we could order a specific type of weapon be delivered?  If that's not practical, would ordering the ship variant with the variant weapons already installed be an option?  I ask this because getting hold of the ordnance I'm looking for is getting to be the biggest grind in the mod rather than money/exp!

[close]

TLDR:  Ironclads 8.3:  Proof that Okim's modding level... IT'S OVER 9000!
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Angelwing on December 16, 2014, 10:21:17 AM
Is it normal that Alien fleets doesn't drop weapons ?

I can't get them  :'(

PS: Your mod is still as good.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 16, 2014, 10:33:11 AM
Is it normal that Alien fleets doesn't drop weapons ?

I can't get them  :'(

PS: Your mod is still as good.

Yes, Alien and AI ships now have all weapons built-in and 0 ordnance points...   Basically they're unchangeable and come 'as-is' and not farmable for equipment even if you capture them.  Just think of it like their power systems or fundamental designs are incompatible/incomprehensible to us humans without the scientific basic understanding of their design principles :D
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Angelwing on December 16, 2014, 10:46:59 AM
So bad , their only utilty will be for tokens and get the prototyype ship ?
it's very limited, i can understand for the capture limitation, but Okim let us farm them for weapons :)

Question: is it easy to modify the mod to allow it that i do myself  ?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 16, 2014, 11:11:28 AM
So bad , their only utilty will be for tokens and get the prototyype ship ?

Huge experience and fairly decent resource drops as well as farming rep/bounties :D


it's very limited, i can understand for the capture limitation, but Okim let us farm them for weapons :)

Yeah, things are a little different now...   Having alien/AI weapons would make things just too easy-  I myself loved using them before too but it'd be too much of a game breaking imbalance now :(

Question: is it easy to modify the mod to allow it that i do myself  ?

Depends on what you want...   Making them drop weapons as loot/be strippable wouldn't take that much work but at the same time they would be completely imbalanced and overpowered.  The best compromise I can suggest would be to simply add some ordnance points to them in ship_data so that IF you manage to capture one then you can add some hullmods rather than using their kit on normal ships which isn't an easy thing to do...   

Spoiler
I honestly don't mind so much when I imagine it like trying to install a turbolaser from a stardestroyer or an Asgard energy lance to a modern-day surface ship...   Not happening really but there are the hybrid prototypes :D

If you're really desperate though, you could make a new variant file and add the weapons to it and have it as a choosable option in the character creation menu.  Look at the modding help forum if you need guidance on doing that though, it's not a short process but you might find it interesting :D
[close]
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Angelwing on December 16, 2014, 11:28:49 AM
Ok , i see how it works , i will modify it :)
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Maelstrom on December 16, 2014, 04:48:29 PM
Okim, I am just going to send you a pic of the progress so far to know what you think about it. Its really really early but I feel pretty good about the progress so far!
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: code99 on December 16, 2014, 10:13:05 PM
Hello fellow captains,

I just want to thank Okim for his great work (as usual) on Ironclads. This is the only reason i bought Starsector.
I've played all of your mods and loved them all.

Keep up the good work!
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 16, 2014, 10:34:06 PM
Okim, I am just going to send you a pic of the progress so far to know what you think about it. Its really really early but I feel pretty good about the progress so far!

Please, start your own thread and post whatever you wish there. I`m not really interested in mods of my mods and surely wont be bothered looking/judging/suggesting on such works. You are doing it for the players not for me (if it is the later - than your work is doomed ;) )
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 16, 2014, 10:37:59 PM
Regarding bounties. These are planned to be adressed in the next release (~26 of December).

I can`t figure out how these work and what triggers 'deserters'. It seems to be a bounty level, but i don`t see any such bounties even for 100+ credit ones. And i never saw any non-FTG bounties.

So i added a weighted picker to select the spawned fleet type from pirates, local pirate subfaction and faction. Have to test this, but i still think it wont work properly.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 16, 2014, 10:51:04 PM
Supplies/fuel.

It seems that depots combined with other conditions that consume sup/fuel are not working well. They almost never have the desired amount of supplies, so i`ll probably add a small amount of production to depots. Should make things easier (sup/fuel cheaper and more frequent).

Balancing economy is HELL.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 16, 2014, 10:57:22 PM
AI/Aliens.

These guys right now drop a lot of resources. Later in development they will be dropping AI/Alien tech instead which you will be able to exchange for prototype ships or hybrid weapons.

Rock Fly.

Might boost it a bit. Probably by making it`s spiky weapon to be kinetic and plasma breath much more powerful. Fly will eventually be dropping some high-value parts just for selling purposes.

Small driver.

It is a no. RSF does not have any small laser/ion cannons and UIN already posess quite a range of ballistic smalls.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: JonMW on December 16, 2014, 11:21:59 PM
Amusingly, I just had my ships scanned my a UIN fleet. Their commander was named "Bots AI" (he looked right, at least).
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 17, 2014, 12:04:35 AM
Really? That`s odd :)
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: JonMW on December 17, 2014, 05:00:33 PM
My Catapult layout:
Spoiler
(http://i.imgur.com/UIWLVIa.png?1)
(That's one Devilfish Battery and two Devilfish Launchers)
[close]
All this fits in the base 50 ordinance points exactly with no increases, and it is rude as hell.

Ramblings:
Spoiler
It'll immediately wipe ~2 enemy ships off the map, then I make it retreat to be reloaded for the next engagement. With a little support to spot the enemy and protect it from fighter wings, I can easily hit-and-run large fleets with impunity - the CR loss is low enough to be redeployed many times against a single opponent without rest.

On the other hand, I'm now thinking that most of the extra missiles in the Devilfish Battery never get launched, even with the Accelerated Missile Racks (the active system). Perhaps it would be better to downgrade the Battery to a third Devilfish Launcher, then spend the spare OP on three Hunter MRMs on the front (which also have a 5000 range), Amplified Sensors, and a good PD weapon in the turret.

I even tried a couple of these (with HE weapons, obviously) on a Rockfly. That didn't work so well, some shots did hit but I didn't seem to be doing enough damage to take it out before I had to stop and recover CR - which let it repair the armour and recover all the damage I did.
[close]
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 17, 2014, 11:39:06 PM
I`m considering to move extended mags/racks to some higher skill levels to make them balanced. Currently all of them are providing +100% increase in ammo capacity which is too high for relatively low-level skills.

I`m aware that the next vanilla update is going to get rid of ammo for the majority of launchers and ALL ballistic weapons. Ironclads will, however, retain the original ammo capacity as most of the guns in ballistic range use this parameter to get some difference.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: TrashMan on December 18, 2014, 02:49:42 AM
Vanilla is getting rid of ammo?
I believe ammo amount could use some improvements, but I don't see removing it as a good move.
Glad you're sticking to ammo.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 18, 2014, 05:40:09 AM
Yeah don't forget that vanilla is nothing like ironclads...   In vanilla the long battles and up being bruiser brawls that take forever-  Ironclads at least gives huge value to tactical strikes so ammo is important as most battles don't last longer than 5 minutes per stage :)


Also just a courtesy question Trashman:  Do you mind if I use your work as a framework to implement a couple of Keptin's ISF ships as a Japanese subfaction?  It's only for my personal use so I don't see a problem but it's always polite to ask?

Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 18, 2014, 07:53:50 AM
Lol. A mod that mods a mod that mods a mod )))))))
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 18, 2014, 08:32:40 AM
Haha Okim, it's really ModCeption now :D
I'm asking because I never got as far as trashman with importing those ships myself and used to rely on importing just one hull and setting it as a spawning ship which was pretty gay but that was before the .65 release lol

Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: TrashMan on December 18, 2014, 09:53:20 AM
Yeah don't forget that vanilla is nothing like ironclads...   In vanilla the long battles and up being bruiser brawls that take forever-  Ironclads at least gives huge value to tactical strikes so ammo is important as most battles don't last longer than 5 minutes per stage :)


Also just a courtesy question Trashman:  Do you mind if I use your work as a framework to implement a couple of Keptin's ISF ships as a Japanese subfaction?  It's only for my personal use so I don't see a problem but it's always polite to ask?

Anyone can do anything they want with my stuff.
The internet is for porn creativity. Or so I've been told.

Quote
Haha Okim, it's really ModCeption now

We must go deeper. I'll mod your mod once it's done modding over my mod which mods Okims mod.

Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 18, 2014, 09:59:40 AM
And than i will mod both mods to make a huge ubermod...
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Champion_Thomas on December 18, 2014, 10:23:19 AM
Hey,
Love this mod so far but I'm finding a few Oddities here and there.

Firstly as has been said previously there is the lack of supplies in some areas, which can cause a lot of problems especially with the larger fleet sizes or a mining operation. Additionally where there are supplies I feel that 250Cr each is rather steep and should be a decent amount lower.

Something relating to this that has really been irritating me is whenever supplies go at a reduced price anywhere, it seems costs more supplies to get there then they seem have in stock.
For example at the time of writing a resupply Depot had a low price on supplies, after the few in-game days it took to arrive it was revealed they stocked 3 supplies in total.

Finally, it's not really a problem, I was just curious, are the Mega lobsters supposed to be routinely in stock of roughly 25 at 1000Cr each then available to sell for 6000Cr a few systems away?
It's by far the easiest way to earn I've found.

Extra: When I alt+tab from StarSector I can only get back into it by switching to it with Task Manager. I have no Idea why this is. I don't know if this is the mod, steam overlay or just the game but I thought I'd stick this in at the end.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Gabriel_Braun on December 18, 2014, 11:17:11 AM
Firstly as has been said previously there is the lack of supplies in some areas, which can cause a lot of problems especially with the larger fleet sizes or a mining operation. Additionally where there are supplies I feel that 250Cr each is rather steep and should be a decent amount lower.

I'm not having an issue with supplies as I don't tend to buy them-  I'll wait around a pirate or enemy base just at the edge of visual range for an enemy trade fleet to come in to offload supplies or wait for one that's just loaded up to depart before liberating them of their burden.  Even the small pirate traders with 2 freighters usually carry around 500 supplies!  Add to that that ownable/upgradable stations aren't in with production yet and it's rainbows and ponies :D

When I alt+tab from StarSector I can only get back into it by switching to it with Task Manager. I have no Idea why this is. I don't know if this is the mod, steam overlay or just the game but I thought I'd stick this in at the end.

That's steam overlay from the sounds of it unless you're using another overlay like Raptr or whatever?
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 18, 2014, 11:18:41 AM
Quote
Firstly as has been said previously there is the lack of supplies in some areas, which can cause a lot of problems especially with the larger fleet sizes or a mining operation. Additionally where there are supplies I feel that 250Cr each is rather steep and should be a decent amount lower.

Trying to adress it, but all i get by tweaking the suply production/consumption is either 50000 supplies for 2 cr per unit or 100 supplies per 250 per unit. Can`t find the 'golden middle' here.

Quote
Finally, it's not really a problem, I was just curious, are the Mega lobsters supposed to be routinely in stock of roughly 25 at 1000Cr each then available to sell for 6000Cr a few systems away?
It's by far the easiest way to earn I've found.

Lobsters (as well as Rock Fly Brights) are exotic resources. This means that they get more and more expensive the further away from the thier place of origin you get. So yes such price deviations are pretty possible. What are these 'few systems away'?

Quote
Extra: When I alt+tab from StarSector I can only get back into it by switching to it with Task Manager. I have no Idea why this is. I don't know if this is the mod, steam overlay or just the game but I thought I'd stick this in at the end.

Have no idea why this happens.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Champion_Thomas on December 18, 2014, 11:52:55 AM
Thanks for adressing my thoughts, that extra was just there to see if anyone else experience anything similar.
additionaly thanks for the stealing-from-pirates advice, I will be trying that  ;)
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: connortron7 on December 19, 2014, 11:07:10 PM
Hey I think you want a little over board with the increased fleet spawning because I have 5 massive fleets that are defending one one station and it's practically impossible for a pirate to do anything or anyone for that matter

Sorry if this sounds rude im not good at talking
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: TrashMan on December 20, 2014, 01:33:47 AM

Trying to adress it, but all i get by tweaking the suply production/consumption is either 50000 supplies for 2 cr per unit or 100 supplies per 250 per unit. Can`t find the 'golden middle' here.

Have you tried cutting the base supply cost down?
It's at 50CR currently

the entire Market stabiltiy system is whack. Why does a stable market cause higher prices anyway, and an unstable one lower prices? You'd think that an unstable one would cause greater variance...
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 20, 2014, 02:47:11 AM

the entire Market stabiltiy system is whack. Why does a stable market cause higher prices anyway, and an unstable one lower prices? You'd think that an unstable one would cause greater variance...


That you need to adress to Alex as this is fully his way of doing trade. Ironclads does not change any dependancies between prices and stability.


Quote
Hey I think you want a little over board with the increased fleet spawning because I have 5 massive fleets that are defending one one station and it's practically impossible for a pirate to do anything or anyone for that matter

Sorry if this sounds rude im not good at talking

Current version of the mod entirely uses vanilla system of patrol spawning, so Ironclads are not to be blamed here.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: connortron7 on December 20, 2014, 07:41:27 AM
Ok sorry to bother you
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: operative2259 on December 22, 2014, 04:38:57 PM
New guy here.  Am I missing something because I am running the mod but do not get the same menus and such.  I get the right star systems and factions look correct.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 23, 2014, 12:01:14 AM
New guy here.  Am I missing something because I am running the mod but do not get the same menus and such.  I get the right star systems and factions look correct.

What do you mean by 'the same menus and such'? Starsector version should be 0.65.1a, Ironclads version is 8.3.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: operative2259 on December 23, 2014, 05:32:12 AM
Sorry for the confusion.  I was watching older videos of the mod.  All is good and I am enjoying this mod.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 23, 2014, 05:35:34 AM
All vids are heavily outdated right now. They all are pre-0.65 and pre-economy.

Some of the mod`s original options are no longer present in the mod.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: harmonica2150 on December 23, 2014, 12:27:33 PM
Hi,

Great mod. A few suggestions:

1. I think that there needs to be more incentive to go attack a faction's enemy (say RSF vs. ISA). Right now, the bounties only work close to the systems themselves so you don't get anything for going out of your way to murder some ISA. Also, I think they should be doing much more raiding on each other. Its hard to collect a bounty from RSF period, (at least in my game), let alone make a profit between getting scanned all the time, plus the cost of supplies and fuel.

2. There should be a way to gain favour with factions that hate you.

3. Currently the best way to make cash is lobster running. This needs to be more dangerous to do.

4. Pirates need to be ultra rampant to make this more interesting, and to actually collect on bounties.

5. The taxes are too high. When you have a big fleet and get hit with a few scans that take away more than 30k each, you start to think of your lobster running days.

6. Alien hunting should be more profitable. Killing the rock fly should yield more than 5 brights.

Thanks for the great mod!
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 26, 2014, 04:33:38 AM
Hi and thanks.

Quote
1. I think that there needs to be more incentive to go attack a faction's enemy (say RSF vs. ISA). Right now, the bounties only work close to the systems themselves so you don't get anything for going out of your way to murder some ISA. Also, I think they should be doing much more raiding on each other. Its hard to collect a bounty from RSF period, (at least in my game), let alone make a profit between getting scanned all the time, plus the cost of supplies and fuel.


The bounties in 8.4 (in-development version) are reworked. They are now spawned by all factions (including non-ordinary pirates) and can contain basic or advanced pirate ships (advanced = widows or marauders) or even faction ships. This is tested and confirmed to be working as intended (though target fleets may be spawned in some very distant systems from the bounty giver).

Quote
There should be a way to gain favour with factions that hate you.

For now it is only by doing bounties or simply killing enemies of the faction (in that faction`s space or around their systems at a bit extended range). Later I`ll add an option to pay reparations to the hostile faction (sum will depend on the current state and will revert to suspicious is not currently vengeful).

Quote
Currently the best way to make cash is lobster running. This needs to be more dangerous to do.

8.4 brings a new FFS faction with 4 colonies and their own expensive exotic drugs. It also brings a major economy rehaul the goal of which was to ensure much lower price fluctuation (making trade a bit more balanced) and balanced supply/demand values.

Quote
Pirates need to be ultra rampant to make this more interesting, and to actually collect on bounties.


No they should not. Ironclads universe does not describe humanity`s collapse where piracy is rampart. There are plenty of enemies to fight now (including FFS which are the native enemy of XLE/UIN now).

Quote
The taxes are too high. When you have a big fleet and get hit with a few scans that take away more than 30k each, you start to think of your lobster running days.


Taxes are universally lower than vanilla has. And each particular faction has it`s own tax rates (with FTG having almost 0 taxes).

Quote
Alien hunting should be more profitable. Killing the rock fly should yield more than 5 brights.


This is adjusted in 8.4 to be a bit more profitable, but don`t expect it to be an easy way to kingly wealth.
Title: Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
Post by: Okim on December 26, 2014, 07:59:41 AM
New version is available. Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.4.zip

Changelog: http://www.lordsofthestars.com/other/Sector/readme.txt
All new features require new game.

The goal of this update is to fix reported issues, adjust economy (stability, prices), boost bounties, add FFS colonies and raiders, introduce a random system generator (RSG) and add 15 unclaimed systems that use RSG.

Most of the features are tested, but not to a full extent. I suspect RSG to get some bugged planet spawns, but right now it seems to works normally. If you get any crashes on new game start up or during system exploration (including visiting local specials) - please provide the crash log.

A little pic from the intel tab:

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic247.jpg)
[close]

For modding purposes: data/scripts/world contains 3 files that are used to spawn fleets and run time-based events (like raiding parties spawning).

Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: AsterPiano on December 26, 2014, 11:42:06 AM
By unclaimed systems, does that mean there's no stations or anything?
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: CrashToDesktop on December 26, 2014, 12:59:08 PM
...By all that is good in this world, that's one gigantic system map.  Have you tested the system requirements for it yet, I assume that it's much higher than the previous version?
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: TrashMan on December 26, 2014, 01:05:53 PM
Goody!
I was just about to release the new version of my mod-mod (with 2 news ships) and now this wonderful Christmas gift!  ;D
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: Nanao-kun on December 26, 2014, 01:22:49 PM
Only played a little so far but the prices seem to finally be normal.

Except Recreational Drugs, which tops in at only about 60 credits each.
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: connortron7 on December 26, 2014, 02:50:42 PM
I always check for updates every day but yesterday I was busy and you go and update it you sneaky little  thing you
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: TrashMan on December 26, 2014, 02:54:31 PM
HM...

I tried a new game. Both some goods at Centronom, traveled to Argos and got this:


Code
159711 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Electronics(Dwarf)
218126 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.OutOfMemoryError: Java heap space
java.lang.OutOfMemoryError: Java heap space
at com.fs.starfarer.campaign.ui.marketinfo.B.ô?0000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.int$new(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.coreui.float.super(Unknown Source)
at com.fs.starfarer.coreui.float.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.T.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.coreui.OO0o.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.String.int$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


I can reproduce this. Every time I got to Dwarf, the same thing.
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: Okim on December 26, 2014, 03:18:53 PM
Well, Trash... i think that time has come for you to update to java 64. New 8.4 is a bit more demanding on memory :)
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: TrashMan on December 26, 2014, 03:49:01 PM
But I did...

Wait I got 2 computers PC's.... aha.
Seems I got 2 Java versions installed here.

Big nope. Double-and-triple-checked.


Code
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.65.1a-RC1 launcher
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in G:\Minigames\Starsector 6.5\starsector-core
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 7 6.1
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_08-ea (64-bit)
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ironclads [G:\Minigames\Starsector 6.5\starsector-core\..\mods\ironclads2]

This happens only when trading at Dwarf/Argos Shipyard (so far). Landing on planets in Centronom or Gagarins Heritage works normally.
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: Gabriel_Braun on December 27, 2014, 02:37:35 AM
Same thing with Cold sands in Achilles dude
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: TrashMan on December 27, 2014, 03:19:21 AM
Other systems seem to work fine. My own system, which has more stuff than your own, works fine.
Well, except for some reason the capital planet doesn't allow buying ships from the military for some reason (even tough it's a headquarters and shipyard)
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: Okim on December 27, 2014, 05:41:03 AM
Military submarket is unlocked only by military base condition. HQ is just for stability bonus. SY is a huge resource sucker and nothing else.

As for the bug - i need more crash logs. I can`t find the problem.
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: Bob McBobbyton on December 27, 2014, 07:19:30 AM
Does the randomly generated systems have abandoned or destroyed stations?
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: TrashMan on December 27, 2014, 08:58:59 AM
Military submarket is unlocked only by military base condition. HQ is just for stability bonus. SY is a huge resource sucker and nothing else.

As for the bug - I need more crash logs. I can`t find the problem.

From what I can see it seems as if it enters into some sort of loop when trying to add some commodity - most commonly violitales or electronics.
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: Okim on December 27, 2014, 10:49:57 AM
I got that for weapon components.

I can`t figure out why there are specific colonies that always crash the game...
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: connortron7 on December 27, 2014, 12:17:10 PM
Yeah im having the same problem
Title: Re: Project Ironclads TC 8.4 (26/12/2014) [0.65.1a] + random unclaimed systems
Post by: Okim on December 28, 2014, 03:11:54 AM
Releasing the hotfix.

Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.4.1.zip
Changelog: http://www.lordsofthestars.com/other/Sector/readme.txt

Should fix the crash issues, but only in new games. Also rebalanced the economy once again (makes supply / demand less chaotic).
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 29, 2014, 12:00:01 AM
So? Nothing to report yet?

I forgot to mention that I`ve made some faction ships require lower relationship levels. This should make certain frigates and gunships available at the initial relationship level needed for military market access.

EDITED: these last few days are rich on free time, so I`ve put in a faction pardon payment at any inhospitable station. You pay 100000 credits / current negative reputation level in order to raise your relationship to 'suspicious' level. Change is instant and allows you to access all the standard station options after you pay the fee.

Will upload this addition once I figure out how to make rule-based dialogue to display exact values I need...
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on December 29, 2014, 03:18:27 AM
No problems so far  ;)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 29, 2014, 04:18:05 AM
I`d like to know what you are doing in the Ironclads?

I seem to be always pursuing either bounty hunter or pirate carriers. Never actually played as smuggler and trader. Started a couple of games as a miner, but got tired and switched to active piracy after some time.

Bounty hunter play now is accompanied by eventual exploration and system surveys.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Piemanlives on December 29, 2014, 05:13:00 AM
Trader, though that's me playing Starsector in general. Not because I find combat unappealing, far from it, but I find that aside from actually bounty hunting combat isn't really all that rewarding, now while I say that I will add that trading gives me a reason to visit systems I wouldn't normally visit, and by that put me in various positions, such as running out of fuel and supplies, and suddenly the valuable cargo I was carrying has been reduced to complete and utter garbage, so getting there on time and unhindered is rather important. Of course with trading comes... well, interesting opportunities, most notably buying up all of someones food and selling it to other planets, because frankly, F the faction currently on my bad side.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on December 29, 2014, 05:18:44 AM
I`d like to know what you are doing in the Ironclads?

I seem to be always pursuing either bounty hunter or pirate carriers. Never actually played as smuggler and trader. Started a couple of games as a miner, but got tired and switched to active piracy after some time.

Bounty hunter play now is accompanied by eventual exploration and system surveys.

Well, profits as a trader are a bit harder to get.

Mega Lobsters are still the most profitable runs. Weapon and ship components, drugs, medicaments and luxury good can also bring in some cash - if bought in bulk and sold in places where demand is high. But with trade stabilised, such places are generally harder to find.

The trade tarrifs are what's really killing profits.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 29, 2014, 05:31:03 AM
I`d like to know what you are doing in the Ironclads?

I seem to be always pursuing either bounty hunter or pirate carriers. Never actually played as smuggler and trader. Started a couple of games as a miner, but got tired and switched to active piracy after some time.

Bounty hunter play now is accompanied by eventual exploration and system surveys.

Well, profits as a trader are a bit harder to get.

Mega Lobsters are still the most profitable runs. Weapon and ship components, drugs, medicaments and luxury good can also bring in some cash - if bought in bulk and sold in places where demand is high. But with trade stabilised, such places are generally harder to find.

The trade tarrifs are what's really killing profits.

Tarifs are indeed fun-killers forcing me to almost always buy supplies/fuel/weapons and ships at black market.
I do perform some trade runs if I find myself in a system selling something for cheap and that something is being bought for high prices a few click away due to pirates being too effective (and thus me as a bounty hunter - not so effective) there.
I do also run exotic commodity trades between distant systems, but find it to be less interesting than blasting pirates to pieces.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: angrytigerp on December 29, 2014, 08:51:00 AM
I`d like to know what you are doing in the Ironclads?

I seem to be always pursuing either bounty hunter or pirate carriers. Never actually played as smuggler and trader. Started a couple of games as a miner, but got tired and switched to active piracy after some time.

Bounty hunter play now is accompanied by eventual exploration and system surveys.

I've made a go at a mining career. It's slow, but steady -- mine ore, get it back, buy more ships for my mining fleet, fight off any pirates that get too curious (or run away), rinse and repeat.

Between mining XP and those occasional battles, I've actually been doing pretty well. But yeah, like you said, the urge to just go back to combat - to get more rep for better ships and weapons, etc. - is too damn strong. That remains Starsector's biggest metric of progression. It'll be nice to see if Alex eventually puts forth some sort of player-owned trade station that you have to defend, manage shipments (maybe eventually buying fleets of your own?), etc., something kind of like X3. But yeah, without combat, the game does get stale after a bit.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 29, 2014, 09:15:58 AM
I was thinking of adding automatic trading system which you set up by:

1. reactivating abandoned station
2. constructing 1-3 industry complexes on it (market conditions)
3. buy a trading contract that will allow nearby factions to bring in their investor and start populating your station with stuff
4. hire some mercs to defend this station (simply by paying, say, 5000 credits per fleet to patrol around for a month)
5. once per month you`ll get some random amount of market`s store transfered to this station`s storage and a steady amount of money. If there is a trade disruption - you get nothing
6. unattended pirates may eventually lead to destruction of some markets and thievery of money

This is, ofcause, a 'plan' for the far future. I tend to add less features that are at least hinted to be in the original game.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: angrytigerp on December 29, 2014, 10:08:14 AM
I was thinking of adding automatic trading system which you set up by:

1. reactivating abandoned station
2. constructing 1-3 industry complexes on it (market conditions)
3. buy a trading contract that will allow nearby factions to bring in their investor and start populating your station with stuff
4. hire some mercs to defend this station (simply by paying, say, 5000 credits per fleet to patrol around for a month)
5. once per month you`ll get some random amount of market`s store transfered to this station`s storage and a steady amount of money. If there is a trade disruption - you get nothing
6. unattended pirates may eventually lead to destruction of some markets and thievery of money

This is, ofcause, a 'plan' for the far future. I tend to add less features that are at least hinted to be in the original game.


I, for one, am quite eager to see what sort of tweaks and tricks you can get out of the SS engine through the magic of modding. Even stuff like mining (and either Corvus's mashup or Exelirin (spelling?) had it too, can't remember which), which had no analog in the vanilla game, you still find a way to make the engine do what you want it too.

But yeah, I also see where you're coming from where you're trying to avoid stuff that was already on the horizon in the devs' notes. Either way, I find SS total conversions or mod bases (SS+, Exelerin, etc.) to be a really good way to spice up the game, and it's great that Alex is meeting you guys halfway with mod API development so that y'all can keep on doing what you do.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Recklessimpulse on December 29, 2014, 01:16:28 PM
No problems so far  ;)
Yeah I'm good, the new faction (FFS) seem to have the best Frigates hand down (performance wise not sure about the numbers) but that seems to be balanced by them having a lack of heavier ships so I'm fine with that.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 29, 2014, 01:49:40 PM
Once again thanks to Alex i`ve figured out how to make dialogues display what i need.

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic248.jpg)
[close]

This is a basic pirate start with FTG having negative 51 relationships with player. Paying 50k+ credits would reset your rep to suspicious.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on December 29, 2014, 02:54:09 PM
FFS has a godly transport 150 cargo and 150 fuel, fast, tons of weapons, hull and shielding. One can easily upgrade it to 360° shields, enhanced engines and pacing some nasty weapons to boot.
AND low fuel consumption!!!
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Toxcity on December 29, 2014, 05:25:08 PM
Once again thanks to Alex i`ve figured out how to make dialogues display what i need.

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic248.jpg)
[close]

This is a basic pirate start with FTG having negative 51 relationships with player. Paying 50k+ credits would reset your rep to suspicious.

Glad to see this functionality from the older version added again.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Jsay19 on December 29, 2014, 05:54:54 PM
FFS has a godly transport 150 cargo and 150 fuel, fast, tons of weapons, hull and shielding. One can easily upgrade it to 360° shields, enhanced engines and pacing some nasty weapons to boot.
AND low fuel consumption!!!
It's also Classified as a Frigate, funnily enough.

Besides their Freighter, I love their Carrier, 2 Slots from a Destroyer Hull? Yes Please! Decent Point Defence too, aswell as the 360 Shields and Speed.

FFS Ships have always been Nasty.

I've done some fun stuff with their Missiles, a Justice Class Destroyer has 8 Small Missle Mounts, and with that, you can destroy a Novgorod Crusier with a Full Salvo of the Right Missile. They suck against the AI Fortress Shields of the UIN though.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 29, 2014, 11:36:48 PM
Quote
Glad to see this functionality from the older version added again.

It is a little bit different though. Earlier you could make peace and at some point even buy an alliance.
Now you can only pay not to get targeted. You will have to repair your relationship further by doing some other things that will please that faction. No paying money for being friends.

Quote
It's also Classified as a Frigate, funnily enough.

Besides their Freighter, I love their Carrier, 2 Slots from a Destroyer Hull? Yes Please! Decent Point Defence too, aswell as the 360 Shields and Speed.

FFS Ships have always been Nasty.

I've done some fun stuff with their Missiles, a Justice Class Destroyer has 8 Small Missle Mounts, and with that, you can destroy a Novgorod Crusier with a Full Salvo of the Right Missile. They suck against the AI Fortress Shields of the UIN though.

FFS ships are that effective only due to a reason that they can`t afford building anything larger. Well, at least lore-wise :)
If you look at their systems - they don`t have orbital shipyards at all and thus - no proper space construction facilities for large-scale construction. They can construct destroyers in orbit, but that`s all.

Oh, they do have a large 'ship' planned though...
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 29, 2014, 11:49:08 PM
An idea was brewing in my head for quite some time to make a sort of canteen or bar on all stations where you can find some interesting people:

1. a member of local security that can 'fix' your reputation for a price.
2. a mercenary group with their own decorated unique frigate.
3. a person who can give you a mission for money.
4. an 'explorer' that can sell you some logs (part of which could be invalid).
5. a person interested in special delivery to the other station.
6. a guy who will gladly pay for any alien artifacts.
7. a team that will sell a random frigate ship from the local military market for a double price.
8. a person who will provide you with some discovery which you`ll have to locate.
9. a miner that will tell you about some asteroid fields (surveying them for you as if you have used a scanner).
10. a barmen who will sell you a rumor for a price (like telling you that 'there was a guy claiming to have seen a slain rock fly somewhere).

The thing here is that most of it require time, effort and dedication as well as lots of thinking. And I`m a bit too lazy these days :)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on December 30, 2014, 04:28:39 AM
Sounds interesting.
b.t.w. Okim. I started making an excel sheet with ship stats for balancing reference...and what caught my eye is that numbers are all over the spectrum. (gunships HP raging from 750-1800, armor from 50 to 200, flux from 600 to 2000, etc..)

Do you happen to have a spreadsheet done so I don't have to make one?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 30, 2014, 04:35:34 AM
Sounds interesting.
b.t.w. Okim. I started making an excel sheet with ship stats for balancing reference...and what caught my eye is that numbers are all over the spectrum. (gunships HP raging from 750-1800, armor from 50 to 200, flux from 600 to 2000, etc..)

Do you happen to have a spreadsheet done so I don't have to make one?

RSF have great armor, but bad flux.
ISA have good flux, but bad armor
UNI have both good armor and flux, but are slow
XLE have everything on moderate, but greater speed
FFS have above average values in everything

Other than that - can`t help you much. Generally, flux capacity and vents use a universal formula for ships of a given faction. So does the hull/armour.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Ubik on December 30, 2014, 05:20:39 AM
Not sure what I'm doing wrong but 95% of my tries to reload a current savegame fail...

Running Starsector 0.65.1a with Ironclads 8.4.1, LazyLib 2.0b, ZZ ShaderLib Beta v1.02 and Common Radar 1.1b

Using Java Version 8, Update 25; editing the vparams to 2048 didn't help either.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 30, 2014, 05:35:39 AM
Why do you use shaderlib? Does it have any effect in the game? Lazylib is used for the combat radar, right? Otherwise it has no effect in Ironclads.

What do you mean by failing to load? The game says that you`ve a corrupted game or what?

Have you followed the instructions on the first page?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Ubik on December 30, 2014, 06:41:23 AM
Why do you use shaderlib? Does it have any effect in the game? Lazylib is used for the combat radar, right? Otherwise it has no effect in Ironclads.

What do you mean by failing to load? The game says that you`ve a corrupted game or what?

Have you followed the instructions on the first page?

1. ShaderLib was required for another mod that I played before, seems i forgot to deactivate it. LazyLib is for the Radar, yes.

2. The loading bar was getting slower and slower and shortly before reaching the end it stopped and prompted an error. which surprised me as i did not change anything between playing last night and trying to continue today.

3. Afaik, yes.

I have reinstalled the gameclient and my mods now.  Will start a new game and check if it keeps working for me this time.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 30, 2014, 06:45:36 AM
There only 3 problems with saves that can occur:

1. save got corrupted somehow
2. you are running out of memory while loading it
3. mods got updated or disabled and thus can`t be loaded properly
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on December 30, 2014, 07:10:36 AM
To be frank I noticed something similar once.

I don't think it has anything to do with Ironclads, but as you get further into the game, it takes longer and longer for the game to load.

I have a beast of a gaming machine (and java set to use 2GB of memory), but at one point one of my savegames started stuttering during loading (sound cuts off, loading grind to a halt, then continues at a snails pace.. rinse and repeat) until the game simply stops responding.

Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on December 30, 2014, 07:28:26 AM
I`d like to know what you are doing in the Ironclads?

Basically starting off by picking an enemy faction by way of stalking a trade fleet before they offload at a market and liberating their haul.  Later on I always seem to chase after FFS carriers to steal since they're pretty much invulnerable if fitted correctly-  Have noticed lots of carriers in a fleet with no fighters which makes nabbing them fairly straightforward :D
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 30, 2014, 07:59:41 AM
FFS carriers are used both as carriers and as large combat ships. Probably will change it since obtaining their ships is so easy ;)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 30, 2014, 08:02:45 AM
I`d like to know what you are doing in the Ironclads?

Basically starting off by picking an enemy faction by way of stalking a trade fleet before they offload at a market and liberating their haul.  Later on I always seem to chase after FFS carriers to steal since they're pretty much invulnerable if fitted correctly-  Have noticed lots of carriers in a fleet with no fighters which makes nabbing them fairly straightforward :D

That`s an ancient enemy of Ironclads that seemed to be slumbering until the recent random unexplored systems addition. Though these systems are not that performance-hungry. Fleets are to blame for these issues.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: angrytigerp on December 30, 2014, 08:51:27 AM
To be frank I noticed something similar once.

I don't think it has anything to do with Ironclads, but as you get further into the game, it takes longer and longer for the game to load.

I have a beast of a gaming machine (and java set to use 2GB of memory), but at one point one of my savegames started stuttering during loading (sound cuts off, loading grind to a halt, then continues at a snails pace.. rinse and repeat) until the game simply stops responding.



May just be that 2GB is getting to be too little, Alex even bumped up the vanilla cap to 1024MB. I've had stuttering loading on some of the bigger mods (Ironclads and SS+) even with 4GB allocated.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on December 30, 2014, 09:52:47 AM
Well looking at the changelog Alex is already on the case as he's stated saves will be reduced by around 50% with the patch
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Ubik on December 30, 2014, 10:09:46 AM
There only 3 problems with saves that can occur:

1. save got corrupted somehow
2. you are running out of memory while loading it
3. mods got updated or disabled and thus can`t be loaded properly

#1 and #3 are not the case for me, the save loads (occasionaly), all mods are unchanged.

Might be #2 for me. Will try to bump to 4 GB in vparams.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: fartcannon on December 30, 2014, 02:44:53 PM
Okim, I'm getting a null error after finishing combat with a free traders mining fleet.  I'm on OS X and logging doesn't work so I can't provide the stack trace.  Would you like a copy of the save game?  This is TC 8.4.1 on .65.1a, 64 bit java and 3GB of ram set for the VM.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 30, 2014, 11:07:12 PM
Post the last THREAD 5 with an error from starsector-core/starsector.log + some strings above it.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Ubik on December 31, 2014, 02:20:01 AM
I think I found my problem.

When I edited vparams the normal launcher would no longer work and I had to start the game via the starsector bat. Problem seems to have been that the starsector.bat has separate settings for allocated memory. So I changed the values there as well and now it loads without any problem.

Edit:

Btw, the Cyprus Class Gunship has in ist description "It has a small Hangar that allows it to carry some fighters." yet the number of flightdecks is 0.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on December 31, 2014, 04:23:30 AM
Pmsl, gunship carrier  ::)

That's probably a leftover from when fighter capacity and flight decks were seperate I'm guessing?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on December 31, 2014, 04:31:51 AM
Pmsl, gunship carrier  ::)

That's probably a leftover from when fighter capacity and flight decks were separate I'm guessing?

Probably. It really should be brought back.
I personally want a bigger difference between a dedicated carrier, and a ship with a single bay. Right now the only difference is re-arming speed, thus making any ship with a bay a carrier, and making dedicated carriers weak/pointless.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Ubik on December 31, 2014, 06:19:51 AM
It seems like my relationship with the faction named Pirates can not go below -56.

I've killed quite some of their fleets, every time my relationship takes a -8 hit and my new total value is -56. This leads to their fleets being hostile towards me for a short time and then they are neutral to me again and wont hunt me or flee from me.

Have not tried it with any other faction so far yet.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on December 31, 2014, 08:57:18 AM
Also Okim have you changed the salvage values for alien probes as the haul is pretty crappy now? 
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 31, 2014, 01:39:33 PM
First of all - Happy New Year!

Now the answers.

Quote
Btw, the Cyprus Class Gunship has in ist description "It has a small Hangar that allows it to carry some fighters." yet the number of flightdecks is 0.

Left over. It once was able to carry a single wing, but after removal of fighter capacity i just haven`t edited it. For frigate carriers use Scimitar or Orel.

Quote
It seems like my relationship with the faction named Pirates can not go below -56.

Guess that`s a script for Widows/Marauders relationship goes crazy. It should make these factions use pirate rel state and work in opposit direction at the same time. Seems that something here goes wrong.

Quote
Also Okim have you changed the salvage values for alien probes as the haul is pretty crappy now?

Did a bit. Made it the same as AI. You should get more ship components and rares, but lower in total amount.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 31, 2014, 01:43:41 PM
Now is a little teaser...

Spoiler
(http://www.lordsofthestars.com/other/Sector/new-alien-frigate.png)
(http://www.lordsofthestars.com/other/Sector/new-alien-destroyer.png)
[close]


Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Nanao-kun on December 31, 2014, 01:45:56 PM
Now is a little teaser...

Spoiler
(http://www.lordsofthestars.com/other/Sector/new-alien-frigate.png)
(http://www.lordsofthestars.com/other/Sector/new-alien-destroyer.png)
[close]



Is that the new version of the Aliens? Or something else?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on December 31, 2014, 02:03:35 PM
Omg, it looks like Alien/AI hybrid hulls!!!    :o

Actually no, it looks like XLE hulls with AI/Alien tech for prototypes?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 31, 2014, 02:10:29 PM
This should answer your questions...

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic249.jpg)
[close]
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Toxcity on December 31, 2014, 03:28:41 PM
The file names give it away ;D.

Are those going to replace the ones we have now though? I think the current ones look good.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Nanao-kun on December 31, 2014, 03:31:45 PM
The file names give it away ;D.

Are those going to replace the ones we have now though? I think the current ones look good.
But these look better! :)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Luna on December 31, 2014, 04:46:38 PM
I like the design for the new ships. They're very nice, but the blue on them is very, very bright.

(The black and green bits on them remind me of the Matrix, ;D +1)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Max1045 on December 31, 2014, 09:20:18 PM
What happened to the military starts? They were extremely helpful for getting my bearings in new versions.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on December 31, 2014, 11:54:29 PM
There is no such thing as 'join military' in the mod, so there is no such thing as 'military starts'.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on January 01, 2015, 04:02:03 AM
If there is one thing that I find lacking, it's the end-game content.


The bounties values go u considerably, the enemy strength does not.
Furhtermore, the variants you're up against can't match you own.

With all the tech bonuses and passive bonuses and upgrades, one of your battleship is worth two standard ones. There is little challenge left.
More advanced variants that push the OP limit are needed.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Recklessimpulse on January 01, 2015, 05:56:36 AM
I know, I have lost three ships to a 310,000 bounty when a skilled traitor had a Michigan Battle ship and somehow took out my ship (a destroyer.) one of my Michigan's, and a cruiser before I sent in fighter waves to destroy it for good but those are about my only casualties.
Early bounties are fine difficulty wise the pirate bounties still cap at 110,000 which is fine since they are not worth more then that even for a full fleet, but the traitor bounties cap at 310,000 and the money amount is fine but the fleets are often pitifully easy for the reward your getting for them.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 01, 2015, 06:05:48 AM
End-game content...

Guess that this will be a long-lasting problem of the game itself. I mean - it is a sandbox and difficulty can`t be escalating all the time. So sooner or later you`ll get capped and the game will become much easier.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on January 01, 2015, 06:22:52 AM
Wouldn't high-specced variants that go over the OP limit (as the player can) migate that, at least partially?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 01, 2015, 09:04:46 AM
We're getting into an area of discussion here about elite variants...   I've seen it done where you can make 'boss' character variants with hullmods the player can't access but there's still the capture issue in that unless you make them uncappable

Edit- sorry trashman I didn't see your post lol-  can you define a variant over the OP cost or does that bugger up the AI?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Toxcity on January 01, 2015, 09:43:16 AM
Have you tried fighting aliens, AI, or rockflies? They can be pretty challenging.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 01, 2015, 11:13:06 AM
OFF-TOP starts:
Space Engineers little story on a big infinite-space journey:
http://fractalsoftworks.com/forum/index.php?topic=8908.0#new
OFF-TOP ends.

As for advanced variants... Marauders have these now, but they use them mixed with other variants regardles of player level or other events.

To be honest - making fleets that take into account player`s fleet, level or other values is a bit time-consuming and not that easy to balance. I can, however, significantly increase exp requirements for the new levels. This way you`ll get more many in comparrison to XP and thus be forced to progress technologically rather then by skills.

Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on January 01, 2015, 11:46:21 AM
Yup. Leveling is WAAAY too fast.

I engage a pirate warband? LEVEL UP!
Take a bounty? LEVEL UP!
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 01, 2015, 12:11:44 PM
Yeah I agree but there needs to be some sort of a dialogue added to purchase 'weapon packages' or somesuch too imho...   I can have a million in the bank but never see a single normal massdriver for sale which doesn't help me at all;  Maybe offering several dialogue-based reward missions for special items or credits from a faction comm-relay could work for the levelling up tech-wise?  Just a thought ;)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on January 01, 2015, 01:18:00 PM
For challenge, I'm restricting myself to FTG ships. VERY difficult in the beginning.

But yeah... scripts to simulate a story/campaign, or at least have some more control of progress and aquisitions.

If anyone here played Escape Velocity: NOVA, they should know.
Multiple plot-lines for multiple factions, with options to switch sides/betray and do all sorts of stuff.

Actually, best post this in he man suggestion forums
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 01, 2015, 01:38:56 PM
I tried a similar thing Trash but aiming to get cooperative with FFS-  Didn't work as they kept scanning me every time a patrol spotted me so I couldn't actually afford their taxes lol (great for fiction but waste of newyear's day haha)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: SleepingDragon on January 02, 2015, 01:36:44 PM
There seems to be a lack of big trading fleets to plunder. Biggest I've seen was like 4 crawlers with escort.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on January 02, 2015, 02:16:36 PM
How can you run out of money.. Bounties are paying up utterly redicolous amounts of money.

I can just throw ships at an enemy without any plan or thought and easily replace lost ones.

160000 for a single bounty?????

This needs fixing. Bounty values go up waaay to fast and reach way too high values.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: alecnin on January 02, 2015, 05:30:27 PM
any ETA on derilect ships? also what are they? i did not play this mod before update
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 02, 2015, 08:18:06 PM
Derelict ships are planned to be 3-choice operations:

1. loot (available for all) - get some fuel and supplies, may be some cargo
2. scrap the ship (only if you have a Scrapper) - get a lot of resources, includes looting
3. recovery (better odds if you get a Scrapper) - get the ship with X amount of damage, includes looting. Less then 33% intact hull = no weapons (damaged _hull variant). Less then 66% intact hull = some weapons. Above 66% = full weaponised ship.

Ships are randomised between basic frigate hulls (like Omsk/California and Kursk/Indiana).


Rock Fly husks are planned to be harvesting operations where you:

1. can salvage what is floating around
2. can fire at the rock and get better chunks

The more you have destroyers/cruisers/capitals in your fleet - the more loot you can 'shoot off' the fly.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: alecnin on January 02, 2015, 09:38:34 PM
thanks for the quick reply, im having some crashes with the this message:, i will post a log as well

fatal:ship hull variant
[exported_variant_rsf3-de-kursk-mk3-7f270408-230d-4b27-8958-3d0a0a22c93f] not found!
check starsector.log for more info



https://drive.google.com/open?id=0B0M8VGKEI8c5LURoZ1JjejlNdE0&authuser=0
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 03, 2015, 03:16:07 AM
Hm. When does it happen exactly?

And plese post the last THREAD5 block from the log that contains error (and few THREAD5 lines above it).
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: LazyWizard on January 03, 2015, 10:18:58 AM
Is it a simulator crash? I believe that's a vanilla bug caused by deleting variants that are still in use in your fleet (already reported and fixed).

You can fix your save by going to Manage Variants in the refit screen, exporting the broken variant, then loading the newly exported variant. If multiple ships use the same broken variant you'll need to load the fixed variant on all of them.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: alecnin on January 04, 2015, 10:09:41 AM
it was in a simulator, but i was not using a variant, i only had one ship so i just set it up with some weapons and wanted to check it in simulator, this happen any time i tried using this ship(dont remember name, but it was the Russian energy cruiser)
 il post a log later, cant replicate error, also is there a way to obtain the Russia class ship?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: vorpal+5 on January 05, 2015, 02:59:50 AM
Hi,

Returning to Starsector after quite a while. I almost immediately switched back to your mod, as this is the most comprehensive one, plus it is quite well done. Thanks so much for all hours put into it!  :)

I have played it some significant hours now, as my son, which is much more brutal in its approach (less finesse) ... Being a trader is not as rewarding as I thought, you spend your time escaping the enemy whereas he accumulated much more rapidly wealth simply by killing bigger and bigger pirates. To sum up, I found

a) trader is not a very interesting job. You can earn money, but the basic of the gameplay can be made more fun (my proposal would be to assemble merchant fleets that you can automate, but I probably dream)

b) you gain money too fast. This is not just bounties (yes bounty climb up too fast, I concur), but ships are generally too easy to acquire because they are too cheap. They should cost more, and the bigger they are, the costlier they should be. i.e a frigate should be +50% of the current cost, but a destroyer +100% and a cruiser +150% I would say, etc.

c) an end game goal would be nice, like being able to blockade an enemy system and make it changes hands. When enough systems are conquered the faction you are friend with wins, and you too. Having systems being able to change hands would be super awesome.

d) that or another end game goal, perhaps at a certain time there is a giganormous alien invasion of multiple fleets, with one mother ship per human world. Defeat enough of them, they retreat and you win the campaign. Until that, they keep blockading more and more human systems? I know that technically this is not too hard to instanciate fleets, so this might be doable, now perhaps this is not to your liking.

Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 05, 2015, 07:07:23 AM
Think that it is the right time to post my current TO-DO list:

1. derelicts
2. rock fly husks
3. planet outposts, abandoned station reactivation
4. production facilities, outpost trading
5. ship conversions
6. ship and weapon ordering
7. alien / AI tech components
8. journal
9. investment in local market economy
10. loot / scrap adjustment, cargo scanner, salvage skills
11. new alien and AI ships
12. new FFS ships
13. AI replicator / alien mothership / RSF dreadnaught bosses
14. ship scrapping adjustment, ship scrapping at scrapyards
15. canteen options
16. station / planet invasions and take over
17. more events
18. news (enemy spotted / market improved / production mods)
19. hybrid weapons / ships
20. scrambler device (avoiding rep hits after combat, reducing inspection results)
21. relationship system adjustments
22. prober ship system autoscans
23. XP / money balancing, bounties balancing
24. bank account / loan
25. raids / invasions impacting markets

NOTE: most of these things require heavy coding (like diving deep into salvage output scripts), some of these require excessive work with rules.csv, others may be eventually introduced into the vanilla game - so modding all of these these things in may not happen.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: vorpal+5 on January 05, 2015, 09:20:59 AM
Wow, just impressive, long terms goals probably  ;D

A remark, perhaps it can make in the next patch. Merchandises prices drop too fast when they are sold. For example I tried selling ore. The starting price was 47. After selling a meager 10, it was down to 22! Obviously, some merchandises, which are routinely sold in bulk, like ore, should have the price vary like that.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: vorpal+5 on January 05, 2015, 11:57:32 AM
Can't load anymore my new game. I'm using the latest JRE version (downloaded today) and I replaced the JRE folder with the new one (renaming it as I should). I have changed to 1024 vparams also:
-Xms1024m -Xmx1024m

If I change to 2048, Starsector don't load at all anyway, so I can't go up.

the error is a memory problem.

4349439 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
4349439 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOfRange(Unknown Source)
   at java.lang.String.<init>(Unknown Source)
   at java.lang.StringBuffer.toString(Unknown Source)

(..)


   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
4350055 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11


So, what I can do now? I'm running Seven 64.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on January 05, 2015, 12:14:48 PM
Try changing it higher... put 3g or 4g instead of 2048m
It worked for me.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: vorpal+5 on January 05, 2015, 02:19:35 PM
But the game won't load if I set it higher than 1024?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Ubik on January 05, 2015, 02:38:58 PM
Can't load anymore my new game. I'm using the latest JRE version (downloaded today) and I replaced the JRE folder with the new one (renaming it as I should). I have changed to 1024 vparams also:
-Xms1024m -Xmx1024m

If I change to 2048, Starsector don't load at all anyway, so I can't go up.

the error is a memory problem.

So, what I can do now? I'm running Seven 64.


I edited the starsector.bat (just like the vparams settings, there is a string with the same value) in the subfolder starsector/starsector-core and then Launch the game via this bat file...works without any Problem.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 05, 2015, 03:36:22 PM
Wow, just impressive, long terms goals probably  ;D

A remark, perhaps it can make in the next patch. Merchandises prices drop too fast when they are sold. For example I tried selling ore. The starting price was 47. After selling a meager 10, it was down to 22! Obviously, some merchandises, which are routinely sold in bulk, like ore, should have the price vary like that.

Ah, this. Probably the result of economy balancing (the part of supply/demand changes). Will see to it.


Quote
Can't load anymore my new game. I'm using the latest JRE version (downloaded today) and I replaced the JRE folder with the new one (renaming it as I should). I have changed to 1024 vparams also:
-Xms1024m -Xmx1024m

If I change to 2048, Starsector don't load at all anyway, so I can't go up.

Quote
I edited the starsector.bat (just like the vparams settings, there is a string with the same value) in the subfolder starsector/starsector-core and then Launch the game via this bat file...works without any Problem.

Hm. If you can`t set the game to 2048 - than there is something totally wrong with your game setup. Haven`t seen these issues for ages, so i can`t really help you right now.

About bat file - could be possible. But someone here told that bat file has it`s own memory settings inside it. Might edit those too.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: vorpal+5 on January 05, 2015, 10:41:12 PM
problem fixed, I was copying into Starsector an old Java version, and not the correct 8.25 x64 ...  :)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Warriorsfury on January 06, 2015, 12:59:41 AM
Where the hell do I download this from? Looks fun.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 06, 2015, 01:12:31 AM
Look on the main page for the link.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: vorpal+5 on January 06, 2015, 06:05:46 AM
Another note, I tried 7 time with a scanner ship to scan a planet, but there is nothing special to see. What should I get, is it rare? Just to be precise, I do the scan, but the report tells me there is nothing... I feel I wasted 8000 credits on a glorified gunboat.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Tommy on January 06, 2015, 06:11:53 AM
Somewhere in the UI I read that more scanning ships yield better results.

I had like 8 of them at one point, and after scanning 10 planets, still nothing.

Just saying, I understand :)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 06, 2015, 08:50:26 AM
Somewhere in the UI I read that more scanning ships yield better results.

I had like 8 of them at one point, and after scanning 10 planets, still nothing.

Just saying, I understand :)

Thanks. Fixed that. The script was assigning the same random value to each check regardless of the number of scanning runs (e.i. scanner ships), so that if the initial roll was bad - it was bad all the time.

Now it rolls each time.

BTW, just for your information. Scanning with a scanner ship grants 20% odds of finding something useful on each attempt (each Prober in your fleet).

Scanning with a planet scanner provides 25% chance to get something per attempt, but each attempt has increased chances to break the scanner.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: connortron7 on January 06, 2015, 10:42:37 AM
Know that I think about it I never had a problem with supply prices all you need to do is turn off Auto repair and only repair in stations and your credit problem is much more stable because it takes much more supplies to repair out side of stations and this works in vanilla too

(Just some friendly advice)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: JonMW on January 06, 2015, 07:41:27 PM
Ha ha oh wow, I added an AI scout ship to my fleet and it has absolutely stupid sensor range (otherwise useless in a fight though). Completely solves any scouting problems from a strategic point of view. I assume all AI ships are like that (due to the built-in hullmod) but this is the only one I've obtained yet.

Edit: Not to put too fine a point on it, but are AI ships meant to be this weak? Situation is: I'm flying my Justice, I'm about level 29, skills are combat-oriented (from the combat and tech trees). Main guns are half kinetic, half HE (2x streamgun, 2x reaper chaingun). Missiles are largely irrelevant against phasing enemies. Small PD guns are so basic as to hardly be worth mentioning. I meet an AI deconstructor fleet - 1 destroyer, 8 frigates. I mow them all right the hell down except for the last frigate that managed to retreat.

Now, I know that the Justice is an awesome ship, but this is ridiculous. AI scout ships think they're tough enough to take me on solo when they should be running the hell away. Wrecking that fleet got me enough experience to go up two levels in one go, plus everyone is singing my praises for saving them from the big mean invaders.

Idea: let the gunbots phase or have shields.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 07, 2015, 02:50:32 AM
Gunboats should phase. They have both - drone system and defence system type 'phase cloack'. At least they had it before.

Edited: ah, gunBOTS you mean. Imagine what would happen if i give them the phase cloack :)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: JonMW on January 07, 2015, 03:08:50 AM
Edited: ah, gunBOTS you mean. Imagine what would happen if i give them the phase cloack :)

They would last longer than 0.2 seconds against my guns?  :P
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 07, 2015, 03:45:13 AM
I`m afraid that your guns will be useless against them. Ok, i`ll give them the phasing cloak for lulz and put a little extra punch to all AI weapons (like doubling the damage output and making defence lasers energy-based).
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Silver Silence on January 07, 2015, 03:57:00 AM
That is just a general fault of the map-level AI in general. I purposely aim to fly  strong independent ships that don't need no help from anyone because I cannot rely on the AI to control any ship I give to them, far too often do my ships fail to see the odds and be flanked and destroyed with infuriatingly casual ease. If I wanted to stop them doing that, I would have to waste skill points on a boatload of command points to spend more time on the battle map screen than shooting stuff and even then, I cannot issue orders in extended engagements because I'll run out. So screw that noise, I'm going solo. A lv30-40 battleship with the ability to move at cruising speed for most of it's engagements because they're over so quickly while massively outranging the enemy (another thing I aim for is any and all 1000+ range weapons) is not factored into consideration when the map AI sees me. They just see themselves as a mixed fleet of ~10 cruisers, destroyers, frigates along with a handful of fighters vs my singular battleship. If I autoresolved, it would be an almost guaranteed loss because the AI piloting is dumb as I already mentioned. The numbers say the matchup is completely in their favour and so they attack even though my shieldless high-speed low-drag playstyle is almost unfairly effective against anything except the Mothership which has the range to match me and turn it into a slug-out, volleyed guns vs volleyed guns.

It's nothing wrong with the AI (the faction). If you were flying the same ship in one of it's stock variants at lv0 with no skills, you'd likely have a much rougher time. Usually, unless you are maneuverable or have 360/omni shields, they will get on your ass and that's it, they stay there like a fly in a flytrap and rip your engines a new one, causing repeated flameouts and making for a salty engagement as you just have to sit there and watch your ship die slowly.

I'm sure if I came up against a UIN ship mirroring my playstyle with bofors filling the smalls, mass drivers filling every other slot and more range and speed than you can shake a stick at, I'd be in for a very fun time.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on January 07, 2015, 05:27:40 AM
The AI isn't THAT bad, but against the player that will exploit the system it might as well be a baby.

You use the best weapon combos, the best ship hulls, you make efficient use of ordinance points and with all the skill bonuses, your ship IS god-like.

Try flying against your own variants and see how tricky things become.

Range is a big factor. If you have a faster ship and longer-range guns, the enemy can never catch you. Speaking of which, I think there might be some bug with the strafing code - I had a fight with an un-upgraded cruiser whose top speed is 30..it strafed at 98. I had trouble flaking it with a frigate with augmented engines!!!

Still you need enough firepower to overwhelm the shields, range itself isn't enough.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: JonMW on January 07, 2015, 07:02:20 AM
I find that your own AI-controlled fleet ships fare much better when they have a phase cloak. Then at least they tend to survive long enough for me to save them even when they turn their engines toward the enemy or get surrounded. From my point of view as a player who wants to make his fleet strong, buffed (phase-equipped) AI Faction ships are great, since it's hard to find that experimental XLA cruiser.

I`m afraid that your guns will be useless against them. Ok, i`ll give them the phasing cloak for lulz and put a little extra punch to all AI weapons (like doubling the damage output and making defence lasers energy-based).

Nice. You could tune the effectiveness of the gunbots' cloak easily enough by altering their flux capacity or cloak/upkeep costs, so they don't like.... cloak 10 times in a row wearing down your ammo reserves. If I remember right, they currently vent flux faster than they accumulate it from firing their guns and with no shield they don't need it for anything else.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Silver Silence on January 07, 2015, 09:35:08 AM
Because otherwise, if you leave your ships to their own devices, this stuff (http://puu.sh/dd7ll/6749ae0a94.jpg) happens with saddening regularity. "The boss gave me these long range missiles, some PD and better thrusters. He must want me to charge the enemy!"
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Tommy on January 07, 2015, 12:37:54 PM
If there's anything I'd like to see in IronClads, is a way to "finish" the game. The taking over part. Planets, stations, etc.

Not just drifting aimlessly into space, with the biggest baddest fleet, having nothing to do but kill stuff over and over.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 07, 2015, 02:13:36 PM
If there's anything I'd like to see in IronClads, is a way to "finish" the game. The taking over part. Planets, stations, etc.

Not just drifting aimlessly into space, with the biggest baddest fleet, having nothing to do but kill stuff over and over.

Spoiler
Think that it is the right time to post my current TO-DO list:

1. derelicts
2. rock fly husks
3. planet outposts, abandoned station reactivation
4. production facilities, outpost trading
5. ship conversions
6. ship and weapon ordering
7. alien / AI tech components
8. journal
9. investment in local market economy
10. loot / scrap adjustment, cargo scanner, salvage skills
11. new alien and AI ships
12. new FFS ships
13. AI replicator / alien mothership / RSF dreadnaught bosses
14. ship scrapping adjustment, ship scrapping at scrapyards
15. canteen options
16. station / planet invasions and take over
17. more events
18. news (enemy spotted / market improved / production mods)
19. hybrid weapons / ships
20. scrambler device (avoiding rep hits after combat, reducing inspection results)
21. relationship system adjustments
22. prober ship system autoscans
23. XP / money balancing, bounties balancing
24. bank account / loan
25. raids / invasions impacting markets

NOTE: most of these things require heavy coding (like diving deep into salvage output scripts), some of these require excessive work with rules.csv, others may be eventually introduced into the vanilla game - so modding all of these these things in may not happen.
[close]

Edit-  By the way Okim did you notice that the Laswis omnifactory has been updated to current version compatibility?  Don't know if your going to be slipping it back in as I remember it being either in IC or compatible some time ago?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Tommy on January 08, 2015, 09:54:27 AM
Hey, thanks Gabriel. I read all the upcoming plans. Must've missed the taking over planets part.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 08, 2015, 11:05:41 AM
Yeah no worries Tommy;  points 3, 4 and 16 on that list are the ones you're probably going to group together to get the endgame/domination scenario feature but it's all total speculation as to the likelihood of them being incorporated in IC before arriving in vanilla as a mechanic...

If that's the kind of gameplay mechanic you're thirsty for then you're in luck-  The Exerelin and Vaccuum mods both used to provide this functionality but I'm not sure if they are still active/being updated to the current version of SC or have been consigned to necroposterity?  It's just a question of what Okim's willing to spend his time on-  creating a dynamic universe is an awesome direction to take ironclads but I feel what he says about time wasting and Alex's development plans-   Don't forget how long it took Okim and others to get working trade economies implemented before Alex dropped the current economy bomb on the players to hate loath endure...     I'd rather the community spend time making awesome content than trying to do something that's going to be obsolete in time anyway?

Having said all that though, It'd be totally nerdgasmic if he did adapt the Exerelin code for conquest in IC after he's done putting all the missing content back in from the previous version!

In the meantime, download Lazywizard's omnifactory mod and declare war on every faction if you want a good war :D
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Tommy on January 08, 2015, 11:29:44 AM
No full conversion mod other than IC and SS+ are currently updated. That's why I was hungry for a bit of a change. For something to do end-game.

In the meantime, download Lazywizard's omnifactory mod and declare war on every faction if you want a good war :D

I usually do this and keep Templars as friends. For this run, I declared war on all of them. I'll "haunt" space and kill a bit more before starting a new one, with the Omnifactory :)

Also, I agree about developers making content that won't get obsolete in a few months.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 09, 2015, 06:06:24 AM
Okim I've still not seen a single Astrakhan either for sale or more importantly in a faction fleet spawn-  Has it been omitted for now?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 09, 2015, 06:20:04 AM
Okim I've still not seen a single Astrakhan either for sale or more importantly in a faction fleet spawn-  Has it been omitted for now?

Hm. Look in the faction`s file and see if the Astrakhan is there.

I`m not sure when the 'large carrier' is supposed to be created for faction fleet, but i have doubts that AI fleets never use some particular roles.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 09, 2015, 07:08:00 AM
Yeah it's in as both rsf4-cr-astrakhan_support and rsf4-cr-astrakhan_variant but as you say, no idea about when it uses large carrier as a choice...

-Edit

Have finally seen one replacing a Moscow in a raiding battle fleet while in ISF space but they must be crazy rare if it's taken me this long to spot one...   Still haven't seen any for sale though :(
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 12, 2015, 06:50:08 AM
Aliens.

(http://www.lordsofthestars.com/other/Sector/aliens.png)

Frigate, Destroyer, Combat Carrier. First two use teleporters, carrier is using phase jump.

Frigate carries two blaster, destroyer has a single heavy blaster and 3 beams, carrier has 4 dual lasers and 2 missiles. Carrier also has 2 bays.

The fighters will also be reworked. The basic one will be 18 per wing with 6 being piloted crafts each having 2 drones. All armed with lasers. No shields or other defense systems.
Bombers will fly in wings of 2 each having 2 drone escorts. Bombers will have just 1 missile. No defenses, but a bit more HP.

Mothership will be left aside for the far future when I will actually make some end-game stuff.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 12, 2015, 09:29:22 AM
Aliens...
The basic one will be 18 per wing with 6 being piloted crafts each having 2 drones
18 per wing
18

 :o


Red-6: "There's... too many of them!!!111"
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 12, 2015, 09:43:11 AM
Too many you think? :)

The funny part is that they will have differences between host ship and drones and as you know killing a host kills all it`s drones.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Mazuo on January 12, 2015, 11:26:08 AM
I thought I had read that drones in fighter wings freak point defense systems out badly, but if that's not the case or you found a way around it it still sounds really cool.  Looking forward to another update.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 12, 2015, 12:00:16 PM
People here complained that AI and Aliens are too easy to deal with. So if that config will mess with the pd system - it is their problem :) They get what asked for.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Silver Silence on January 12, 2015, 12:06:53 PM
I'm okay with it freaking out PD. Fighters have miserable success rates in general regardless of what mod you play because they can be targeted by main guns and non-main guns alike which coupled with low HP/armour and minimal shielding means they get massacred if anything much more than a non-combat ship so much as breathes in their direction. Drones could act effectively as ablative armour, distracting guns and taking hits otherwise destined for the fighter itself. Guns in general aim for the first thing that comes into range, which tends to be a drone as drones circle their host. When targets are knocked out, they switch to whatever target is quickest to start shooting at. So they could keep chewing through a mass of drones instead of attack the fighter itself unless you actually mark them a target and turn the attention of ALL your guns on them. Okim's method is also a clever way of fielding more than the 6-wing limit in one group. I've a question, Okim, what's the full complement to be? Will it be those 6 piloted ships and once they're all out, that wing is out? Or will they have a few replacements?


Aliens are pretty horrible to engage until you're in a sturdy capital. The frigates often have the firepower, speed and range to dictate the engagement. They can swoop in, unload on another frigate or destroyer then back off, having taken little to no return fire. However, when you're a capital, you're also probably high level and then you have numerous benefits stacked in your favour. I know from experience that a leveled battleship of any faction can more than capably handle an alien fleet by itself with the only time you really need to pay attention being the Mothership's terrifying volleyed firepower which often is on par with your own range if you use mass drivers or beam lasers, or outrange you quite handily if you have 408mms or some other array of "traditional" guns.

EDIT: Usually, by the time the Mothership is bearing down on you, the rest of the alien fleet has been wasted because she's a slow beast. Otherwise, there might be a heavily damaged frigate which'll probably be destroyed by your rear guns as you engage the Mothership.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Mazuo on January 12, 2015, 12:13:06 PM
Haha, pretty much agreed.  Should be interesting to see how effective the swarm of fighters is.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 12, 2015, 12:53:50 PM
It is 6 fighters that each carry 2 drones. So once a fighter dies it`s droned die too. When a fighter is leaving the hangar bay (either after refitting or as a replacement) it instantly launches it`s drones. So effectively each replacement is 3 threats instead of regular 1.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Silver Silence on January 12, 2015, 12:55:55 PM
And how many replacements are there? How big is the full wing without drones included? 10 fighters? 15?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 12, 2015, 12:56:39 PM
Hell knows. I can`t see that as these fighters are out of my direct control :)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Wyvern on January 12, 2015, 02:13:53 PM
A note on fighters (and drones) that have drones: these (at least used to be able to) do serious damage to a carrier if you don't install a custom AI to recall (or perhaps just outright obliterate?) the sub-drones prior to docking.  This may be a bit less of an issue now that Alex has fixed various bugs involving fighter hulls impacting on ships, but what happens is the main fighter/drone goes to dock - and as soon as it's docked, its sub-drones turn into dead husks that immediately impact on the carrier's hull.

Used to be really obvious if you ever recalled the mothership's drones - doing that would take huge chunks out of your armor.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 12, 2015, 02:33:41 PM
Hm. Never actually considered that.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Wyvern on January 12, 2015, 03:01:29 PM
*shrugs*  A lot of the time it's a non-issue; for example, the AI will never recall drones, so a ship that's not meant for player use (read: alien mothership) won't see any problems with recursive drones.  And fighters (of the non-ammo-limited variety) tend to die before they recall to a carrier (this used to happen a lot with alien fighters that had moderate shields and nearly no armor/hull - they never really ended up in states between "fine" and "dead").  I expect you'll see the most issue with bombers with drones, since those are the most likely to return to re-arm while still having living drones.

And even there, it should be easy to fix with custom AI, assuming there's some way to detect "is returning to carrier" state.  If not, you may need to get more creative - something like "if out of ammo or low on health and near a carrier, obliterate all drones".
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Silver Silence on January 12, 2015, 04:18:38 PM
Might not ever be a problem because alien fighters and bombers rarely exist between alive or dead as you said, Wyvern. Although, another fix might be to make landing "pads" on alien carriers that are not part of the physical boundaries. That way, they're outside of the ship's collision model when they land and their drones explode because the host is gone.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 12, 2015, 09:46:04 PM
Alien bomber missiles never run out of ammo :)
And the fact that they have just 2 ships per wing means that they have very little chances to get back to the carrier.

I once used a solution that used some script to destroy the husks of all fighters and drones right after they got destroyed, but for some reason this pluging is no longer working...
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Malarith on January 13, 2015, 03:04:42 AM
Hey guys, I hope this is an easy fix

I tried to load the game and had it crash before getting to the main page

This is the error log that I could find

21358 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error compiling [data.scripts.IroncladsModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.IroncladsModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.IroncladsModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:165)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

Any idea on how to get past this?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 13, 2015, 03:10:24 AM
1. ensure that you are using 0.65.1a version of the game
2. ensure that you are using ironclads version 8.4.1 from 28 of December, 2014
3. make sure you are not using any other mods

Not being able to compile the mod`s main plugin probably means that the archive you`ve downloaded got corrupted at some point.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Malarith on January 13, 2015, 04:30:20 AM
I just re downloaded the mod files and during the unzip it gave the following error

Data error : ironclads2\sounds\fx\ui\refit\refit_missile_light01.ogg

Would that be what is causing the error?

Edit:

I had a look at the unzipped files and there are only 3 files under scripts/world with another directory called RSF and only 1 file inside there, is this normal? I checked an earlier build and there used to be alot more files in this location.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 13, 2015, 04:44:46 AM
Wow. I didn`t even know that these files managed to slip into the archive. Removing these needless files freed up 7mb for the future update :)

The fact that you`ve got the archive error points on issues with your file download / internet connection. I can`t do anything here either than to suggest you to keep trying to download the archive until you get it working. Sorry for that.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Malarith on January 13, 2015, 04:55:46 AM
No worries, I will keep trying it then.

Glad I could help you free up some space :P
 
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 13, 2015, 04:57:57 AM
Yeah, thanks for that.

I can`t even recall when and most importantly WHY these files got added to the archive.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Malarith on January 15, 2015, 02:35:15 AM
Working great now.

Such a great mod, feels like a "living" place if you know what I mean
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 15, 2015, 03:42:31 AM
Thanks :)


Small progress update:

1. added ship derelict interaction dialogue. You can either loot, scrap or repair the ship. In the first case you just board the ship and carry out any supplies, fuel and hand weapons as well as some easy-to-remove metal plates. Other two options require at least 1 ship with repairing capabilities. Scrapping gives you some resources (metals, parts, electronics). Repairing provides you with a ship, but in very poor condition and with no weapons. There is a chance to get a ship with guns, but you`ll have to invest into FIELD REPAIRS quite a lot. Scrapping and repairing first undergo looting, but without normal risk and with much lower yields.
2. reduced bounty rewards for both basic and personal bounties.
3. moved Astrakhan, Germany and Basilisk to medium carrier types in order to increase their presence in faction fleets.
4. made prices for ores drop a bit slower while selling them in large quantities
5. added alien carrier and fighters
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: TrashMan on January 15, 2015, 08:58:05 AM
Don't forget to nerf bounties and randomize them more.

I can buy the galaxy ATM.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: vorpal+5 on January 15, 2015, 11:01:38 PM
Thanks for the update? Only Ore? The price crumbles by half for most good even when you sell a few units, like common metals.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 15, 2015, 11:06:22 PM
Thanks for the update? Only Ore? The price crumbles by half for most good even when you sell a few units, like common metals.

Name the goods and I`ll see what I can do.
I wont risk raising all supply/demands as this may lead to the 'out of mem' crashes when entering markets as it was some time ago.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: GeneralHatchet on January 16, 2015, 07:17:46 AM
So I have a bit of a problem. When I create a new character and I get into the game, the background is white. The ships, stations, asteroids and answers are all there, but the background is white. The same thing in battles, any help?
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Silver Silence on January 16, 2015, 11:42:31 AM
Sounds like an out-of-memory error. I bet if you were to play for a while longer, the game would hang on a map-to-battle transition or vice versa and never recover. It's ran out of memory to keep loading assets. If you're on a 32bit system, this mod is borderline unplayable due to it's size. If you're on a 64bit system, replace Starsector's "jre" folder with a copy of your own 64bit java, then go into the vmparams and find the xms and xmx settings. Crank those up to at least "2g" or 2048m" for 2GB of RAM allowance, crank it up higher if you prefer to and have the memory to do so. Don't give it 7gb out of an 8gb rig, everything else about your PC will grind to a halt as it struggles to work with the one remaining gig of RAM that's already in use. My rig has 8gb in it and idles at around 2.3GB of RAM in use.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: GeneralHatchet on January 16, 2015, 02:16:06 PM
Sounds like an out-of-memory error. I bet if you were to play for a while longer, the game would hang on a map-to-battle transition or vice versa and never recover. It's ran out of memory to keep loading assets. If you're on a 32bit system, this mod is borderline unplayable due to it's size. If you're on a 64bit system, replace Starsector's "jre" folder with a copy of your own 64bit java, then go into the vmparams and find the xms and xmx settings. Crank those up to at least "2g" or 2048m" for 2GB of RAM allowance, crank it up higher if you prefer to and have the memory to do so. Don't give it 7gb out of an 8gb rig, everything else about your PC will grind to a halt as it struggles to work with the one remaining gig of RAM that's already in use. My rig has 8gb in it and idles at around 2.3GB of RAM in use.

Thanks for the help. I'm on a 64 bit system and I replaced the jre folder with my jre7 folder and renamed it to jre. My system only has 2.87 gb of usable ram and idles at around 1 gb (I know, it's a craptop. I've got a gaming rig at home, but I'm away for a couple of weeks and wanted to play something). So I increased the memory to 1600, but it didn't work and made the game rubberband. So it's just my hardware, but the thanks again for the help.
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 20, 2015, 12:10:39 AM
Any updates Okim?  University's boring without new Ironclads ;)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 20, 2015, 03:52:54 AM
Busy doing some other stuff and playing buggy Space Engineers right now. Have entirely none inspiration on doing any modding  :P
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Gabriel_Braun on January 20, 2015, 04:22:44 AM
Haha no worries, I lost interest on my submod after respriting and doing variants too so I can't say anything;  Will probably get back to it next week though ;)
Title: Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
Post by: Okim on January 20, 2015, 08:37:40 AM
Haha no worries, I lost interest on my submod after respriting and doing variants too so I can't say anything;  Will probably get back to it next week though ;)

Hah, was joking actually. I planned a new version for this friday, but i`ll be busy then and may forget about everything. Besides - all the planned features for this update are done and tested a bit, so i decided to upload the 8.5 now ;)

New version is available.

Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.5.zip
Changelog: http://www.lordsofthestars.com/other/Sector/readme.txt

Main thing is alien overhaul, then goes increased xp requirements for new levels, reduced rewards for bounties and other stuff. Ah, forgot about ship derelicts.

NOTE: features like xp and derelict weren`t tested well enough. If you see nameless ship in dialogue (like 'you approached a of origin') don`t click anything and just report it here with it`s whereabouts.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 21, 2015, 03:33:21 AM
I`ve started a trader campaign just to see how viable it is. I`ve chosen ISA as a starting point and selected some luxury goods for the starting bonus.

Luxuries didn`t bring me large amounts of credits, but at least I could afford some commodities to buy/sell here and there. Thanks to the pirates I got a trade disruption at Hiram in Grant - right in the system where I brought some rare ores. After selling the ores I`ve noticed that rare metals there cost around 90 credits per unit due that event, so I grabbed as much as I can and rushed to the nearest systems. A had to sell around 15-20 per station to keep the profitable price, so I had to run around quite a number of stations. Each gave me 3500-5000 credits.

After just 10 minutes of play I`ve got enough credits to buy a Monitor and a couple of autoguns for it. Due to me failing to afford enough crew for it and not finding some missiles for med slots at the place I bough it - I mothballed the Monitor and departed to visit some other station (with rare metals still being in my cargo holds). Once I got into hyperspace I got attacked by Marauders... Having no other option rather then escape - I tried to do so. Lost both of my ships, but was lucky enough to restore some systems on my initial freighter!

After a long period of careful trade runs I now have a Codex barge, two ISA-based civilian gunships, a Prober scanner-ship (preparing for exploration runs) and 40k in credits. I`ve done some lucrative drugs runs (leading to poor relationship with UIN) and failed to run away from several RFS inspector fleets (dropping me to -19 with them). Other than these little issues I find the trading campaign quite interesting so far.

I tend to follow the large FFS/pirate/AI/Alien fleets to see what trading opportunities their raids will bring. I do some long range trade runs (like rare ores from Vega to UIN/ISA space). From time to time I catch some tiny pirate fleets and get some bounties/relationship boost for them. Right now I`m starting to prepare for exploration-oriented game play as I already found a couple of wrecks and plenty of planets.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Gabriel_Braun on January 22, 2015, 04:57:39 AM
Yeah crew seem to be an issue, is not enough being available due to a market condition?
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 22, 2015, 04:59:55 AM
Crew is mostly available at large colonies. FTG trade center has usually ~100 available crew.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Gabriel_Braun on January 22, 2015, 10:48:33 AM
Yeah it's just a little silly having to go through 3/4 systems to activate a new capital ship...     Can a static 1000 green crew be made available at every military outpost or would that destabilise things?  My submod for example has a supercarrier that is going to need over 2500 for balance reasons but even the Astra and Moscow are hard to crew right now if you play a canonical lore game? :)
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: TrashMan on January 22, 2015, 10:54:42 AM
Where are my lobsters? My precious lobsters?
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 22, 2015, 11:01:03 PM
What`s wrong with the lobster?
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Tommy on January 22, 2015, 11:20:36 PM
(http://mlpforums.com/uploads/post_images/img-2576986-1-lobster-gone-bad.jpg)

Lobsters, being horded across endless space over and over again, got fed up with it. Henceforth, the movement shall be named as the the Lobster Revolution, when ordinary subjugated Lobsters took arms (kindly provided by Xing Lao) and claimed independence.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 22, 2015, 11:53:55 PM
Poor lobsters...

I once bought a pair of standard crayfishes to save them from being boiled. Even got them a huge aquarium. It was pretty cool to watch them, especially how they feed and change skins. They perished ~4 years ago and their home is now inhabited by this beauty (and her 'friend'):

Spoiler
(http://www.lordsofthestars.com/forum/img/arbiter.jpg)

She is ~4 years old. Got her when she was a 2 inch baby. Now she is a 6 inches monstrosity that hurls everything inside the aquarium with frightening ease...
[close]
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 23, 2015, 01:25:32 AM
I`m starting to work on ship requisition option for military bases and came up with three different approaches. I`d like to know your opinion on each of them. To get a requisition option you need to be friends with the faction and there should be a military market there.

1. I can make a simple order that does not go deep into specifics. You place an order for one of the ship classes and pay some sum of credits (2500 per class, for example). An order takes a week per ship size and once accomplished adds 1-3 random ships of the requested size to the military market. So, for example, if you pick a destroyer choice at RSF military station - you`ll get a choice of Kursks/Kazans added to the market.

2. Another way is to requisition specific ships paying their full price ahead + 50% of the price for delivery and weapons. Ships are added to the local store once the order is finished. They come in standard variants (with weapons). Surely I wont provide each of the 100 ships for this option as it will take ages to code all these options. Thus i will heavily limit the amount of ships - probably 2 per frigates/fighters and 1 per other classes. These extra 25% should be compensated by the fact that ordering cruisers/battleships will be done regardless of the current reputation level (these ships usually require cooperative).

3. The simplest way to do the ship order is actually to avoid making it :) Instead of ordering the ships - you can place a request for ship 'rotation' of sorts that deletes all the current ships and replaces them with new random choices. I can`t imagine anything lore-wise that can explain it, but this way is much easier to do.

So, what`s you thoughts?
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Tommy on January 23, 2015, 02:09:01 AM
Simply, 3.

Pay a nominal fee (that increases with your level) for a market "refresh" that happens in x game days from the payment.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Gabriel_Braun on January 23, 2015, 02:54:05 AM
Yeah you could do three but as you say it seems a little strange...   I'd go with option 1 personally but you could still do 3 and just imagine lore-wise that they're all always there but the market terminal only shows so many.

I'm not sure, will come back to this later ;)
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: TrashMan on January 23, 2015, 02:58:04 AM
What`s wrong with the lobster?

It's hard to find them, but I suppose that's good.

I used to be able to find 30-40 of them on planets that produced them.
Now I'm lucky to find 1-2
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 23, 2015, 03:03:23 AM
Actually only 1 UIN colony produced them. Since demands/supply were reworked - poor lobsters get bought too fast :)
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: TrashMan on January 23, 2015, 06:53:14 AM
I thought there was a XLE colony that also produced them?

Anywhoo, profits can be made on other stuff. Making a killing on meds. Trade disruptions are gold mines. Not as big as lobsters, but good enough
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 23, 2015, 07:01:32 AM
That`s their purpose.

I`m afraid of adding a new pirate faction to RSF/XLE space due to increased chances to destabilize their sector.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: TrashMan on January 24, 2015, 05:58:44 AM
I used to make the biggest of killing by simply running Centronom->Vaynar.
Lobster prices could go into 4600 and cost only 900 to buy. Heavy profit (but that's with my mod).

but trade disruptions are opening opportunities for traders. Now more than before. So it's all good.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 24, 2015, 08:09:21 AM
Yet trading is a bit boring. I eventually shifted to bounty hunting and exploration in my trader`s play through.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: alexng30 on January 24, 2015, 06:12:08 PM
Hey, just found out Ironclads was out for 0.65a and downloaded it. Once it started up I got a message about an error relating to a missing ship hull [buffalo]. I was wondering if its a problem with Ironclads itself or Starsector?
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Midnight Kitsune on January 24, 2015, 07:55:04 PM
Hey, just found out Ironclads was out for 0.65a and downloaded it. Once it started up I got a message about an error relating to a missing ship hull [buffalo]. I was wondering if its a problem with Ironclads itself or Starsector?
Are you sure you are using the latest version of starsector? (0.65.1)
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Gabriel_Braun on January 25, 2015, 03:53:10 AM
Yeah there was an error in .65a that prevented total conversions from working so there's a newer download available now.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 25, 2015, 09:47:55 PM
I need more feedback on this idea:

http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Midnight Kitsune on January 26, 2015, 12:59:24 AM
I need more feedback on this idea:

http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069
I'd say either number one or three
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Ubik on January 26, 2015, 06:10:59 AM
I need more feedback on this idea:

http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069

I'd say #1, maybe #2 but with a bigger increase of the pricetag.

With #3 I think many players would just keep refreshing over and over again until they get what they want (unless there is a CD os something like that ofc).
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Namebar on January 26, 2015, 07:33:33 AM
Personally I feel number 1 would be the best but number 3 would work as a place holder
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: ahrenjb on January 26, 2015, 09:12:22 AM
I need more feedback on this idea:

http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069

I like option one.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Baleur on January 26, 2015, 09:25:28 AM
I need more feedback on this idea:

http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069

I like variety, so i would say option 3. Option 1 is good enough but option 3 provides more chances for "happy accidents", for example seeing a cruiser or  carrier you have been desiring. Option 2 is too specific and costly imo. It should be costly, but for my personal playstyle and tastes, i would never use it. I prefer a fresh selection of ships for a low cost or free, than a specific loadout for a high price.

About the mod in general.
I've been trying it out recently (usually play SS++) and while i must be honest that i am not quite so interested in the weapons in this mod, i am very impressed with the sector itself, the various activities and life brought to the universe. Very very great work.
Now, every time i try to play however, if it is a 1 on 1 frigate duel, the AI ship will always always literally stay outside of weapons range. This makes it extremely frustrating trying out different loadouts with the simulator etc, as you can never get any good information since next to no combat ever takes place.
Its just a dance with the AI ship constantly reversing (at faster speed as your full forward thrust, for some reason) while you try to strafe and fiddle with the angle to get a pixel closer to get one shot off.

Why is this? Am i thinking about it wrong? Is combat supposed to be approached in a completely different way with this mod?
I dont want to sound negative, im very impressed with every other aspect of the mod, but i really have a hard time finding enjoyment in the combat. Dont like the weapon sounds, dont like the weapon effects, dont like the flow of the battles.

Btw, is this compatible with Shaderlibs?
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 26, 2015, 10:12:19 AM
If AI feels that you are too powerful head on - he will avoid you, especialy if he is faster than you. This is vanilla logic that was never adjusted in any way. Actually this is what a clever captain will always try to do.

As for sounds - these are original vanilla sounds that were used many versions ago. I find them much more suitable than what the current vanilla version has.

Effects are made less 'fat' than vanilla to make combat look less cartoonish. I hate slugs flying in space. Basically all other effects are vanilla, so there is little to hate/love here. Effects and sounds are really the least thing i bother about, to be honest.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Silver Silence on January 26, 2015, 03:04:10 PM
I need more feedback on this idea:

http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069

I'd prefer a tweaked version of option 2.
Provided you have access to the military market (and thus, some sway with the faction), you can talk to some officials about buying out a ship. The price will be for a standard variant of the ship, fully fitted obviously, and with a drastic markup. You can wave the markup away as bribing officials for access to a specific class of ship who then take the ship from active duty rather than the reserves and excess seen in the markup. Say, 150-200%, perhaps more, of the buy price of the ship when fully fitted, rounded up to the nearest 5k or 50k, whichever is more appropriate for the price. Once money is paid and the ball is set rolling, a couple weeks need to pass and the ship will be delivered to the storage facilities and a message like "A [shipClass] by the name of [shipName] has been stationed in your drydock storage at [marketName] in [systemName]." And while there will no doubt be very large amounts of cash to pull a Moscow, for example, out of service for your own use, the money will not be recognized by the faction at large. You will not gain or lose reputation for this sort of trade, just an excessive amount of money. Good for getting those hard-to-find ships from the factions maybe once or twice. Not suggested for buying a fleet unless you really have the cash to spare.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 27, 2015, 01:54:33 PM
While you are thinking about requisition system - here is a little spoiler of what i`m currently working on...

http://www.lordsofthestars.com/other/Sector/pic250.jpg (http://www.lordsofthestars.com/other/Sector/pic250.jpg)
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Silver Silence on January 28, 2015, 01:42:07 AM
To be rewarded ships through bounties and an in-UI preview of the fleet as it stands at that moment? That looks pretty sweet.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 28, 2015, 01:48:41 AM
No-no-no. Preview is another screenshot added to the UI screenshot :)
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Silver Silence on January 28, 2015, 01:59:02 AM
Awwwww.  :(
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 28, 2015, 02:00:55 AM
UI is beyond any possibility to mod, sorry.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 28, 2015, 11:38:20 AM
One of the minor old Ironclads features is now back in the mod with some new game mechanics.

http://www.lordsofthestars.com/other/Sector/pic251.jpg (http://www.lordsofthestars.com/other/Sector/pic251.jpg)

If your fleet has at least one Prober scanner ship - you`ll get a simple message report that indicates what unusuals are present in this system. Note that while scanners are rather powerful to detect traces of these entities - they can`t pin point their exact locations due to the weak signal signatures and non-directional scanning nature...

This is another Prober`s feature that makes it a nice addition in any exploration fleet. Ship must not be mothballed to perform these automatic scans.

Scanning is achieved once per system (and marks it as scanned for the future Journal references) at the start of a new day. You may buy a Prober ship and get the system scanned the next day.

NOTE: scanner does not create these entities - it just marks their presence in the system. I might eventually add something extraordinary to these scans that is only available after scanning, but i don`t know what exactly.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Vind on January 29, 2015, 02:51:00 AM
Running 8.5 version on linux i got crash with wrong filename:
java.lang.RuntimeException: Error loading [graphics/factions/UIN.png] resource, not found in [/home/vindicator/starsector/./mods/ironclads2,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ã?00000(Unknown Source)
   at com.fs.util.C.Ã?00000(Unknown Source)
   at com.fs.graphics.K.String(Unknown Source)
   at com.fs.graphics.K.Ã?00000(Unknown Source)
   at com.fs.graphics.K$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:701)
After renaming ../mods/ironclads2/graphics/factions/uin.png to upper case UIN.png all works fine.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 29, 2015, 04:53:49 AM
I recall this one being reported some long time ago.

The funny part here is that I can`t see any logical reason why that error occurs. The file name in in lower case. The root to it in the file is also in lower case. Other factions all have lower cases, but they don`t crash the game.

Why this happens is a mystery to me.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Gabriel_Braun on January 29, 2015, 06:18:00 AM
Can you add into the mod a way of using ferrets and hounders?  By this I mean a way of having very weak but fast ships that essentially drive the fox to the hounds as the saying goes.  It would have to basically lower the burnspeed of the opposing fleet while having a massive CR for any ships involved as they would tire out rapidly but at least force the enemy fleets into an engagement at the risk of exhaustion.  It's best demonstrated on-screen by one of Jack Ryan's opinions in The hunt for Red October by sending fast attack subs to push the defecting captain into the main surface assets
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Gabriel_Braun on January 29, 2015, 08:02:00 AM
After renaming ../mods/ironclads2/graphics/factions/uin.png to upper case UIN.png all works fine.

Isn't uin a priority filename in UNIX to do with numbering or indexing somesuch?   If you re-do the file convention and name them eu or whatever you like then it shouldn't recur as far as I'm aware but it's been ages since I did IT as I'm aeronautics now
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Vind on January 29, 2015, 10:33:05 AM
After snooping around with help of MC find string feature i found one instance of using "UIN.png" in /mods/ironclads2/data/campaign/channels.json line 100.
       "tritachyon_internal":{
      "name":"Tri-Tachyon Intelligence",
      "logo":"graphics/factions/uin-intel.png",
      "icon":"graphics/factions/uin-intel.png",
      "image":"graphics/factions/UIN.png",
      "sound":"ui_channel_comm_secure",
      "faction":"UIN",
      "type":"Intelligence Report",
      "shortType":"Intel",
   },
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 29, 2015, 11:37:39 AM
Thanks.

Didn`t check that one...
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Mansta on January 29, 2015, 08:44:28 PM
Hi I have been having a blast playing your mod, thanks for giving us such a refined mod!
In a new game using the newest version today I ran into an exception:

RuntimeException: Ship hull variant [isa3-de-idaho_hull] not found!

It is when I attempt to repair an Idaho carrier ship wreckage.
Apologies if this has been asked before I searched the forums and could not find a way to fix this.
Cheers.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on January 29, 2015, 09:42:25 PM
Ah, i see.

Fixed the issue for the next version. As a work around you can copy/paste any Idaho variant, strip it from all weapons and name it '_Hull' instead of '_variant' inside the file (as well as the file itself).

BTW, i forgot to mention that Scrapper is not the only repair-cabaple ship. Marauder`s Scavenger can also repair/scrap ships.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: BigNose on January 31, 2015, 03:27:16 AM
Great mod, really appreciate all the effort that must have gone into this, having a true blast with it! ;)
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Crystal Fox on January 31, 2015, 08:47:55 AM
Trying not to be a n00b but...where is the download link ???
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Tommy on January 31, 2015, 08:58:09 AM
Quote
INSTALLATION

The latest version is 8.5 (20.01.2015). Here you can get the archive and see the changelog: http://fractalsoftworks.com/forum/index.php?topic=431.msg151879#msg151879

No fancy download image like most mods, but it's there in the original post :)

Direct link: http://www.lordsofthestars.com/other/Sector/ironclads8.5.zip
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: harmonica2150 on February 01, 2015, 09:46:49 AM
I've been having a lot of trouble getting starsector to run. Its to do with JAVA, and I don't know how to remedy it. The problem is I can't load saved games. Every time I get a java error.

I've gone to your links OKIM, to change the memory, installed the most up to date versions of your mod and starsector. Also tried using Java 7 and 8, changing the 'JRE' file in starsector to the java7 or 8 file.

Is there somewhere I can look to find some information on this? I had this game running before, and I'm sure I'm just missing something simple, but I don't know what it is!

Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on February 01, 2015, 09:55:10 AM
If you are using 32 bit system there is no workaround if IIRC other than to wait for the next vanilla update. It is supposed to do something with save game size which i hope will remove these memory issues that large saves have.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: harmonica2150 on February 01, 2015, 11:37:10 AM
Okim,

Thanks for the quick reply. I'm on a 64bit system with windows 8.

I remember there was a page here somewhere that mentioned deleting the first bit of text in the batch file and replacing it with just 'java'. Do you know where I can find that? I can't find it for the life of me.

If you are using 32 bit system there is no workaround if IIRC other than to wait for the next vanilla update. It is supposed to do something with save game size which i hope will remove these memory issues that large saves have.

Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Wyvern on February 01, 2015, 11:57:54 AM
This stickied thread (http://fractalsoftworks.com/forum/index.php?topic=8726.0) should help - it's over in the "bug reports and support" section of the forum.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: harmonica2150 on February 01, 2015, 12:33:19 PM
THAT is what I was looking for. Thank your so much!


This stickied thread (http://fractalsoftworks.com/forum/index.php?topic=8726.0) should help - it's over in the "bug reports and support" section of the forum.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: BigNose on February 02, 2015, 04:27:23 AM
I just noticed, the ISA Michigan-Class Battleship has hangars on it's model (those yellow-glowing openings), as well as two hangars for combat resupply/repair mentioned in its description.
But there is no actual hangar functionality.

Just an oversight I guess.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on February 02, 2015, 08:01:13 AM
Fixed the Michigan, thanks.

Added the link for .bat file solution to the OP.
Title: Re: Project Ironclads TC 8.5 (20/01/2015) [0.65.1a] new aliens
Post by: Okim on February 03, 2015, 01:45:09 AM
Releasing a new Ironclads 8.6 version (3/2/2015): http://www.lordsofthestars.com/other/Sector/ironclads8.6.zip

Changelog: http://www.lordsofthestars.com/other/Sector/readme.txt

In short - new bounty type, automatic sector scans with Probers, some fixes and other features.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: TrashMan on February 03, 2015, 07:01:32 AM
IIIIInteresting.

Well, time to update myself.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Blaze on February 03, 2015, 09:34:03 AM
I'm getting a crash whenever I try to launch a recovery op on a planet.

Spoiler
Code
 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at data.scripts.plugins.PlanetSurveys.optionSelected(PlanetSurveys.java:320)
at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 03, 2015, 10:18:15 AM
Please ignore that feature for now. I`ll try to make a hotfix tommorow.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: TrashMan on February 03, 2015, 10:21:03 AM
Quick question Okim - did you fiddle with the fleetspawner scrip in this update?
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 03, 2015, 10:42:35 AM
Can`t say for sure. I don`t recall anything there, but i may be wrong.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Blaze on February 03, 2015, 03:55:00 PM
I just boarded, and captured, a Rock Fly, which - while pretty damn cool - probably shouldn't happen.  :D

Also, FIVE THOUSAND ARMOR???
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Sleeeper on February 03, 2015, 04:02:55 PM
Rocky fly is cool except it needs 100 points to deploy.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 03, 2015, 11:44:57 PM
I'm getting a crash whenever I try to launch a recovery op on a planet.

Spoiler
Code
 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at data.scripts.plugins.PlanetSurveys.optionSelected(PlanetSurveys.java:320)
at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Here is a fix for your problem: http://www.lordsofthestars.com/other/Sector/IroncladsEcon.jar

Download it and replace the one in 'jars' folder. The problem was in no longer used commodity ID that was still in the code.
Will work with your current save.

This hotfix is not necessary to download if you don`t get crash during specific planetary survey type ('abandoned outpost', I believe).
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 03, 2015, 11:49:33 PM
I just boarded, and captured, a Rock Fly, which - while pretty damn cool - probably shouldn't happen.  :D

Also, FIVE THOUSAND ARMOR???

Once this armor is pierced the fly is doomed.

As for capturing the fly - it is not supposed to happen, but I haven`t yet got to it in my to-do list. AI and aliens also are not supposed to be captured and there are two probably ways to achieve this - either destroy the ship when it is disabled (very easy to do, but wont provide any loot at all) or dive deep into recoding fleet interaction dialogue script, boarding and salvage scripts (which was in the old Ironclads and is much more preferable, but hard to do).
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: MesoTroniK on February 03, 2015, 11:59:40 PM
Destroying the ship when it is disabled will not protect against situations where the player claims victory.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 04, 2015, 12:25:23 AM
I though that destroyed ships are never being subject to boarding.
I do know though that destroyed ships go BOOM with everything they carry, meaning that no salvage can be gathered (or very low amounts of it) from it.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: DieselPower on February 04, 2015, 02:45:20 AM
Hello, I have two bugs to report for Project Ironclads 8.6 with Starsector 0.65.1a.

-I get a CTD when I tried to view the Barnaul-Class Special Cruiser in the hull variants Codex menu. The Barnaul-Class Energy Cruiser displays fine as does the base model.
-Mod version is 8.5 in the mod selection screen, although I have 8.6 installed.

This mod kicks ass, keep up the great work.

Best regards, DieselPower
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Gabriel_Braun on February 04, 2015, 09:10:22 AM
As a workaround could you maybe make the rockfly have a massive cargo hold for supplies but also a massive thirst for them?  I'm talking in the thousands so you could explain it in lore that they need to eat so much that keeping one alive is impractical?  Just a thought lol
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Stozen on February 04, 2015, 09:14:39 AM
Hello. where can I find Kerch class destroyer in Ironclads 8.4? Can't find it in RSF military market :(
Greetings from Saint-Petersburg.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Blaze on February 04, 2015, 09:50:10 AM
As a workaround could you maybe make the rockfly have a massive cargo hold for supplies but also a massive thirst for them?  I'm talking in the thousands so you could explain it in lore that they need to eat so much that keeping one alive is impractical?  Just a thought lol
Maybe make them eat ore and have them count as a miner/scavenger ship? "Lord of the Flies" fleet when?

I modded them to give them a few OP points so I could strap augmented engines and powered armor on them. Think a rock fly is tough? Now imagine one with booster rockets, extended range, and 8000 armor.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 04, 2015, 11:08:12 PM
Hello, I have two bugs to report for Project Ironclads 8.6 with Starsector 0.65.1a.

-I get a CTD when I tried to view the Barnaul-Class Special Cruiser in the hull variants Codex menu. The Barnaul-Class Energy Cruiser displays fine as does the base model.
-Mod version is 8.5 in the mod selection screen, although I have 8.6 installed.

This mod kicks ass, keep up the great work.

Best regards, DieselPower

Open up 'data/variants/REWARDS' folder and find there the Barnaul. There will be this block in the code:

"hullMods": [
    "",
    "BeamModulator",
    "armoredweapons"
  ],

Remove the first empty "" and it should work.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 04, 2015, 11:10:14 PM
Hello. where can I find Kerch class destroyer in Ironclads 8.4? Can't find it in RSF military market :(
Greetings from Saint-Petersburg.

It is a very very rare prototype ship that is hard to find. In future it will be available only as a reward/conversion option (as it was a year ago).
Greetings from Moscow ;)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 04, 2015, 11:13:32 PM
As a workaround could you maybe make the rockfly have a massive cargo hold for supplies but also a massive thirst for them?  I'm talking in the thousands so you could explain it in lore that they need to eat so much that keeping one alive is impractical?  Just a thought lol
Maybe make them eat ore and have them count as a miner/scavenger ship? "Lord of the Flies" fleet when?

I modded them to give them a few OP points so I could strap augmented engines and powered armor on them. Think a rock fly is tough? Now imagine one with booster rockets, extended range, and 8000 armor.

Spoiler
What you are describing is planned for FFS as a capital ship option...
[close]
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Stozen on February 05, 2015, 11:57:10 AM
Okim, can you test Beammodulator hull mode? I think it doesn't work at all, a don't know about + 25% damage but +20% flux coast do not show in ship stats.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 05, 2015, 12:53:18 PM
It shouldn`t show anything. Weapon stats are different from ship stats and does not show anything even regarding flux/sec for groups.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Gabriel_Braun on February 06, 2015, 07:44:18 AM
Okim, can you test Beammodulator hull mode? I think it doesn't work at all, a don't know about + 25% damage but +20% flux coast do not show in ship stats.

Would it be possible to change this hullmod to energy amplifier so it affects all energy weapons as at the moment I don't bother with it at all since I don't use beams apart from PD when I'm playing UIN or ISA?  Either that or add in another hullmod at the same tier that does this please? :D
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Max1045 on February 06, 2015, 07:31:19 PM
For some reason, the most recent 8.6 update still shows up as "Ironclads v. 8.5 (total conversion)".
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Foxd1e on February 09, 2015, 03:19:52 AM
Hey Okim, I haven't posted in this thread since Page 78, loooong time, Starsector and Project Ironclads have come a long way, I'm glad to see my suggestion about having Rock Flies and Dreadnaughts in the campaign was implemented! But the doesn't even come close to all the cool new features Ironclads now has. The reason I'm posting again is in the latest version, and even with the latest JAR from page 243, I keep experiencing a crash when attempting to trade with Dwarf, and Argos Shipyard, in the Argos system. Buy/Sell Ships works fine, so does the refitting facility, but attempting to click on Trade leads to a crash. Every other planet/station that i've been to seem to work fine.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: try666 on February 09, 2015, 07:22:15 PM
is there some shipsell restore?
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: DieselPower on February 10, 2015, 01:59:42 PM
The Barnaul Special has reappeared after removing "", form the code. Had to remove the comma too, as it wouldn't load the game.

Thx
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 11, 2015, 11:59:01 PM
Just noticed that 0.65.2 is out.

Gonna see if ironclads require update to work with it.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 14, 2015, 12:59:44 AM
Mod seems to be playable with the new 0.65.2, so no updates are needed :)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Delta7 on February 16, 2015, 07:14:31 AM
i got a crash due to an unrecognized ship variant when i try to repair a derelict ship.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 16, 2015, 07:49:43 AM
Paste your log file please.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Pushover on February 16, 2015, 09:29:51 PM
There's a little bit of a mixup regarding the descriptions of the Indiana B and C class hulls. The C class describes the B class hull (heavy weapon on the front). The B class makes a reference to an Iowa class destroyer, but describes the C class.

Also, what's the difference between the Barracuda Mk 1 and Mk 2 launchers?  The Mk 1 shows the damage as 1300, and the Mk 2 shows the damage as 650x2x1. I guess I should try them out, but the description isn't very clear.

Really been enjoying this mod!
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: wolfsruhm on February 16, 2015, 11:35:05 PM
Just tried to start a new game, after a complete fresh install of the game and mod, and immediatly got thrown out with a jar-error.
log: http://www.mediafire.com/download/ldd3adlo33d2tio/starsector.log (http://www.mediafire.com/download/ldd3adlo33d2tio/starsector.log)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 16, 2015, 11:36:06 PM
There's a little bit of a mixup regarding the descriptions of the Indiana B and C class hulls. The C class describes the B class hull (heavy weapon on the front). The B class makes a reference to an Iowa class destroyer, but describes the C class.

Also, what's the difference between the Barracuda Mk 1 and Mk 2 launchers?  The Mk 1 shows the damage as 1300, and the Mk 2 shows the damage as 650x2x1. I guess I should try them out, but the description isn't very clear.

Really been enjoying this mod!


Thanks. Fixed mentioned descriptions (and some other for ISA ships).

Barracuda mk.2 is renamed to Barracuda-PRX. As description says - it is a proximity fused missile. That means that in order to detonate it does not require to hit the target. To be short - Barracuda standard is direct hit hommer, Barracuda-PRX is area of effect hommer.

PRX is devastating against fast targets such as Rostovs or RSF bombers.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 16, 2015, 11:42:27 PM
Just tried to start a new game, after a complete fresh install of the game and mod, and immediatly got thrown out with a jar-error.
log: http://www.mediafire.com/download/ldd3adlo33d2tio/starsector.log (http://www.mediafire.com/download/ldd3adlo33d2tio/starsector.log)

Strange. The crash occurs on reputation checker (channel access check) which I haven't changed at all...
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: wolfsruhm on February 16, 2015, 11:48:25 PM
maybe it`s something with the .65.2 version of the game, dunno, its just i can't start any campaign game

PS: don't have a problem starting a vanilla-campaign though

is there any way to get an older gamedownload, can't seem to find it in the forums ehre
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 17, 2015, 12:19:49 AM
maybe it`s something with the .65.2 version of the game, dunno, its just i can't start any campaign game

PS: don't have a problem starting a vanilla-campaign though

is there any way to get an older gamedownload, can't seem to find it in the forums ehre

Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.

As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.

I`ll upload the hotfix later.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: wolfsruhm on February 17, 2015, 02:18:39 AM
Thanks, it worked. Enjoying the new features now
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 17, 2015, 05:07:52 AM
A little progress update.

Working on the new ammo system for Ironclad ballistic weapons. New system uses regenerating ammo, but at much slower rates than vanilla ones. Ammo capacity, clip size and reload time is faction-based.

RSF have highest ammo count, but their reload time is 1 minute for all ballistic guns. However, they reload the entire clip. RSF ships with extended ammo capacity can fight for long with their guns eventually slowing down to 1 minute reloads.
XLE have the lowest ammo capacity per gun, but their guns reload every 12 seconds and guns are universally more powerful than ever RSF ones. Clip size is 1/3 of the total count. XLE weapons are best used with hit and run tactics in mind - unleash the full burst of ammo, retreat, repeat.
ISA have medium ammo capacity and reload ammo every 20 seconds. Clip size is 1/3 most of the time. ISA are somewhat balanced in terms of ammo usage/reload, but may suffer in prolonged battles.
UIN reload half of their guns` ammo capacity each 30 seconds. Basically, they are similar to RSF, but have less total ammo capacity.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: CrashToDesktop on February 17, 2015, 05:27:55 AM
Hey, taking advantage of a now-unused system in vanilla.  I like it, keep it up.  The RSF in particular sounds very interesting.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 17, 2015, 05:36:18 AM
Yeah. Dakka-dakka-dakka... Click-click!.. Opps! Please don't hurt me while I reload :)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Toxcity on February 17, 2015, 06:46:15 AM
Great way to use the clips system, and differentiate weapons from the factions. Also is there any chance we'll see any regenerating missiles? (Not likely I'm guessing).
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 17, 2015, 06:53:16 AM
Great way to use the clips system, and differentiate weapons from the factions. Also is there any chance we'll see any regenerating missiles? (Not likely I'm guessing).

YES for non-conventional missiles (energy-balls). NO for small/medium sized launchers. YES for most of the large launchers (with reduced ammo, however).
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Voiddweller on February 17, 2015, 08:43:29 AM
Can you make a version with disabled 64bit compression? 0.65.2a have smaller saves and i can run it just fine on my XP with 10 or more faction mods enabled.
Well. just forgot to say :) Awesome artwork you have there, whole different style, more cartoon like because there is much less shading. I think i seen a couple of mods with similar style, so i must try to integrate :3

Edit: Found where i can disable compression, but there is some other issue...

Edit again: Aaaand i just tried it with 0.65.1a and it worked as it should. Saves loading just fine too (32bit) So it must be a 0.65.2a issue.

Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Max1045 on February 18, 2015, 08:20:11 PM
Holy. ***. I've found new love. I've just started really getting into the new build, and the Codex Support Barge is amazing. :o For a small frigate-based raiding fleet, there's no competition. It's extremely cheap on upkeep, it's fast enough not to slow down a California class, and it's armed enough to go toe to toe with most frigates. All that, plus a great amount of storage space for your loot. I can't believe I just discovered this...
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 19, 2015, 12:51:36 AM
Holy. ***. I've found new love. I've just started really getting into the new build, and the Codex Support Barge is amazing. :o For a small frigate-based raiding fleet, there's no competition. It's extremely cheap on upkeep, it's fast enough not to slow down a California class, and it's armed enough to go toe to toe with most frigates. All that, plus a great amount of storage space for your loot. I can't believe I just discovered this...

Yeah. That`s why this new 'civilian' freighter will be replacing Codex in future releases (left one):

(http://www.lordsofthestars.com/other/Sector/ffs2-frg-codex-cv.png) (http://www.lordsofthestars.com/other/Sector/ffs2-frg-codex.png)

Original Codex will still be in the mod, but to get it you`ll have to be friendly with FFS (or probably get lucky and buy it from FFS black markets).
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 19, 2015, 12:55:50 AM
Can you make a version with disabled 64bit compression? 0.65.2a have smaller saves and i can run it just fine on my XP with 10 or more faction mods enabled.
Well. just forgot to say :) Awesome artwork you have there, whole different style, more cartoon like because there is much less shading. I think i seen a couple of mods with similar style, so i must try to integrate :3

Edit: Found where i can disable compression, but there is some other issue...

Edit again: Aaaand i just tried it with 0.65.1a and it worked as it should. Saves loading just fine too (32bit) So it must be a 0.65.2a issue.



Sorry, didn`t get it. You have troubles with Ironclads not loading saves in 0.65.2? Or something else?
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Max1045 on February 19, 2015, 07:56:58 AM
Yeah, that's probably a good thing. Their trading fleets compared to other factions are seriously OP. Five of those is nothing easy to deal with. My suggestion would be to leave them in the role described in the flavor text and make them very likely to spawn (probably one per instance) with FFS raiding fleets. To be honest, though, I think the only thing that really needs changed with it is the frequency of its use. I think its stats are justified given its price. The only reason I have one is I got super lucky in a boarding  ;D

Edit: On a completely unrelated topic, is the Russia class able to be found inside the campaign at this point? If not, are there plans for being able to find one in the future, or is it just going to remain as part of that one mission? It seems like a cool idea to be able to find the mostly destroyed remains of one, tow it home, and then spend a huge amount of supplies restoring it.

Edit 2: Will the FFS being getting more ships in general, or are you planning on keeping them more of a fringe faction (i.e., Black Widows) rather than a main faction? I've noticed they have no unique cruisers, capitals, XL Traders, or (maybe I've missed them) fighters. Just curious.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Pushover on February 19, 2015, 12:24:32 PM
Like I said the other day, really enjoying this mod. Thought I would dump my feedback on factions:

XLE seem like they have the worst ships compared with the other 3 factions, mostly for Flux dissipation reasons, as their ratio of max flux to flux dissipation is 20:1 when most ships are 10:1 or lower (UIN generally has 5:1). Their cargo ships also have a much higher logistic value than other factions. Seems like just giving them more flux dissipation to work with, or increasing their max flux would be a great buff. As is, if you mount any energy weapons, you tend to build up too much Flux, and have to spend a long time venting. Frontal attack ships seem much more like brawling ships, which could use high flux dissipation for energy weapons.

ISA have far and away the best frigates and destroyers in the game. They have good Flux capacity and dissipation, and good shields. The Extended Missile Racks allow for a lot of long range support. The Illinois is easily one of the best destroyers in the game, capable of soloing a Moscow if piloted well. Indiana has one of the highest Flux capacities, with good dissipation, meaning its shield is incredibly tough. The C class makes for amazing missile spam.
I was a little surprised to not see a larger carrier than the Idaho, since their combat doctrine would call for missile spam and well armed frigates and destroyers (providing the missile spam), with the rest of the fleet playing defensive. Seems like a supercarrier capital ship would be fitting.
My destroyer composition was just a bunch (6+) of Indiana-C classes providing long range support, and an Illinois as my flagship, mostly holding the other fleet in one place. It could effectively take on any of the RSF battle fleets, although the ones with 2 Moscows tended to get a little hairy towards the end when the Indianas run out of missiles.

RSF don't seem like they are powerful until you reach the larger ships. With the weak forward facing shields, most smaller RSF ships are vulnerable to missiles and assault craft. Larger ships are quite tough, since they can spread missile damage across their armor, and can mount more point defense. Flares aren't always reliable to handle missiles on the smaller craft, but they do help. The lack of omni-shields really hurt for dealing with missile fire.

UIN are designed for broadside engagements, but they end up with the highest Flux dissipation, meaning you can mount just about any weapons you want and not build Flux. Seems like the XLE approach of higher Flux capacity, but low Flux dissipation is more fitting for a true broadside, rather than a brawl. Fortress Shields help avoid a brawl rather than promote them, and also function as effective anti-missile defenses. Particle Beams are a little on the powerful side, since you can just outrange most weapons with them, and simply keep pulling back from the enemy.

FFS I have not played with as much, but what ships they do have seem quite effective. I don't think they match up against the ISA frigates and destroyers, but probably are the second best.

Marauders have extreme vulnerability to missiles due to lack of shields. Pirates just have civilian ships, so they don't match up ship for ship. Black Widows might be slightly better at fighting UIN, since the UIN tends to pack energy weapons, but I feel like they should have a combat doctrine of speed/mobility, since they are raiders trying to get in and out quick.


I don't know if maybe I just don't understand how the XLE are supposed to fight, but I can't make their ships work for me.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Voiddweller on February 19, 2015, 12:39:32 PM
Sorry, didn`t get it. You have troubles with Ironclads not loading saves in 0.65.2? Or something else?
It just crashes during campaign map generation
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: connortron7 on February 19, 2015, 01:08:25 PM
My game crashes when loading the campaign to :'(
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Max1045 on February 19, 2015, 01:24:36 PM
I don't know if maybe I just don't understand how the XLE are supposed to fight, but I can't make their ships work for me.

I haven't used them recently, but I seem to remember them largely using very high efficiency burst weapons that overload shields quickly, which makes up for their dissipation disadvantage. I think the idea is that, by rapidly overloading the opponent's shields and hence flux, the XLE ship is mostly free from retaliation that would overload their horrible vent rate. Their weapon type (efficient shield smashers) also I think is countered by the UIN and their often present fortress shields, which let them freely absorb what would be otherwise crippling shield damage. I personally find the XLE best suited for fighting ISA ships, as all of their survivability is in their shields.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Blaze on February 19, 2015, 02:54:41 PM
It just crashes during campaign map generation
My game crashes when loading the campaign to :'(
Quote
Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.

As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Voiddweller on February 19, 2015, 03:29:03 PM
Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.

As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.
Yeah, that worked :D Tnx for solution :3
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: vorpal+5 on February 20, 2015, 10:39:01 PM
Hi,

I must be blind, where is the changelogs? I need to know what was added or changed in the last 2 versions  :)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on February 20, 2015, 11:06:41 PM
Just noticed, the Hammerhead-U (UIN big freighter) should probably have 1000 cargo space to be like the others, not 125.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Okim on February 21, 2015, 02:13:29 AM
Hi,

I must be blind, where is the changelogs? I need to know what was added or changed in the last 2 versions  :)

"Installation" part of the original post.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Clauth on February 21, 2015, 09:38:17 AM
Hi.

I have a problem, when i launch the game with this mod, the game crash.  error: "Fatal:JSONObject ["cost_frigate"] is not a number. Check starsector.log for more info.

This is my starsector.log: https://www.mediafire.com/?7ykdi36azr694yt

Thanks.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 21, 2015, 11:57:49 AM
Where did you get 0.65.2 RC3? I have only RC2.

Anyways - put this file into ironclads2\data\hullmods\ folder overwriting the existing one:

http://www.lordsofthestars.com/other/Sector/hull_mods.csv

Should help.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Clauth on February 21, 2015, 01:20:34 PM
I downloaded the game from here: http://fractalsoftworks.com/category/releases/
is the latest version... no?

Anyways, many thanks, it works.

Reinstalled,I put your file in the directory and the game runs
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 21, 2015, 01:41:42 PM
I downloaded the game from here: http://fractalsoftworks.com/category/releases/
is the latest version... no?

Anyways, many thanks, it works.

Reinstalled,I put your file in the directory and the game runs

That`s odd. Installer says it is RC2 (at least the name of the file), but in your log there is RC3 present. Probably just a typo.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Voiddweller on February 21, 2015, 02:17:24 PM
Probably just a typo.

About typos: in weapon_data.csv there is a weapon "Assault Guass Cannon" :P
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: SafariJohn on February 21, 2015, 09:35:52 PM
I'll admit I haven't looked very hard to see if anyone else has had this problem, but when I try to finish character creation and start a new game it crashes. It does not get to initial character save.

The loading bar gets past starting the economy and is then going through the dates when it throws this error:
(http://i.imgur.com/rPZrMe0.png)

The log says the following:
Spoiler
Code: xml
42845 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Domestic Goods,Supplies], bringing back []; volume: 468
42845 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 1 for market [Denisovka] (volume: 468)
42846 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 9 point trade fleet from [Denisovka] to [Centronom Trading Hub]
42848 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Pirates for a rep change (0.0, 0.0)
42848 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
42849 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the RSF for a rep change (0.0, 0.0)
42849 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
42849 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
42849 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with Free Traders for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the ISA for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the UIN for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the XLE for a rep change (0.0, 0.0)
42851 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
42906 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
42906 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-miscallenous_main_menu.ogg]
43053 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
at data.scripts.events.RepTrackerEvent.checkForChannelAccess(RepTrackerEvent.java:183)
at data.scripts.events.RepTrackerEvent.advance(RepTrackerEvent.java:138)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherxml.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 21, 2015, 10:41:40 PM
I'll admit I haven't looked very hard to see if anyone else has had this problem, but when I try to finish character creation and start a new game it crashes. It does not get to initial character save.

The loading bar gets past starting the economy and is then going through the dates when it throws this error:
(http://i.imgur.com/rPZrMe0.png)

The log says the following:
Spoiler
Code: xml
42845 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Domestic Goods,Supplies], bringing back []; volume: 468
42845 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating trade fleet of tier 1 for market [Denisovka] (volume: 468)
42846 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 9 point trade fleet from [Denisovka] to [Centronom Trading Hub]
42848 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Pirates for a rep change (0.0, 0.0)
42848 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
42849 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the RSF for a rep change (0.0, 0.0)
42849 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
42849 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
42849 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with Free Traders for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the ISA for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the UIN for a rep change (0.0, 0.0)
42850 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the XLE for a rep change (0.0, 0.0)
42851 [Thread-5] INFO  data.scripts.events.RepTrackerEvent  - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
42906 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
42906 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-miscallenous_main_menu.ogg]
43053 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
at data.scripts.events.RepTrackerEvent.checkForChannelAccess(RepTrackerEvent.java:183)
at data.scripts.events.RepTrackerEvent.advance(RepTrackerEvent.java:138)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherxml.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

http://fractalsoftworks.com/forum/index.php?topic=431.msg154126#msg154126
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: SafariJohn on February 22, 2015, 05:35:41 AM
http://fractalsoftworks.com/forum/index.php?topic=431.msg154126#msg154126

Thanks, that worked :)

It was past my bed-time last night :P ;)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Pushover on February 22, 2015, 08:22:56 AM
Paste your log file please.
Not the same person, but also crashed after repairing a derelict ship in Midline (Marauder's system). I had previously repaired a ship in one of the ISA systems and it worked fine. Below is the error.

I'm guessing it has something to do with the fact that Midline is not considered to be owned by the Marauders, and an empty system has no ships to choose from.

Spoiler
Quote
java.lang.RuntimeException: Ship hull variant [_Hull] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.??00(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.plugins.ShipWrecks.Repair(ShipWrecks.java:445)
   at data.scripts.plugins.ShipWrecks.optionSelected(ShipWrecks.java:312)
   at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

EDIT: If it matters, this was on 0.65.1a-RC1
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: The Law on February 22, 2015, 09:47:38 AM
maybe it`s something with the .65.2 version of the game, dunno, its just i can't start any campaign game

PS: don't have a problem starting a vanilla-campaign though

is there any way to get an older gamedownload, can't seem to find it in the forums ehre

Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.

As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.

I`ll upload the hotfix later.

Hey guys.. i'm new on the forum and i need your help.
I wanted to try out the ironclad mod but run into the "campaign fatal error"..

Can someone please explain "uncomment the first 'script' line (remove #). Then comment the second 'script' line."
I have zero script exp and don't understand any of it :S
i opened the .json file with wordpad and i found the "rep_tracker" line.. but what then??

for example: (remove #) -> there are no # symbols in the file??
uncommenting?? commenting??
second script line?? -> i see only one under the "rep_tracker"..

Thanks for your help and patience!

p.s. there's a chance that the English above isn't correct.. sorry, it's not my mian language..
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
Post by: Shoat on February 22, 2015, 09:57:03 AM
Can someone please explain "uncomment the first 'script' line (remove #). Then comment the second 'script' line."
I have zero script exp and don't understand any of it :S



You do not need to know anything about scripts.
Just open data/campaign/events.json with notepad, scroll down until you see the rep_tracker section and switch which of the two lines is commented out.

The finished section at the bottom of the file should look like this:
Code
		
"rep_tracker":{
"script":"com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent",
#"script":"data.scripts.events.RepTrackerEvent",
"image":"graphics/icons/intel/reputation.png",
},
"trade_info":{
"script":"com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent",
"image":"graphics/icons/intel/price_update.png",
},


}



In this context, a line is "commented out" when a # is in front of it (which tells the game to "ignore everything to the right of this symbol").
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: The Law on February 22, 2015, 10:28:03 AM
Thanks for helping.. did what you told me..

only problem is.. it isn't working..
i start the camping, and halfway loading i get:

"fatal:
com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
"

did i do something wrong?? (yeah well, obviously of course :p)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Voiddweller on February 22, 2015, 07:29:16 PM
9473704 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [_Hull] not found!
java.lang.RuntimeException: Ship hull variant [_Hull] not found!
   at com.fs.starfarer.loading.P.o00000(Unknown Source)

Happened when i tried to repair ship derelict...
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Deathfly on February 22, 2015, 07:44:35 PM
Thanks for helping.. did what you told me..

only problem is.. it isn't working..
i start the camping, and halfway loading i get:

"fatal:
com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
"

did i do something wrong?? (yeah well, obviously of course :p)

Update your Starsector to 0.65.2-RC2.

http://fractalsoftworks.com/2015/02/10/starsector-0-65-2a-release/
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: SafariJohn on February 22, 2015, 07:49:33 PM
To break this chain of "Help me!" posts:

Holy Jesus Illinois!

That is all.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Voiddweller on February 22, 2015, 08:58:50 PM
I just made a new _Hull.variant file using "Russia" dreadnought variant. Guess what happened? :D That thing is OP 8) If you can feed that monster he he)

But i wonder if derelicts respawn over time or this is just pre defined stuff?
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: The Law on February 23, 2015, 01:17:04 AM
Thanks for helping.. did what you told me..

only problem is.. it isn't working..
i start the camping, and halfway loading i get:

"fatal:
com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
"

did i do something wrong?? (yeah well, obviously of course :p)

Update your Starsector to 0.65.2-RC2.

http://fractalsoftworks.com/2015/02/10/starsector-0-65-2a-release/

Yeah that's the version i've got.. so.. still not working..
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Deathfly on February 23, 2015, 01:25:45 AM

Yeah that's the version i've got.. so.. still not working..
[/quote]

Just re-download it. There is a hotfix of 0.65.2 and you must got the unfixed one.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: The Law on February 23, 2015, 02:15:42 AM

Yeah that's the version i've got.. so.. still not working..

Just re-download it. There is a hotfix of 0.65.2 and you must got the unfixed one.
[/quote]

did what you suggested.. makes no difference.. :(
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 23, 2015, 05:36:59 AM
Woa. Guys, sorry.

I got myself entirely sucked into Space Engineers the last month, so i`m a bit lame on updating Ironclads. Will try to upload the new version in the end of this week (with new content).
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 23, 2015, 05:41:44 AM
Here is a fast hotfix that should erradicate all reported issues (except for midline`s missing derelict): http://www.lordsofthestars.com/other/Sector/hotfix.zip

Unpack it inside the 'data' folder of the mod.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Ahne on February 23, 2015, 07:09:19 AM
Thx!
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Shoat on February 23, 2015, 09:13:13 AM
Woa. Guys, sorry.

I got myself entirely sucked into Space Engineers the last month, so i`m a bit lame on updating Ironclads. Will try to upload the new version in the end of this week (with new content).

You don't need to apologize for being slower on delivering free high-quality content to us. :)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on February 23, 2015, 02:02:51 PM
Here is a fast hotfix that should erradicate all reported issues (except for midline`s missing derelict): http://www.lordsofthestars.com/other/Sector/hotfix.zip

Unpack it inside the 'data' folder of the mod.

I get an error during the initial load of Starsector when I used the hotfix. The game CTD with the error "Fatal: Ship hull variant [xle2-frg-manticore_variant] not found!"

Full error from the log file:
Quote
4494 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [xle2-frg-manticore_variant] not found!
java.lang.RuntimeException: Ship hull variant [xle2-frg-manticore_variant] not found!
   at com.fs.starfarer.loading.P.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOOo$Oo.<init>(Unknown Source)
   at com.fs.starfarer.loading.oOOo.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.this.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.??00(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 23, 2015, 02:46:55 PM
Ah *** :)

That`s the new content that was not supposed to slip into the hotfix.

Ok. I`m putting the whole current dev version. Can`t say that it is working (as it has unfinished features), but it is maximum that i can provide right now...

Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.7.zip
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Voiddweller on February 23, 2015, 03:37:33 PM
Ah *** :)

That`s the new content that was not supposed to slip into the hotfix.

Ok. I`m putting the whole current dev version. Can`t say that it is working (as it has unfinished features), but it is maximum that i can provide right now...

Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.7.zip

Wow! Thanks! I like forced pirate trade feature. Makes sense)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on February 24, 2015, 06:30:10 AM
Ah *** :)

That`s the new content that was not supposed to slip into the hotfix.

Ok. I`m putting the whole current dev version. Can`t say that it is working (as it has unfinished features), but it is maximum that i can provide right now...

Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.7.zip

I know it's not finished, but marauders still inspect ships (when according to the readme, they should not).

Really liking the new clip system, makes fights a lot more like a brawl as you run through ammo, try to back out, then move back in when you reload.

Seems like the new best way to get cash quickly is to wait in Midline for scavengers to come back from scavenging, mug them of all their goods, then sell it to the hideout.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: wolfsruhm on February 24, 2015, 06:38:36 AM
i don't know if the scanning script is from your mod or vailla, but just now i had to stop because of being scanned by a uin battlefleet(or a really big patrolfleet unno) when some prate fleet just went and attacked my ships while being immobile. Having only a frigate for bounty hunting and a few fast freighters for the loot, i was massively outclassed of course. and rthe scanning fleet wasn't even 'helping' me(i know it is not possile yet to get into combat with more then one fleet). Shouldn't my fleet be surounded by the scanning fleet instead of siting at it's periphery? Would help massively in the described scenario
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 24, 2015, 07:45:29 AM
i don't know if the scanning script is from your mod or vailla, but just now i had to stop because of being scanned by a uin battlefleet(or a really big patrolfleet unno) when some prate fleet just went and attacked my ships while being immobile. Having only a frigate for bounty hunting and a few fast freighters for the loot, i was massively outclassed of course. and rthe scanning fleet wasn't even 'helping' me(i know it is not possile yet to get into combat with more then one fleet). Shouldn't my fleet be surounded by the scanning fleet instead of siting at it's periphery? Would help massively in the described scenario

That`s vanilla stuff. And Ironclads actually has slightly lower fees to pay that original game.

Avoid being scanned. Run if you see some fleets approaching you. Rep hit for avoiding scan is just -3, but being scanned (especially with tons of cargo) can be devastating.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on February 24, 2015, 08:51:06 AM
Also, the Baliff Class has 1350 armor. I'm pretty sure that's a typo, or that is the 3rd best armored ship in the game. I was wondering why it was so impossible to kill...
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Shoat on February 24, 2015, 03:11:57 PM
Reporting another 8.7 dev version minor problem: The Justice Class destroyer has 3 of it's 5 small energy mounts categorized as hardpoints instead of turrets.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Stozen on February 24, 2015, 03:44:03 PM
Okim, ? ?? ??? ????????? ?????? ? ??????????? ??????????? ??? ???????,, ??? ???? ????? ??????????  ????, ??????? ????? ???????? ? ??????????, ?? ???? ? ?? ??????? ?????????? ???, ? ?????????? ????????, ???, ??????? ???????? ?????? ? ???? ? ??????? ????? ??????? ?? ? ????? ?????????? ??? ??????? ???????????????? ???????? ???? ? ?????? ??????, ? ??? ?????? ?????, ??? ?? ??? ??? ??????? ??????, ???? ???????? ????????? ???? ?? ?? ? ??????????, ?? ????? ?????? ????? :)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 24, 2015, 11:17:53 PM
No writing in Russian here please.

Ne pishite na russkom zdes. Ni ya, ni drugie ludi ne vidyat nichego krome etogo:

Okim, ? ?? ??? ????????? ?????? ? ??????????? ??????????? ??? ???????,, ??? ???? ????? ??????????  ????, ??????? ????? ???????? ? ??????????, ?? ???? ? ?? ??????? ?????????? ???, ? ?????????? ????????, ???, ??????? ???????? ?????? ? ???? ? ??????? ????? ??????? ?? ? ????? ?????????? ??? ??????? ???????????????? ???????? ???? ? ?????? ??????, ? ??? ?????? ?????, ??? ?? ??? ??? ??????? ??????, ???? ???????? ????????? ???? ?? ?? ? ??????????, ?? ????? ?????? ????? :)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 25, 2015, 02:10:40 AM
Fixed Baliff and Justice. Thanks for reporting them.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on February 25, 2015, 07:16:08 PM
Minor bug: I completed a bounty mission for the ship, and the ship was named uin-frg-bulgaria-mk2_special rather than a usual randomly generated name, possibly because the Bulgaria mk2 is now the Bulgaria HVY. The ship came with the correct setup.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Shoat on February 25, 2015, 09:37:22 PM
Minor bug: I completed a bounty mission for the ship, and the ship was named uin-frg-bulgaria-mk2_special rather than a usual randomly generated name, possibly because the Bulgaria mk2 is now the Bulgaria HVY. The ship came with the correct setup.


It's not just the bulgaria, all of the bounty-reward ships have their hull's ID as the ship name instead of the normal generated name.

And I'm also pretty sure it is already on the to-do list somewhere (since Okim made the ship-rewards-for-bounties system himself the names were probably a limitation he knew about from the beginning).
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 25, 2015, 09:46:10 PM
Minor bug: I completed a bounty mission for the ship, and the ship was named uin-frg-bulgaria-mk2_special rather than a usual randomly generated name, possibly because the Bulgaria mk2 is now the Bulgaria HVY. The ship came with the correct setup.


It's not just the bulgaria, all of the bounty-reward ships have their hull's ID as the ship name instead of the normal generated name.

And I'm also pretty sure it is already on the to-do list somewhere (since Okim made the ship-rewards-for-bounties system himself the names were probably a limitation he knew about from the beginning).

Actually no, i had no idea that names are borged.

To be honest, i never actually completed any of the ship bounties so far :)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on February 26, 2015, 07:45:42 AM
Is there a difference between the Burstmaster I and Burstmaster II guns? They seem to have the exact same stats.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 26, 2015, 07:51:53 AM
Is there a difference between the Burstmaster I and Burstmaster II guns? They seem to have the exact same stats.

One of them fires in accurate bursts while the other has constinous fire. It is up to player`s taste which one to use.

I use the one that fires in bursts in hardpoints while the other one for turrets.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on February 27, 2015, 06:38:53 AM
Little progress update.

A new ship requisition system is almost finished. For now it provides 4 fighter, 3 frigate, 2 destroyer and 1 cruiser options to player at RSF ship yard with only one choice every several days (~ a week). Later I`ll expand it to include more choices and to cover ISA, XLE and UIN factions.

Ship costs are 1.5 higher, but ships are supplied instantly and with all standard weaponry for a default variant. Once you used it you`ll have to wait from 1 to 7 days (random pick). Some fighters and frigates are shipped in packs of 2-3 to optimize the cost (shipyard want to get profit after all!).

To get access to this form you need to be at least favorable by the owning faction. This will instantly unlock you fighter and frigate choices. To get destroyers you need to boost your relationship to 'welcoming'. Cruisers are unlocked at 'friendly'. There is a 1-level shift here to make ships available at a bit lover lever, but at a greater cost (which I`m currently trying to balance).

Spoiler
(http://www.lordsofthestars.com/other/Sector/pic252.jpg)
[close]

P.S.: system is modder friendly and is very easy to set up for any extension faction you wish to have. All you need is to copy paste some strings in rules.csv and edit a few others. However, if that faction can`t provide 4/3/2/1 ship options you`ll need to adjust the rules.csv to meet your faction.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: MindsEye on February 27, 2015, 07:26:57 AM
Really a great mod. I have been enjoying it alot! I would like to make a fighter request. An f111 and b1 type for isa. It would be awesome if you could make their wings move.Maybe have them with burn drive or something and then their wings sweep back during.

Really like the idea of invasions from monsters and aliens.Wish they would be more prevalent and powerful.I have the moscow right now and I pretty much feel invincible.

I think it would be cool if you ally with a faction and it is at war with another that you cant ally with both.Also if we could wage war and destroy factions completely.

Next I got the kentucky.It comes with fast missile racks and expanded missile racks but only has 2 missile points and 16 ballistics.Compare that to the novgorod which comes with ex mags,armor, and acc feed with 20 ball points.Kentucky seems like it should have more missile points or universal to benefit from all the mods it has.

ISa has a carrier gap in the cruiser line.Rsf has 2 c carriers but the ISA is supposed to be carrier based.ISA seems to only have 2 choices for carriers.Would be cool to have a battleship based carrier for ISA along with a cruiser carrier and maybe a few variants of the Idaho.

Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: SkyIcewind on February 27, 2015, 10:14:30 AM
Cool mod, but why does every planet's "Description" for me just say something about an indexoutofboundsexception?

Is it just a missing description or is it actually something important?
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on February 27, 2015, 10:41:34 AM
Cool mod, but why does every planet's "Description" for me just say something about an indexoutofboundsexception?

Is it just a missing description or is it actually something important?
I kinda assumed that had to do with the system he just described above, since he said it was a WIP.

The pirate base in the Nexus system doesn't seem to spawn any pirate fleets. It spawns a trade fleet every few years, but doesn't spawn any hostile fleets. Is this intended?
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: SkyIcewind on February 27, 2015, 11:41:48 AM
Cool mod, but why does every planet's "Description" for me just say something about an indexoutofboundsexception?

Is it just a missing description or is it actually something important?
I kinda assumed that had to do with the system he just described above, since he said it was a WIP.

The pirate base in the Nexus system doesn't seem to spawn any pirate fleets. It spawns a trade fleet every few years, but doesn't spawn any hostile fleets. Is this intended?

Ah, perhaps, I do have the 8.7 version due to a problem with the 65.2 hotfix.

I was just worried I had missing features like trade screens or joining the military and stuff (Tokshen's LP of the mod got me into it, and it's clearly an older version so I unno what's still in or not, hah)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on February 27, 2015, 03:29:35 PM
I'm getting a CTD whenever I try to load a game (not using the Continue button, using the Load Game button on the menu). I click it and the game crashes.

Below is the last bit of the log file, (I think this is everything for loading the load game menu)

Spoiler
Quote
17893 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
19673 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_2860150983201958622\descriptor.xml]
19693 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_4280613728685656513\descriptor.xml]
19697 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_3796784851702082626\descriptor.xml]
19701 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_9052977166574747763\descriptor.xml]
19705 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pirate_5941511467710026007\descriptor.xml]
19708 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_2068349950204205850\descriptor.xml]
19710 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3255637077103969081\descriptor.xml]
19715 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3297244045037606027\descriptor.xml]
19719 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_6577186991409177843\descriptor.xml]
19721 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_1174907327118915071\descriptor.xml]
19724 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3581518363292742120\descriptor.xml]
19728 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3774010816566530225\descriptor.xml]
19732 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_5080432996449776673\descriptor.xml]
19736 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_6210720955057940361\descriptor.xml]
19739 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_7435524200204287658\descriptor.xml]
19743 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6294411504117355374\descriptor.xml]
19747 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6389780564723588735\descriptor.xml]
19750 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6843993122467714097\descriptor.xml]
20264 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
20264 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-miscallenous_main_menu.ogg]
20316 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??00(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Lprsti99 on February 28, 2015, 03:56:39 PM
I'm getting a CTD whenever I try to load a game (not using the Continue button, using the Load Game button on the menu). I click it and the game crashes.

Below is the last bit of the log file, (I think this is everything for loading the load game menu)

Spoiler
Quote
17893 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
19673 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_2860150983201958622\descriptor.xml]
19693 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_4280613728685656513\descriptor.xml]
19697 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_3796784851702082626\descriptor.xml]
19701 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_9052977166574747763\descriptor.xml]
19705 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pirate_5941511467710026007\descriptor.xml]
19708 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_2068349950204205850\descriptor.xml]
19710 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3255637077103969081\descriptor.xml]
19715 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3297244045037606027\descriptor.xml]
19719 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_6577186991409177843\descriptor.xml]
19721 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_1174907327118915071\descriptor.xml]
19724 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3581518363292742120\descriptor.xml]
19728 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3774010816566530225\descriptor.xml]
19732 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_5080432996449776673\descriptor.xml]
19736 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_6210720955057940361\descriptor.xml]
19739 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_7435524200204287658\descriptor.xml]
19743 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6294411504117355374\descriptor.xml]
19747 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6389780564723588735\descriptor.xml]
19750 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6843993122467714097\descriptor.xml]
20264 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
20264 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-miscallenous_main_menu.ogg]
20316 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??00(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I had this problem, but not from the mod.  I think it was due to me having a ton of saves, some from older versions of the game.  I just deleted all of the save folders other than the ones I wanted from my computer, and it fixed it.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on March 01, 2015, 06:48:03 PM
I'm getting a CTD whenever I try to load a game (not using the Continue button, using the Load Game button on the menu). I click it and the game crashes.

Below is the last bit of the log file, (I think this is everything for loading the load game menu)

Spoiler
Quote
17893 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
19673 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_2860150983201958622\descriptor.xml]
19693 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_4280613728685656513\descriptor.xml]
19697 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_3796784851702082626\descriptor.xml]
19701 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_9052977166574747763\descriptor.xml]
19705 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pirate_5941511467710026007\descriptor.xml]
19708 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_2068349950204205850\descriptor.xml]
19710 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3255637077103969081\descriptor.xml]
19715 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3297244045037606027\descriptor.xml]
19719 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_6577186991409177843\descriptor.xml]
19721 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_1174907327118915071\descriptor.xml]
19724 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3581518363292742120\descriptor.xml]
19728 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3774010816566530225\descriptor.xml]
19732 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_5080432996449776673\descriptor.xml]
19736 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_6210720955057940361\descriptor.xml]
19739 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_7435524200204287658\descriptor.xml]
19743 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6294411504117355374\descriptor.xml]
19747 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6389780564723588735\descriptor.xml]
19750 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6843993122467714097\descriptor.xml]
20264 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
20264 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-miscallenous_main_menu.ogg]
20316 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??00(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I had this problem, but not from the mod.  I think it was due to me having a ton of saves, some from older versions of the game.  I just deleted all of the save folders other than the ones I wanted from my computer, and it fixed it.
Looks like deleting all my saves fixed it.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 04, 2015, 06:05:46 AM
Progress update.

Nothing really to report except for ship ordering system introduction for RSF, ISA, UIN and XLE factions. You have money? You are in good terms with a faction? You need ships and don`t want to bother gathering guns for it in the whole sector? Then just go to that faction`s ship yard and browse a list of options. All are 1.5 times more expensive than basic hulls, but all come with guns (and most important - hull mods) already installed.

While testing this feature I found that combats are now completely different whenever ballistics are in play. The new ammo rehaul makes battles difficult. And this is from both perspectives - running out of ammo fast and not running out of ammo entirely. Makes picking guns a whole new experience now.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: MindsEye on March 04, 2015, 07:29:42 AM
You took ammo out?
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 04, 2015, 08:26:01 AM
Nope. I switched to clip system with 4 almost different approaches (1 per faction) to capacity, reload amounts and reload times.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Shoat on March 04, 2015, 09:54:34 AM
Yeah, your implementation of clips is pretty neat (though it sadly makes all the big 408mm guns very difficult to use on non-rsf ships who don't get free ammo upgrades).


That aside, here are some suggestions for what I've noticed as slightly bothersome recently:
- Ship systems:
XLE ship system seems very weaksauce (in a world where missiles are not very abundant and where normal PD is very competent on it's own anyway) and there are still too many otherwise-decent ships (the entire FFS-faction as well as the WDW pirates) with no system. I'd imagine that, ultimately, only the really crappy ships should have no system at all, right?
- The Great Dragon's main weapon (constant-fire beam) seems very unfitting for a hardpoint-fixed main gun of a big and slow ship (and it's also REALLY WEAK compared to moscow's 6x408 siege gun, 'murica's plasma burst gun or the  EU-flagship's super massdrivers). Maybe make it a burst beam of some sort?
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: frogbones on March 04, 2015, 10:05:58 AM
AWesome  :-X
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Blaze on March 04, 2015, 10:59:56 AM
Any chance the economy can get a second look? I see a lot of issues:

1. I've yet to see any planet that creates firearms.
2. Ore creating worlds are stuffed with ore; every planet I've visited that produces ore has stock exceeding demand by 300+%
3. Every planet I've visited also seems to be stuffed with metal.
4. Harvested Organs/Recreational Drugs are always created in excess (130+%) and have no market.
5. Psy Clones/Rock Blasts are practically nonexistent in market.
6. Medicaments, Luxury Goods, Domestic Goods, Volatiles, and Food markets aren't worth trading at all; practically no profit margin exists.
7. Places that produce actually profitable goods such as electronics and weapon/ship parts usually only have a single unit in stock.

Is this intentional? Trading is pretty much limited to dealing with single units or hoarding ore and then praying for a ore shortage on some planet every 5-6 in-game months.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 04, 2015, 11:50:10 PM
Quote
I've yet to see any planet that creates firearms.

Firearms are created by heavy industrial conditions and are quickly delivered from free market to military bases and low-stability worlds as well as being smuggled to pirates. Not seeing them in surplus means that there are too many low-stability worlds in the local area. I`ll tweak the numbers though.

Quote
Ore creating worlds are stuffed with ore; every planet I've visited that produces ore has stock exceeding demand by 300+%
Every planet I've visited also seems to be stuffed with metal.

This is a difficult thing to balance as there only two ore-demanding conditions in the game - refinery and rock fly farms. Increasing ore demand for refinery increases it`s metal output which in turn creates exceeding stockpiles of metals (which is another balancing problem as metals are eaten by a very large number of conditions). I`ll try to tweak some numbers here, but it virtually is impossible to make this line perfect.

Quote
Harvested Organs/Recreational Drugs are always created in excess (130+%) and have no market.
Psy Clones/Rock Blasts are practically nonexistent in market.

The only distributors of organs are pirates. Drugs are made at medical facilities and pirate bases. The first are at high demand on high stability worlds while the last are demanded by worlds with less/equal to 3 stability levels. Excess of both is odd, but excess of one of them is normal.

Blasts are produced at specific locations at very limited amounts, so these never will be available for sale at any world except for those that have met their drug demands (psy clones/recreational/blasts) and the FFS rock fly farm.

Clones are exclusively UIN-produced drug replacements that are universally accepted (illegal in RSF though). They are available at UIN electronic facilities.

Quote
Medicaments, Luxury Goods, Domestic Goods, Volatiles, and Food markets aren't worth trading at all; practically no profit margin exists.


Meds, luxury, organs and domestics are demanded mostly by well developed and/or high stability worlds. Try selling these to markets with stability >= 5.
Drugs, hand weapons, food and supplies are demanded by low stability worlds.

Dropping stability of a large-size world below 4 will increase demands of the second group of commodities while almost entirely dropping demands of the first one. Increasing stability to higher than/equal to 5 will switch demands in the opposite way. Actual stability plays a role in demand formula in both cases, so a world with 1 stability is the best place for a smuggler while the other one is for merchants.

Quote
Places that produce actually profitable goods such as electronics and weapon/ship parts usually only have a single unit in stock.

I`ll try to tweak these, but usually finding a proper balance here (as well as everywhere) is difficult due to each game eventually being different from any other.

---

Things will change when player-based production rolls out in Ironclads.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 05, 2015, 12:44:46 AM
Cool mod, but why does every planet's "Description" for me just say something about an indexoutofboundsexception?

Is it just a missing description or is it actually something important?

Fixed. I guess so at least.

The pirate base in the Nexus system doesn't seem to spawn any pirate fleets. It spawns a trade fleet every few years, but doesn't spawn any hostile fleets. Is this intended?

Not a bug, but rather a random effect. Pirate have at least 4 bases to spawn from which is picked at random.

XLE ship system seems very weaksauce (in a world where missiles are not very abundant and where normal PD is very competent on it's own anyway) and there are still too many otherwise-decent ships (the entire FFS-faction as well as the WDW pirates) with no system. I'd imagine that, ultimately, only the really crappy ships should have no system at all, right?

Try playing against ISA and you`ll see the difference between having advanced flares and having just flaks. Missiles, btw, have received ammo clips too in the current dev version.

Quote
- The Great Dragon's main weapon (constant-fire beam) seems very unfitting for a hardpoint-fixed main gun of a big and slow ship (and it's also REALLY WEAK compared to moscow's 6x408 siege gun, 'murica's plasma burst gun or the  EU-flagship's super massdrivers). Maybe make it a burst beam of some sort?

Read the descriptions of the Great Dragon and XLE factions. Lore-wise the ship`s weapon (as well as the ship itself) was designed to deal only with slow moving Rock Flies at which it excels. Eventually the beam turned out to be pretty good at killing AI phasing ships as well as any other unshielded target.

Quote
Yeah, your implementation of clips is pretty neat (though it sadly makes all the big 408mm guns very difficult to use on non-rsf ships who don't get free ammo upgrades).

That`s why you now have to unlock the ammo capacity hull mod via skills.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on March 05, 2015, 12:55:04 AM
Quote
I've yet to see any planet that creates firearms.

Firearms are created by heavy industrial conditions and are quickly delivered from free market to military bases and low-stability worlds as well as being smuggled to pirates. Not seeing them in surplus means that there are too many low-stability worlds in the local area. I`ll tweak the numbers though.

I've seen basically a billion weapons created by the Marauders Scavengers upon finishing their scavenging operation. I feel like their cargo should be limited to metals, rare metals, ship parts, weapon parts, electronics, and heavy machinery, rather than hand weapons, luxury goods, and recreational drugs. They are scavengers, and it doesn't make sense that they are the largest producers of firearms/luxury goods in the sector with their salvage operations.

There's usually a fair number of weapons owned by each military base that you can pick up if you have enough rep. But they don't replenish quickly.

Psy Clones/Rock Blasts are practically nonexistent in market.

Blasts are produced at specific locations at very limited amounts, so these never will be available for sale at any world except for those that have met their drug demands (psy clones/recreational/blasts) and the FFS rock fly farm.

Clones are exclusively UIN-produced drug replacements that are universally accepted (illegal in RSF though). They are available at UIN electronic facilities. [/quote]
I don't think I've ever seen a good way to make a profit on Psy Clones, the cheapest ones are as far as I know, located on Freya in Centronom, and still the cost is ~450-550, selling for at most 600. After tariffs, the profit is close to 0, if any exists.

Blast drugs are always worth picking up at the Rock Farm if you don't care about your rep with a faction, or if you want to move it to a pirate base/marauders/black widows.

Quote
Medicaments, Luxury Goods, Domestic Goods, Volatiles, and Food markets aren't worth trading at all; practically no profit margin exists.


Meds, luxury, organs and domestics are demanded mostly by well developed and/or high stability worlds. Try selling these to markets with stability >= 5.
Drugs, hand weapons, food and supplies are demanded by low stability worlds.

Dropping stability of a large-size world below 4 will increase demands of the second group of commodities while almost entirely dropping demands of the first one. Increasing stability to higher than/equal to 5 will switch demands in the opposite way. Actual stability plays a role in demand formula in both cases, so a world with 1 stability is the best place for a smuggler while the other one is for merchants.

The profit margin after tariffs on most of these is quite low, if any, with the exception of Luxury Goods. You can usually pick them up on places like the FFS for ~900-1000 per unit, and sell them to a high stability world for ~1600. Volatiles can be used to make a profit, but without abusing the save bug where saves do not remember how flooded the market was to adjust prices, markets get flooded on Volatiles when you have ~3000 units you are trying to sell for a profit. If you do want to abuse the save bug, there are better goods for it.

Food can be sold to the Marauder Hideout for a profit.

I never find enough domestic goods to make any decent volume of trading happen.

The biggest abuse I can see involves the save bug. Simply purchase as much rare metal as possible at ~600 or less, have it in a high stability world that does not sell rare metals (Danbridge in Shington, or Vella in Gianopolis are perfect). Sell ~200 units of it at the planet, it sells for ~1400 per unit. Save and exit the game. Reload, sell another 200 at 1400, save and exit, reload, repeat. Rare metals are insanely good for trading at these planets anyways (600->1400 without any shortages, with planets that sell Rare Metals within the system for each. (Even without the bug, it can be used to quickly make ~100k from nothing). I need to test to see if the save bug is an Ironclads only thing, or whether it should be reported as an actual bug. It's less of an issue in the base game, since the base game has ~30% tariffs everywhere.

I'll need to experiment with crashing economies at a later date (flood black market with goods, crashing stability and the prices of all the goods on the market, buy those up, can it make a profit?)

The biggest profit I've made so far was from Jorgia to the trading hub, when the trading hub had a shortage and hit 110 on ores. Turned all of Jorgia's ore over to the hub, netting me ~7 million credits.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on March 05, 2015, 01:02:53 AM
The pirate base in the Nexus system doesn't seem to spawn any pirate fleets. It spawns a trade fleet every few years, but doesn't spawn any hostile fleets. Is this intended?

Not a bug, but rather a random effect. Pirate have at least 4 bases to spawn from which is picked at random.
I looked at the code, and it doesn't spawn in Shinadar.

Code
                rng = rnd.nextInt(4);

                if (rng <= 1)
                {
                    home_name = "pixie";
                    array_targets = isa_markets;
                }

                if (rng == 2)
                {
                    home_name = "particul";
                    array_targets = rsf_markets;
                }

                if (rng == 3)
                {
                    home_name = "rock";
                    array_targets = uin_markets;
                }

                if (rng >= 4)
                {
                    home_name = "shinadar";
                    array_targets = xle_markets;
                }
rnd.nextInt(4) returns a random number from 0 to 3. 0 or 1 spawns in pixie, 2 in particul, 3 in rock, and 4 is impossible.

EDIT: It looks like this is a bug with FleetSpawner.java in general. nextInt(int n) returns a number between 0 and n-1, rather than 1 and n.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 05, 2015, 01:28:14 AM
EDIT: It looks like this is a bug with FleetSpawner.java in general. nextInt(int n) returns a number between 0 and n-1, rather than 1 and n.

Are you sure about this? I do recall reading that it randomizes between 0 and n.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on March 05, 2015, 01:33:37 AM
http://docs.oracle.com/javase/7/docs/api/java/util/Random.html
Quote
nextInt(int n)
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence.
Plus, according to your code, you would be getting some arrayIndexOutOfBoundsException from Fleetspawner as you randomize some things around an array's size, such as the line:
Code
String target_name = array_targets[rnd.nextInt(array_targets.length)];

If it did randomize from 1 to n, you would have an out of bounds exception when it randomed n, since array_targets[array_targets.length] will always be out of bounds (or have a null pointer exception)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 05, 2015, 01:36:05 AM
http://docs.oracle.com/javase/7/docs/api/java/util/Random.html
Quote
nextInt(int n)
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence.
Plus, according to your code, you would be getting some arrayIndexOutOfBoundsException from Fleetspawner as you randomize some things around an array's size, such as the line:
Code
String target_name = array_targets[rnd.nextInt(array_targets.length)];

If it did randomize from 1 to n, you would have an out of bounds exception when it randomed n, since array_targets[array_targets.length] will always be out of bounds (or have a null pointer exception)

Thanks. Will apply necessary fixes now.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 05, 2015, 02:29:52 AM
BTW, regarding missile ammo overhaul that I`ve mentioned. I think that these requires a few words to be said to clarify things.

Missiles/rockets/torpedoes are now divided into launching system types:

- single missiles/rockets/torpedoes and launchers have finite ammo without clips. Fire projectiles one by one and never replenish ammo.  
- pods and batteries use ammo clips. These fire projectiles in salvoes. Usually 1-4 quick salvoes before the need to reload the clips.
- systems. These have infinite ammo, fire in salvoes and have long reload times. Currently these are alien missiles and RSF rocket systems.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on March 05, 2015, 09:27:17 AM
Do pods/batteries have infinite ammo as well?
For example, does a Barracuda LRM launcher have ~4 missiles, and after you fire them off, it reloads 2 at a time? Or does it reload all 4?

Will we get hullmods that reduce the reload time on ships, or are expanded magazines/missile racks considered enough? (it probably is, but NEEDS MORE DAKKA!)
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: TrashMan on March 05, 2015, 09:48:05 AM
Progress update.

Nothing really to report except for ship ordering system introduction for RSF, ISA, UIN and XLE factions. You have money? You are in good terms with a faction? You need ships and don`t want to bother gathering guns for it in the whole sector? Then just go to that faction`s ship yard and browse a list of options. All are 1.5 times more expensive than basic hulls, but all come with guns (and most important - hull mods) already installed.

While testing this feature I found that combats are now completely different whenever ballistics are in play. The new ammo rehaul makes battles difficult. And this is from both perspectives - running out of ammo fast and not running out of ammo entirely. Makes picking guns a whole new experience now.

That sounds cheap, considering they come fully equipped.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on March 05, 2015, 09:55:11 AM
Progress update.

Nothing really to report except for ship ordering system introduction for RSF, ISA, UIN and XLE factions. You have money? You are in good terms with a faction? You need ships and don`t want to bother gathering guns for it in the whole sector? Then just go to that faction`s ship yard and browse a list of options. All are 1.5 times more expensive than basic hulls, but all come with guns (and most important - hull mods) already installed.

While testing this feature I found that combats are now completely different whenever ballistics are in play. The new ammo rehaul makes battles difficult. And this is from both perspectives - running out of ammo fast and not running out of ammo entirely. Makes picking guns a whole new experience now.

That sounds cheap, considering they come fully equipped.
Weapons in this game generally max out at ~5000 for a large weapon. Considering a destroyer hull runs at about 50000, 25000 for weapons is still more expensive. That said, I'd be pretty happy with this system, since it means less flying to all sorts of planets to look for hulls/fighter wings.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Pushover on March 05, 2015, 10:16:46 AM
http://docs.oracle.com/javase/7/docs/api/java/util/Random.html
Quote
nextInt(int n)
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence.
Plus, according to your code, you would be getting some arrayIndexOutOfBoundsException from Fleetspawner as you randomize some things around an array's size, such as the line:
Code
String target_name = array_targets[rnd.nextInt(array_targets.length)];

If it did randomize from 1 to n, you would have an out of bounds exception when it randomed n, since array_targets[array_targets.length] will always be out of bounds (or have a null pointer exception)

Thanks. Will apply necessary fixes now.
Was looking back over FleetSpawner, namely the code
Code
    private static Script createIllGottenScript(final CampaignFleetAPI fleet)
    {
        return new Script()
        {
            public void run()
            {
                float cargo_left = fleet.getCargo().getSpaceLeft();

                fleet.getCargo().addCommodity(Commodities.SUPPLIES, cargo_left/2);

                if (fleet.getName().toUpperCase().contains("MARAUDERS"))
                {
                    fleet.getCargo().addCommodity(Commodities.METALS, cargo_left/2);
                    fleet.getCargo().addCommodity(Commodities.RARE_METALS, cargo_left/4);
                    fleet.getCargo().addCommodity("parts1", cargo_left);
                }

                else
                {
                    fleet.getCargo().addCommodity(Commodities.LUXURY_GOODS, cargo_left/3);
                    fleet.getCargo().addCommodity(Commodities.DRUGS, cargo_left/2);
                    fleet.getCargo().addCommodity(Commodities.HAND_WEAPONS, cargo_left);
                }

                log.info("Added some loot to"+fleet.getName());
            }
        };
    }

Is the fleet tagged as "MARAUDER", or just "MAR"? Right now marauders tend to get a ton of luxuries, hand weapons, and drugs after scavenging, which is probably unintended.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 05, 2015, 12:39:29 PM
Progress update.

That sounds cheap, considering they come fully equipped.

Yeah, my mistake.

Basic hulls means basic variants. So that`s 1.5 more expensive than a standard variant INCLUDING all it`s weapons.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: DatonKallandor on March 06, 2015, 02:25:54 PM
BTW, regarding missile ammo overhaul that I`ve mentioned. I think that these requires a few words to be said to clarify things.

Missiles/rockets/torpedoes are now divided into launching system types:

- single missiles/rockets/torpedoes and launchers have finite ammo without clips. Fire projectiles one by one and never replenish ammo.  
- pods and batteries use ammo clips. These fire projectiles in salvoes. Usually 1-4 quick salvoes before the need to reload the clips.
- systems. These have infinite ammo, fire in salvoes and have long reload times. Currently these are alien missiles and RSF rocket systems.

Sounds great - I tried a similar system for vanilla and it worked really well.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 07, 2015, 02:37:04 AM
Releasing a new Ironclads 9 version (7/3/2015): http://www.lordsofthestars.com/other/Sector/ironclads9.zip

Changelog: http://www.lordsofthestars.com/other/Sector/readme.txt

This update introduces ship ordering system with which you can supply yourself with standard variants of most military -grade ships the major factions have to offer (RSF/ISA/UIN/XLE). YOu need to be at least favorable by that faction to get access to ship ordeing system.

To order a ship you need to visit any shipyard of the given faction. There will be an option that opens up fighter, frigate, destroyed and cruiser options. Note that currently you have a very limited amount of ships to pick (4 wings, 3 frigates, just 2 destroyers and only 1 cruiser with no capitals at all), but i`ll be expanding these options later.

There is also a major missile rehaul took place resulting in significant shift in missile balance. You now need to think of some pretty good PD coverage if you are about to engage fleets with dedicated missile ships.

---

Enjoy, report, give feedback - all as usual :)
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: SCC on March 07, 2015, 11:05:29 AM
I don't know what is causing it, but when I try to load a game with this mod the game goes nuts.
Log:
Spoiler
Code
171208 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0?000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?0(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
I don't know either if it's caused by sole presence of mod or by something that Ironclads does, since I get an error too when I try to go to saves' screen with Valkyrie+LazyLib+Shaderlib.
Title: Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
Post by: Okim on March 07, 2015, 01:05:20 PM
I'm getting a CTD whenever I try to load a game (not using the Continue button, using the Load Game button on the menu). I click it and the game crashes.

Below is the last bit of the log file, (I think this is everything for loading the load game menu)

Spoiler
Quote
17893 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
19673 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_2860150983201958622\descriptor.xml]
19693 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_4280613728685656513\descriptor.xml]
19697 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_3796784851702082626\descriptor.xml]
19701 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_9052977166574747763\descriptor.xml]
19705 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pirate_5941511467710026007\descriptor.xml]
19708 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_2068349950204205850\descriptor.xml]
19710 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3255637077103969081\descriptor.xml]
19715 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3297244045037606027\descriptor.xml]
19719 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_6577186991409177843\descriptor.xml]
19721 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_1174907327118915071\descriptor.xml]
19724 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3581518363292742120\descriptor.xml]
19728 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3774010816566530225\descriptor.xml]
19732 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_5080432996449776673\descriptor.xml]
19736 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_6210720955057940361\descriptor.xml]
19739 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_7435524200204287658\descriptor.xml]
19743 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6294411504117355374\descriptor.xml]
19747 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6389780564723588735\descriptor.xml]
19750 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6843993122467714097\descriptor.xml]
20264 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
20264 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-miscallenous_main_menu.ogg]
20316 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??00(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I had this problem, but not from the mod.  I think it was due to me having a ton of saves, some from older versions of the game.  I just deleted all of the save folders other than the ones I wanted from my computer, and it fixed it.

Try deleting the very old games first leaving your most recent Ironclads save intact.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 07, 2015, 03:08:29 PM
Economy:
The economy feels much better. Things actually have differences in prices for a lot of goods, and trading is more than just abusing trade disruptions. (and/or abusing the save context bug). However, it still seems like high stability ports are a 'sell anything here' position. Medicaments should probably get sold to lower stability worlds, since they probably lack the medical supplies they would need, but instead they are best sold to high stability planets. Food is sold roughly for the same price everywhere, whether it's a high or low stability world. Metals are worth a lot more now, which makes combat pay a little better.

Missile Changes:
The 122mm Rocket System seems super strong now. I already thought it was strong before these changes, and now it's even stronger. While it's 6 OP, its 2400 HE damage on a 12 second cooldown is amazing for a small slot. 12000 DPM if you can hit everything. The 300mm Rocket System by comparison is 3200 HE damage, 16000 DPM at 10 OP and a Large Missile slot. The 220mm Rocket System is almost the same as the 300mm Rocket System, it has the same damage per volley and same reload. The only difference seems to be that the 220mm Rocket System fires twice as many rockets at half the damage. Is there a good reason to use a Large Missile slot for a 300mm Rocket System?

On a Small Missile slot, it seems that the Micro-missile Pod is better than every other small missile system (excepting the 122mm rockets). It's only 2 OP, has 800 HE damage worth of rockets, and reloads over time. The Strela-6 by comparison, has just 4 missiles, each of which do 100 damage, the same as a Micro-missile. I don't know about the tracking on each of them, but the Micro-missile Pod beats the Strela-6 in capacity and still has the ability to reload.

I've been flying a Germany class Battlecarrier with 4x122mm Rockets on the front and 8xMicro-missile Pods, as well as 1xBarracuda-PRX, 4xParticle Beams, 4x50mm Autocannons, 4x42mm Flak Cannons, and 2x60lb Dual Siege Cannons. The Particle Beams to eat away at a ship's shields, combined with the 122mm Rockets/Dual Siege Cannons can make short work of just about everything. The only reasonable counter I can see is heavy Blastguns/Bofors/Flak, since anything less than very heavy dedicated area of effect point defense will just get overloaded.

Requisition System:
Danbridge should probably have the requisition system, as it's the ISA capital, and usually has the greatest selection of ships.

I really like the system, since it allows me to pick up most fighters.

Escape bug:
If you mean that the escape key no longer closes the planet's dialogue, that's been an issue since before this update. I think it may be part of the Starsector hotfix, since it stopped working when I updated my Starsector to RC2. Otherwise, none of the other menus have a problem with the escape key.



On another note, fighter balance:
Can something be done about normalizing the fighter deployment (supply) cost? Most ISA fighters are very cheap to deploy, specifically the A110 and F171 wings are under 3 supplies per deployment and quite effective. Most fighter wings cost between 9 and 20 supplies to deploy. UIN fighters take at least 9 supplies to deploy, although they are fairly powerful.
The FFS fighters have massive deployment costs unlike all the other FFS ships. Regulator Wings are 7.2, and Keepers are 20! A Justice destroyer has a 2.4 supply cost per deployment, by comparison. Even a Themis Carrier is only 4.5 supplies per deployment.
Claw Wings (Black Widow fighters) are the only fighters to leave a dead fighter on the field when destroyed. All other fighters just explode into nothing.
The best fighters in the game, in my opinion, are the HE rocket fighters (A110, AC300, Harpoon, SU-252) since they all have the potential to cripple a significantly larger ship. The other fighters tend to have a large problem with AFM missiles or beam weapons, and don't get to do a lot of damage given their relatively short range, unless there is an overwhelming number of them.

Other:
Marauders still salvage hand weapons, luxury goods, and recreational drugs.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: SafariJohn on March 07, 2015, 05:05:15 PM
30mm Linked Assault Gun says "DPS (sustained) 50 (75)". I don't think that is quite how it works.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: connortron7 on March 08, 2015, 08:34:56 AM
Whan ever i buy a novgorod cruiser in the requisition thing it just gives me a kursk mod.2 destroyer

i feel like that's not supposed to happen
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: DatonKallandor on March 08, 2015, 09:07:20 AM
Missile Changes:
The 122mm Rocket System seems super strong now. I already thought it was strong before these changes, and now it's even stronger. While it's 6 OP, its 2400 HE damage on a 12 second cooldown is amazing for a small slot. 12000 DPM if you can hit everything. The 300mm Rocket System by comparison is 3200 HE damage, 16000 DPM at 10 OP and a Large Missile slot. The 220mm Rocket System is almost the same as the 300mm Rocket System, it has the same damage per volley and same reload. The only difference seems to be that the 220mm Rocket System fires twice as many rockets at half the damage. Is there a good reason to use a Large Missile slot for a 300mm Rocket System?

On a Small Missile slot, it seems that the Micro-missile Pod is better than every other small missile system (excepting the 122mm rockets). It's only 2 OP, has 800 HE damage worth of rockets, and reloads over time. The Strela-6 by comparison, has just 4 missiles, each of which do 100 damage, the same as a Micro-missile. I don't know about the tracking on each of them, but the Micro-missile Pod beats the Strela-6 in capacity and still has the ability to reload.

I've been flying a Germany class Battlecarrier with 4x122mm Rockets on the front and 8xMicro-missile Pods, as well as 1xBarracuda-PRX, 4xParticle Beams, 4x50mm Autocannons, 4x42mm Flak Cannons, and 2x60lb Dual Siege Cannons. The Particle Beams to eat away at a ship's shields, combined with the 122mm Rockets/Dual Siege Cannons can make short work of just about everything. The only reasonable counter I can see is heavy Blastguns/Bofors/Flak, since anything less than very heavy dedicated area of effect point defense will just get overloaded.

In my experience the new missile system suffers from the same problem the vanilla one does - non-regenerating missiles are simply not used, because of two reasons: Regenerating missiles are better because the ship using them never becomes useless and Regenerating missiles are simply more fun to use. In my opinion the solution would be to make more/all missiles regen (I've tried this in vanilla, it was awesome and balanced) so they're all fun and then tweak them from there so they all have unique quirks that are fun in different ways.

In terms of balance, I'd agree with the cooldown-only rocket pods being too good. Not because they're cooldown-only mind you - just because the cooldown is too short. There's too much damage flying out of there too often. They're especially crazy on fighters. Fighters would probably benefit from getting special fighter versions of the rocket pods that fire fewer missiles faster (as in the salvo is over faster, not necessarily more cycles in the same timeframe) - that would tune down their power some and also reduce the incidents of huge sprays of friendly fire rockets flying all over the place because the fighter started to break off his attack run while the rocket pods were still cycling.

AoE point defense has become even more important, that's true, but I'm not sure that's a bad thing.

As an aside, I've found that in practice small RSF ships (smaller than destroyer or possibly smaller than cruiser) are really quite bad compared to ISA ships. Especially ISA gunships just completely demolish RSF ships in comparison - I'm not entirely sure why but they can tank stream gun shot after stream gun shot without overloading, while other gunships overload after one or two shots from a decent kinetic. Shields seem like a trap for small RSF ships - turning them on is liable to get you killed much faster then leaving them off entirely.

Edit: Also wanna add that RSF destroyers with missile mounts are really cool when you mount rocket batteries on them. It just fits both visually and in terms of gameplay - straight up fixed forward pure firepower without a backup plan if things go sour.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 08, 2015, 11:44:37 AM
Missile Changes:
The 122mm Rocket System seems super strong now. I already thought it was strong before these changes, and now it's even stronger. While it's 6 OP, its 2400 HE damage on a 12 second cooldown is amazing for a small slot. 12000 DPM if you can hit everything. The 300mm Rocket System by comparison is 3200 HE damage, 16000 DPM at 10 OP and a Large Missile slot. The 220mm Rocket System is almost the same as the 300mm Rocket System, it has the same damage per volley and same reload. The only difference seems to be that the 220mm Rocket System fires twice as many rockets at half the damage. Is there a good reason to use a Large Missile slot for a 300mm Rocket System?

On a Small Missile slot, it seems that the Micro-missile Pod is better than every other small missile system (excepting the 122mm rockets). It's only 2 OP, has 800 HE damage worth of rockets, and reloads over time. The Strela-6 by comparison, has just 4 missiles, each of which do 100 damage, the same as a Micro-missile. I don't know about the tracking on each of them, but the Micro-missile Pod beats the Strela-6 in capacity and still has the ability to reload.

I've been flying a Germany class Battlecarrier with 4x122mm Rockets on the front and 8xMicro-missile Pods, as well as 1xBarracuda-PRX, 4xParticle Beams, 4x50mm Autocannons, 4x42mm Flak Cannons, and 2x60lb Dual Siege Cannons. The Particle Beams to eat away at a ship's shields, combined with the 122mm Rockets/Dual Siege Cannons can make short work of just about everything. The only reasonable counter I can see is heavy Blastguns/Bofors/Flak, since anything less than very heavy dedicated area of effect point defense will just get overloaded.

In my experience the new missile system suffers from the same problem the vanilla one does - non-regenerating missiles are simply not used, because of two reasons: Regenerating missiles are better because the ship using them never becomes useless and Regenerating missiles are simply more fun to use. In my opinion the solution would be to make more/all missiles regen (I've tried this in vanilla, it was awesome and balanced) so they're all fun and then tweak them from there so they all have unique quirks that are fun in different ways.

In terms of balance, I'd agree with the cooldown-only rocket pods being too good. Not because they're cooldown-only mind you - just because the cooldown is too short. There's too much damage flying out of there too often. They're especially crazy on fighters. Fighters would probably benefit from getting special fighter versions of the rocket pods that fire fewer missiles faster (as in the salvo is over faster, not necessarily more cycles in the same timeframe) - that would tune down their power some and also reduce the incidents of huge sprays of friendly fire rockets flying all over the place because the fighter started to break off his attack run while the rocket pods were still cycling.

AoE point defense has become even more important, that's true, but I'm not sure that's a bad thing.

As an aside, I've found that in practice small RSF ships (smaller than destroyer or possibly smaller than cruiser) are really quite bad compared to ISA ships. Especially ISA gunships just completely demolish RSF ships in comparison - I'm not entirely sure why but they can tank stream gun shot after stream gun shot without overloading, while other gunships overload after one or two shots from a decent kinetic. Shields seem like a trap for small RSF ships - turning them on is liable to get you killed much faster then leaving them off entirely.

Edit: Also wanna add that RSF destroyers with missile mounts are really cool when you mount rocket batteries on them. It just fits both visually and in terms of gameplay - straight up fixed forward pure firepower without a backup plan if things go sour.
I can't help but feel that a balance could be struck between non-regenerating missiles and regenerating missiles. In vanilla, fights take a long time compared to Ironclads, things generally have more armor, weapons tend to produce more flux, and ships tend to dissipate flux slower. This makes it more likely that a fight takes over 2-3 minutes of firing weapons. The problem is that the regenerating Micro-missile launcher is roughly equal to other options before regenerating ammo. 800 HE damage from the first volley is very good, and beats anything you could fit at 2 OP. I think that significantly reducing the damage to 50 or less per missile would open up choices in the small missile department.

I'm fine with AoE point defense being a thing, but the amount of it that you need to handle something like a Harpoon or SU-252 attack run is quite high. Also, the rockets have quite a massive range, as they run out of power, but still drift forward for at least twice the range indicated.

RSF ships smaller than a Cruiser are very bad against ISA ships. Flares don't handle ECCM very well, and destroyers generally don't have enough point defense to handle missile spam. That said, RSF ships should not be using shields for more than tanking HE missiles. RSF cruisers and the Moscow are generally better than the ISA counterparts. The ISA has the best frigates and destroyers of the 4 main factions, but I think they have the worst cruisers and battleship.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: DatonKallandor on March 08, 2015, 12:37:39 PM
Either an OP nerf or a damage nerf would probably fix micro-missiles. Currently they're just the best at all jobs, while also being cheaper. They're incredible anti-fighter, they're fantastic straight up damage dealers and they're amazing harass tools (thanks regen ammo) all for less OP than other non-regen missiles and generally with better accuracy too.

As for flak I've found two 42mm Flaks are sufficient to beat rocket pod salvos, and two small ballistic slots isn't too much to sacrifice for that.
Really the entire 42mm and advanced 42mm lines is amazing.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Blaze on March 08, 2015, 02:54:31 PM
I'm having this problem that whenever I get attacked by an AI fleet, I send my ships in, but the AI doesn't send theirs.

1. Get into combat.
2. Select ships to deploy.
3. My ships enter.
4. Enemy ships never appear.
5. Win automatically.
6. Enemy ships still there. And still aggressive.
7. Repeat cycle forever.

I'll stick to playing the previous version until it's fixed.

For reference, my fleet consists of an Illinois Flagship (Which technically isn't supposed to be able to be captured, but eh), and four Belgium frigates armed solely with Devilfish launchers. I've been attacked by XLE and UIN patrols and have this issue.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 08, 2015, 11:30:08 PM
What AI fleet consists of? A single scout? Or a group of ships?

Regarding Micro and rocket systems. Yeah, i kinda was aware of these two causing balance issues, but decided to see how you will react to these. I`ll nerf both a bit somehow.

Kursk being given instead of Novgorod is easy to fix. Open rules.csv, find there 'Novgorod Cruiser' and replace the idA with 'rsf4-cr-novgorod'.

30mm assault cannon showing 50/75 is odd. Probably it has something to do with 30mm assault cannon having linked fire.

And the last - i thought about switching all fighters in the mod to specific limited-ammo weapons. Mostly like A110 has it`s own unique chaingun.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: TrashMan on March 09, 2015, 12:26:43 AM
I'm still one the fence with the whole limitless ammo thing...
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 09, 2015, 01:25:48 AM
30mm assault cannon showing 50/75 is odd. Probably it has something to do with 30mm assault cannon having linked fire.
I think it's because it generates 150 ammo per minute but only fires 100 rounds per minute. The game calculates that it generates 75 damage per second of ammo, even though it can only fire 50 damage per second of it.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Blaze on March 09, 2015, 04:40:32 AM
What AI fleet consists of? A single scout? Or a group of ships?
Patrol size. So a pair of destroyers, several frigates, and several fighters.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 09, 2015, 08:26:34 AM
Wait - 'AI' is just some faction`s fleet? Not The AI faction (purple ships)?
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: DatonKallandor on March 09, 2015, 09:31:48 AM
And the last - i thought about switching all fighters in the mod to specific limited-ammo weapons. Mostly like A110 has it`s own unique chaingun.

That would really help tone down the really good fighters (if that includes fighter ballistics being able to run out) and simultaneously buff up the ones that use energy weapons (which seem pretty weak). Fighters in general seems a little too amazing and forcing them to return to carrier for more ammo a little more often would be a good fix without making them useless.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Blaze on March 09, 2015, 09:52:49 AM
Wait - 'AI' is just some faction`s fleet? Not The AI faction (purple ships)?
As I mentioned before, they were XLE and UIN fleets.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 09, 2015, 02:36:52 PM
I don't know if this is a bug or not, but when salvaging station wrecks with a risky approach to salvaging, I get 2 ships when the dialogue tells me that I was able to reactivate a ship.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 10, 2015, 12:49:08 AM
I don't know if this is a bug or not, but when salvaging station wrecks with a risky approach to salvaging, I get 2 ships when the dialogue tells me that I was able to reactivate a ship.

Bug, fixed it. Script was running a 'for' cycle until less OR EQUAL, resulting in two copies of the same ship.

Wait - 'AI' is just some faction`s fleet? Not The AI faction (purple ships)?
As I mentioned before, they were XLE and UIN fleets.

Can`t reproduce this. I get XLE/UIN ships appear in combat with all their combat ships/wings participating in battle.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 10, 2015, 01:58:21 AM
Also when salvaging station wrecks, CR gets set to 100 after salvaging.

EDIT: On one of my saves, any time I try to open the trade menu on Dwarf, the game locks up and I have to kill it via Task Manager. No error comes up on the log, the game simply freezes. I can upload the save somewhere if needed. No other location gives me trouble (other than the station right next to Dwarf that is basically the same thing). I've had Dwarf work fine in other saves, there may be something specific to this save.

The end of the log:
Spoiler
31949 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Pirates for a rep change (509001.1, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the RSF for a rep change (0.0, 27000.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Free Traders for a rep change (263055.94, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the ISA for a rep change (0.0, 30000.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the UIN for a rep change (139585.77, 380581.66)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the XLE for a rep change (188735.05, 431419.38)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
32047 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [dwarf_freya]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
32194 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [shelezyaka_ftg_depot_rzhavaya]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
33246 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Ship Components(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Recreational Drugs(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Hand Weapons(Dwarf)
33550 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-faction_generic_market_01_neutral.ogg]
33550 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-faction_generic_market_01_neutral.ogg]
[close]
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 10, 2015, 02:30:54 AM
Also when salvaging station wrecks, CR gets set to 100 after salvaging.

EDIT: On one of my saves, any time I try to open the trade menu on Dwarf, the game locks up and I have to kill it via Task Manager. No error comes up on the log, the game simply freezes. I can upload the save somewhere if needed. No other location gives me trouble (other than the station right next to Dwarf that is basically the same thing). I've had Dwarf work fine in other saves, there may be something specific to this save.

The end of the log:
Spoiler
31949 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Pirates for a rep change (509001.1, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the RSF for a rep change (0.0, 27000.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with Free Traders for a rep change (263055.94, 0.0)
31950 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the ISA for a rep change (0.0, 30000.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the UIN for a rep change (139585.77, 380581.66)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the XLE for a rep change (188735.05, 431419.38)
31951 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent  - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
32047 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [dwarf_freya]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
32194 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [shelezyaka_ftg_depot_rzhavaya]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
33246 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Ship Components(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Recreational Drugs(Dwarf)
33247 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Hand Weapons(Dwarf)
33550 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-faction_generic_market_01_neutral.ogg]
33550 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-faction_generic_market_01_neutral.ogg]
[close]

That what happens when I start tweaking the economy according to player`s desires...
The game can`t fill the market with excess commodities and thus hangs.

Now I`m forced to once again seek the proper balance between supply demand which eventually will lead to the pre Ironclads 9 economy system that worked pretty well.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 10, 2015, 06:32:37 AM
Switched all fighters to unique limited-ammo rockets/guns. Must say that it is fun now.  Fighters are working as true space fighters should - get in fast, drop everything ASAP, run away before getting punished.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Gabriel_Braun on March 10, 2015, 07:30:33 AM
You should send that over to Alex Okim  ;)
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Alzrius on March 10, 2015, 07:36:30 AM
I finally had a chance to play the latest version for a couple hours and have a couple observations:

1) I was able to make over 4 million credits in about an hour of playing by trading between stations with the trade disrupted event.

2) Related to this, I think it would make sense for a faction which is blockading a station or planet to become hostile if the player trades with the blockaded station or planet.  It might be kind of difficult to get them to actually stop you, since you could still generally avoid the fleets since they're pretty slow, but at least there would be some downside to doing this.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 10, 2015, 07:44:33 AM
I finally had a chance to play the latest version for a couple hours and have a couple observations:

1) I was able to make over 4 million credits in about an hour of playing by trading between stations with the trade disrupted event.

2) Related to this, I think it would make sense for a faction which is blockading a station or planet to become hostile if the player trades with the blockaded station or planet.  It might be kind of difficult to get them to actually stop you, since you could still generally avoid the fleets since they're pretty slow, but at least there would be some downside to doing this.

How many trade disruption events do you usually have at once?

As for the trading with hostiles - I wonder why Alex didn`t include that thing already in the game (I mean - we have negative impact when a colony witnesses the fact of trade with the hostile colony, so why not to have fleets do the same?). For me it is a bit difficult to do code wise.

Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 10, 2015, 10:12:09 AM
I finally had a chance to play the latest version for a couple hours and have a couple observations:

1) I was able to make over 4 million credits in about an hour of playing by trading between stations with the trade disrupted event.

2) Related to this, I think it would make sense for a faction which is blockading a station or planet to become hostile if the player trades with the blockaded station or planet.  It might be kind of difficult to get them to actually stop you, since you could still generally avoid the fleets since they're pretty slow, but at least there would be some downside to doing this.

How many trade disruption events do you usually have at once?

As for the trading with hostiles - I wonder why Alex didn`t include that thing already in the game (I mean - we have negative impact when a colony witnesses the fact of trade with the hostile colony, so why not to have fleets do the same?). For me it is a bit difficult to do code wise.


It really depends on the events and locations of the trade disruptions. The best one I had was a trade disruption on Shington Trading Hub, pushing ore to ~double price. Bought up all the ore on Jorgia, made a quick 5m credits. Disruptions on Archimedes that push up supplies or fuel allow you to buy up the thousands of supplies or fuel on the Centronom Trading Hub and sell it immediately for a lot of money. Certain places like Cold Sands often have trade disruptions on ship parts, which can be a few hundred thousand if it happens.

Right now, there are a few trades you can do monthly. Archimedes (I think it should be spelled like this) Mega Lobster + Medicaments -> Centronom Trading Hub makes a few thousand each month. Electronics from Freya -> Centronom Trading Hub is ~50 credits profit per unit. Rock Fly Brights can be bought from Uomoz, and sold for ~5k+ profit per unit. Most edge planets such as Dwarf or FFS planets sell Luxury Goods for ~1k, and you can turn them around for a ~500c profit per unit. Again, low volume, but it adds up when looking for trade disruptions. Scrapyards obviously sell machinery, ship and weapon parts at a profitable price, but don't sell a lot of them.

A few places are bugged in terms of price, some of the FFS planets sell their recreational drugs for 1-3c per drug. Although they have low volume, it's still free credits.

Otherwise, Rare Metals are a super easy way to make money, since high stability worlds that don't sell rare metals tend to buy them for ~1200-1800 for about 200 units. I'm not sure whether it's up to you to fix this, or whether Alex has the fix next patch, but you can make a few hundred thousand by shipping rare metals to Vella and Danbridge (and other places) from planets within the system. Alex is fixing the ability to just save and exit and reload the game to reset the price of rare metals on these places next patch.



To reduce the abuse a little, it might help to space some of the stations out just a little more (a few hundred units at most). It's possible to reach both the Centronom Trading Hub and Archimedes from the same location in space with just a Trader, meaning that cargo capacity has no effect on trade if there is profit to be had. Just load up ~6000 units of something, have supply/day be -500ish, and lose only like 2 supplies in the fraction of a second reaching the other location to sell. Same goes for Jorgia and Shington Trading Hub.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 10, 2015, 11:23:32 AM
May be it would be better for me to return vanilla rates and tariffs? :)
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 10, 2015, 12:46:48 PM
Vanilla rates and tariffs absolutely kill trading. It's barely possible to turn a profit with trade disruptions. 3 major things that I like more about Ironclads over vanilla is faster combat, closer stations within systems as well as more systems, and a better feeling economy.

Again, something as simple as increasing the distance of very close stations solves part of the problem, since trading in mass takes significantly more time. Simply buying thousands of units of something now will eat away at your supplies like crazy, since travel time is increased beyond 0.1 seconds. Even if the stations are as close as in the Nexus system, it would take several days at 0 burn to reach the destination, at the cost of hundreds of supplies.

All the low volume trading I described (Luxury goods, machinery/ship/weapon parts) is fine, with the exception of recreational drugs being 1-3 credits on some places. In vanilla, you make almost all your money from really high bounties. Jangala tends to offer a very high bounty, so you just sit there and kill pirates for a while. I like having the option to trade for a bit, look around for weapons for whatever ship you plan to make.

I'm not sure how much control you have over the economy. I might mess around with the commodities.csv sometime to see if I can make a better feeling economy for myself, but you would obviously have far better tools to change the economy around.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: SCC on March 10, 2015, 01:32:51 PM
Spoiler
(http://i1.kym-cdn.com/entries/icons/original/000/006/077/so_good.png)
That feeling when you defeat a Hulk, a Raider and two HARPOONS (http://tvtropes.org/pmwiki/pmwiki.php/Main/DemonicSpiders) with just 6 gunships (Gunner, Hunter, Rattlesnake, Rostov-H, Rostov-M & Stiletto).
[close]
And thanks for help with load screen, Okim.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Gabriel_Braun on March 10, 2015, 01:35:19 PM
I personally think, given the nature of IC, that we've arrived at a potential impasse.  I'd like to think it's bridgeable somehow but it's not looking likely...
The economy system was designed around smaller-scale nations than those that exist in IC so either Alex needs to adopt a more liquid system or (sadly) IC will have to move to a more martial system again?
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 10, 2015, 04:06:25 PM
Well, I personally don't have a problem with a slightly broken economy system like we have now. I think a slightly broken economy system beats vanilla's practically nonexistent economy system. As long as the freezing bug can be fixed somehow, this system works fairly well. There are also ways to make tons of money in combat in this game (for example, mugging the Marauders after they finish their scavenging mission), so I don't see why making tons of money through trading is such a huge problem.

What exactly causes the freeze? The game doesn't have enough supply of a good to display it or something?

The other way I can see trading working is to have delivery missions, just like bounty missions, where places need certain goods delivered by a certain time. A shipyard may ask for 20 ship parts in the next month, and pay you an additional bonus for providing them (say 10000 credits). So you would go to the scrapyards and shipbreaking centers to find 20 ship parts, sell them on the open market at the location, and the game would reward you. Some places would just need small amounts of goods, but maybe a large heavy machinery world would want a bulk shipment of 2000 metals, so you would either need to take multiple trips, or have a big cargo capacity. That said, this would be quite a huge system to write, since it's about as complicated as the bounty system.


Harpoons definitely fit the bill of demonic spiders. SO MANY ROCKETS! BURN DRIVE! STILL HAS A REAL WEAPON AFTER ROCKETS ARE FIRED! My thought is that the difficulty of a Marauder fleet isn't about how large it is, it's about how many Harpoon Wings it has. The RSF wing is also quite nasty, but less common because the RSF has more fighters to randomly choose from. They also stay in formation better it seems.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Alzrius on March 10, 2015, 04:53:46 PM
Trade disruptions happened fairly frequently in my game, especially ones that pushed the price of supplies fuel up to ~200 cr, which allows you to get a profit of about 140 cr per unit in most cases.  There were also several that raised the price of rare ore up to about 400, and one or two that decreased it at a nearby system to 50.  Since both supplies and rare ore are easy to obtain in large quantities and RSF freighters are so efficient and cheap, you can do this pretty much from the beginning of the game.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 11, 2015, 07:01:02 AM
I wonder if it would be a good idea to switch Ironclads to entirely randomly generated systems? Certainly this is something to think of.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: SCC on March 11, 2015, 10:41:56 AM
The RSF wing is also quite nasty, but less common because the RSF has more fighters to randomly choose from. They also stay in formation better it seems.
But it makes sense for a interstellar empire to have some lethal fighter wings, right? For a scavenger pirates' support wing, it's at least surprising... And a pain in the ass. Also, it's not that additional weapon that makes them Demonic Spiders, not burn drive, but MULTIPLE SALVOS OF ROCKETS. You think it fired them, you evaded 'em and you're save now? WRONG. Hopefully update with fighter limited version weapons (if I understood correctly what Okim meant) will nerf them a little.

Okim, what you mean by "randomly generated systems"? Positions of them, theirs content, both? At first glance, it would make more sense to make systems manually, because not everything is good with randomness and Starsector is more made for manual than procedural generation, but hey, we're talking about positions of rocks or gas balls in space. Empty space. Positions are practically only different costs of supplies and/or fuel to get there.

Oh, and one more thing: fighting Kansas for 6000C? Nope, I'm good. Though it's nice thing to roll over two times more frigates than you have at once or (what seemed unlikely) crushing two FFS carriers with two Laws and Janitor wing escort. And even without casualties!
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 11, 2015, 10:55:22 AM
The RSF wing is also quite nasty, but less common because the RSF has more fighters to randomly choose from. They also stay in formation better it seems.
But it makes sense for a interstellar empire to have some lethal fighter wings, right? For a scavenger pirates' support wing, it's at least surprising... And a pain in the ass. Also, it's not that additional weapon that makes them Demonic Spiders, not burn drive, but MULTIPLE SALVOS OF ROCKETS. You think it fired them, you evaded 'em and you're save now? WRONG. Hopefully update with fighter limited version weapons (if I understood correctly what Okim meant) will nerf them a little.

Okim, what you mean by "randomly generated systems"? Positions of them, theirs content, both? At first glance, it would make more sense to make systems manually, because not everything is good with randomness and Starsector is more made for manual than procedural generation, but hey, we're talking about positions of rocks or gas balls in space. Empty space. Positions are practically only different costs of supplies and/or fuel to get there.

Oh, and one more thing: fighting Kansas for 6000C? Nope, I'm good. Though it's nice thing to roll over two times more frigates than you have at once or (what seemed unlikely) crushing two FFS carriers with two Laws and Janitor wing escort. And even without casualties!

The Harpoon and the SU-252 both have 3 fighters that fire 2x122mm Rockets. Part of the problem is the Burn Drive, since the Harpoon will overshoot your ship, then sneak up from the side, whereas the SU-252 generally comes at you from the front 90 degrees.


I think there's a few things to potentially look at before trying anything huge. The biggest problem I ran into when messing with Ironclads' economy is that high stability worlds are a place where you can sell anything. Ignore basic economics of supply and demand, just sell to a high stability world for more credits than selling to a low stability world with 0% of its demand met. Perhaps just lowering the stability of many high stability places would change the economy a bit. What also may work is changing trade disruptions to be +50% price and -25% price, rather than +100% price and -50% price.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Gabriel_Braun on March 11, 2015, 11:57:32 AM
I wonder if it would be a good idea to switch Ironclads to entirely randomly generated systems? Certainly this is something to think of.

Hmm, totally something to think about Okim!
It could be explained in lore that the nations are spread over galactic distances and that each playthrough occurs in unique convergence points?
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: TrashMan on March 11, 2015, 02:34:38 PM
Random generation cannot match hand-placed goodness. Especially if you want consistency in your universe.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: CrashToDesktop on March 11, 2015, 02:48:45 PM
Random generation cannot match hand-placed goodness. Especially if you want consistency in your universe.

Actually, considering the systems are so small in this mod (which I greatly enjoy), a randomly generated system could be very, very detailed.  I'm not very fond of Exerelin's generation system (mainly because all asteroid belts have the smallest possible width), but this is a different mod, so I shall withhold my judgement. :)
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 11, 2015, 03:48:13 PM
OK, the more I look at the economy system, the more I find how broken it is. I tried decreasing the stability of everything to 1, under the idea that stability would be based on the modifiers (military base, outpost, regional capital, etc) it would drive the economy to supply/demand. Unfortunately, as the demand gets met on a planet, it increases the stability of the planet, driving up the prices, meaning that now more places want to trade with that planet, filling its demand even more. Also, despite the no variability in the price of Planet/Asteroid scanners according to the csv file, without trading hubs (stability 10), the price of a scanner is variable based on stability.

Stability seems like a super broken mechanic from the base game, where trading is nonexistent. Right now if you don't care much about rep (and when you can pay just 1k per rep point, you really don't care), you can already flood the black market of a station, dropping its stability by a ton. This makes all the other goods cheaper, and then you can buy up the open market. Haven't run many tests to see if I can make a ton of money from it, but the logic of the port being: "So I hear we just got a TON of hand weapons smuggled in yesterday." "Yeah, I'm gonna have to drop the price of my metals to about half of what it was now!"

I think just reducing trade disruptions' impact, or possibly just trying to factor in how many fleets were lost into supply/demand would solve some of the trading problems. Right now, trade disruptions don't make a lot of sense. It feels like the logic goes something like this: "Sir, we lost 2 fleets of ships carrying a week's worth of fuel to us this last week, but we still have enough fuel for another few months." "DOUBLE THE PRICE OF FUEL FOR THE NEXT TWO WEEKS!"


I'm pretty sure making a procedurally generated economy not broken is even harder than making a handmade economy not broken. If you have an idea to make it work, then it could be fairly awesome. However, given how broken the economy system is already, I'm hesitant, and don't think anything more than touching it a little bit is going to be worth the time investment.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: DieselPower on March 12, 2015, 02:05:56 AM
I'm getting an odd CTD after a couple hours of play. I'm level 3 now and I head to Cold Sands (I've been there before without issue), every panel but the Sell/buy inventory works. I can refit and all, but sell/trade goods panel crashes.

Take a look:

89597 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-faction_generic_market_01_neutral.ogg]
89604 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-faction_generic_market_01_neutral.ogg]
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Heavy Machinery(Cold Sands)
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Recreational Drugs(Cold Sands)
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Weapon Components(Cold Sands)
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Ship Components(Cold Sands)

That's all I get.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Gabriel_Braun on March 12, 2015, 12:56:09 PM
Hmm, sounds like they have managed to go below 0 or exceeded 32767 as an integer val?  ???
Maybe a main log report to Alex unless Okim has a clue?  Perhaps sending him a save file might be a good course of action?
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 12, 2015, 01:06:46 PM
That looks like the same problem I encountered, except on Dwarf.
Title: captured rock fly
Post by: shingekinolinus on March 15, 2015, 07:21:04 PM
ok, I was playing ironclads and got into a fight with a rock fly
after I disabled it, the ship capture screen comes up and I send in all my crew

and now I have a rock fly flagship :)

(http://i61.tinypic.com/2s94x2a.png)
(http://i62.tinypic.com/2wr2hx2.png)
(http://i59.tinypic.com/2ykkepg.png)
(http://i57.tinypic.com/2jebu3o.png)
(http://i58.tinypic.com/2eapk3t.png)

just wondering...is this a bug?
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Toxcity on March 15, 2015, 07:36:45 PM
ok, I was playing ironclads and got into a fight with a rock fly
after I disabled it, the ship capture screen comes up and I send in all my crew

and now I have a rock fly flagship :)

just wondering...is this a bug?
Well it's a space fly so . . .
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Nanao-kun on March 15, 2015, 08:09:45 PM
Probably.

Also, I see someone else enjoys using custom portraits. +1 for Rei.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 16, 2015, 12:36:27 AM
I'm not sure if there is a way in mods to prevent boarding operations from taking place. It's possible to capture AI or Alien ships.

The 100 deployment points makes it a little difficult to field, at least.


So having played each of the 4 main factions to the endgame states (Engame for me means I can beat any fleet in the game without losses, with the possible exception of a 3+ Harpoon Wing Marauder Fleet), the ISA now feels easily the strongest in terms of hulls, since the Indiana-C can form the backbone of any fleet, and the Illinois is the best ship in the game when used by a competent player. The F-171 is the most survivable fighter in the game, although it's a little lacking in speed and firepower. All of the fighter wings are fairly good. ISA weapons are lacking in good small slots, but the player can solve that problem by buying elsewhere.
The UIN have the best cruiser hulls and a few specific powerful weapons, such as the Particle Beam and the 60 pound dual siege cannon. The biggest problem they have is a lack of decent HE ballistic or energy weapons. They have a lot of different Kinetic weapons, but with the exception of the 60 pound dual siege cannon and the terminator autocannon, as well as some missile systems, they lack solid HE damage in their fleets. They also have very specialized Frigates.
XLE have some great dueling/solo hulls, as they are maneuverable and the AI understands how to handle them reasonably well. It's really difficult to mount anything but Beamers in the energy weapon slots due to the flux weapons. However, Beamers of all sizes are extremely flux efficient, and I consider them to be among the best weapons in their class. They also offer advanced 42mm autocannon/flak weapons, which are good and flux efficient. Magna Cannons/Heavy Magna Cannons are also good HE weapons.
The RSF has some good weapons but bad hulls.

My one gripe with the Germany is that it doesn't feel much like a broadside ship. You generally want to face the enemy head on, where your forward 4x Small Ballistic mounts can fire, as well as you 2x Large Ballistic mounts. Combined with the support of 4x Small Missile mounts able to hold rockets or torpedoes, and 8x small missile mounts, as well as the 1x Large Missile mount, there is a lot of firepower in the front. I'd much rather see 8x small missile mounts in the front, and have all the mounts along the side be small ballistic slots. That way the front of the ship can still mount a lot of strike weapons, but are used as a finishing blow, somewhat like the Conquest in vanilla.

One small issue I have with the larger RSF ships is that their Large Ballistic mounts that point sideways take forever to face forward. This means that against an AI Novagrad, you get at least 5 seconds of firing on it before it starts to unload its 500 Kinetic DPS from the 2x Quad 50mm Autocannons. Don't know if there's anything in the API for it.


I really think that the FFS have nailed the 'raider' style with their ships and combat doctrine. They mount a lot of Kinetic weapons and high DPS/high flux energy or EMP weapons, and then use missiles to inflict major damage when the shields go down. They are very nasty to face in an unfair fight. By comparison, the Widows tend to get into a brawl with the lower DPS energy weapons, although they have the Barracudas for when shields go down.

I would somewhat like to see Marauder ships have their weapons loadout randomly generated, since they would scavenge whatever ISA/RSF stuff they could find.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Farlarzia on March 16, 2015, 12:10:05 PM
This mod did used to include code that stopped alien, rockfly, and ai ships from getting capture at all, though it might have got scrapped? or broken, it seems.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 16, 2015, 01:08:23 PM
The Micro-Missile battery has lower sustained DPS than the Micro-Missile pod. It only gets half as many missiles recovered, despite being the larger launcher.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: SnafuSanfu on March 16, 2015, 02:53:51 PM
Hello, I don't know if I got a bad install or what, but there seems to be some discrepancy with the hangar ship stats.

Novgorod Standard Cruiser - 4 hangars (it does look like it has 4 hangars on the ship model, but doesn't seem correct that such a heavy gunship has as much and even more hangar slots compared to dedicated carriers)
Astrakhan Dedicated Carrier - 4 Hangar? (I remember it having 4 or 5, and it has 5 modeled hangars on the ship)
Idaho Class Dedicated Carrier - 3 Hangars!? (I remember this having 4 and it has 4 'ports' modeled on the ship)
Michigan Class Battleship/Carrier 2 Hangars? (I remember it had 4 or 6 before, it has 6 modeled on the ship)

Anyway I can get the old configurations for these ships back?

I really love the mod, but these changes doesn't make sense to me  :P

Also, is there a way you might allow the Russian Destroyers to fit a targeting core? At the moment, they are not as good as the ISA Missile Destroyers (Indiana-C), which can spam Barracuda and Devilfish missiles batteries from 5k away, they also can fit Micro-missile batteries (3 of them) for up close work, which in this case 'up close' means 1000+ meters, whereas the max range you can hope with the RSF Destroyers is around 750 - 1,000m, but with just the main guns, they are also out damaged at closer range by ISA missile destroyers if you fit 3 Unguided Missile Launchers in lieu of guided ones. While it's true that ISA 'gun' destroyers are not very good as well, we also know that it's not ISA's focus, and as previously hinted the missile variants are amazing.

Also, I'm not sure but didn't the Connecticut missile frigate and Indiana C Missile Destroyer had some sort of cool-down system for missiles?

Other weird bugs:

Whenever I use the Argos shipyard/planet and use the 'trade/hire' command I crash to desktop and get a java error, I can still buy ships normally and I can still buy weapons through the 'make use of the dockyard fitting facilities', but as mentioned I get a CTD whenever I use the trade/hire command.

Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: CrashToDesktop on March 16, 2015, 03:18:11 PM
I wouldn't really count the Novgorod as having any hangers, since every RSF ship seems to have the same decorations.

Idaho technically has three openings - two on the left side and one on the front (probably similar to the Astrakhan's larger opening, lore-wise to service the larger fighter and bomber craft).

I do remember the Michigan having 6 flight decks, but the balance hammer came to it and wisely made it two flight decks.  Having a capital ship being able to service an entire fleet of fighters was just overpowered as hell.  Same with the Astrakhan.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: SnafuSanfu on March 16, 2015, 05:04:04 PM
I see 4 opening on the Idaho 2 on top close together and 2 on the left side slightly apart and as mentioned I do not know if the Novgorod was intentionally given 4 hangar slot when the dedicated carriers only have 4 and 3 slot.

Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 16, 2015, 05:17:21 PM
As for the Fast Missile Racks, they were removed last patch since Okim changed the missile system to regenerate missiles over time.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: CrashToDesktop on March 16, 2015, 05:29:02 PM
I see 4 opening on the Idaho 2 on top close together and 2 on the left side slightly apart and as mentioned I do not know if the Novgorod was intentionally given 4 hangar slot when the dedicated carriers only have 4 and 3 slot.
Yea, but the front "two" on the top are one opening - look at the texturing right below it.  Like I said, it's probably meant to service the larger fighters, lore-wise.

Also, I did just check the Novgorod, it does indeed have 4 flight decks.  Rather odd, I agree, since the Astrakhan has 4 as well.  In any case, they should either be removed or bumped down to 1 flight deck to match up with the general feel of the RSF.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 17, 2015, 02:33:23 AM
Novgorod having 4 hangars is a bug. And I don`t recall actually adding these to Novgorod.

Michigan having just 2 is a feature. It is not a combat carrier - it is a battleship with a limited fighter support role. Idaho is the main carrier for ISA, always was and will always be.

Capturable Rock Fly is a not-yet-finished feature. Lore wise once you 'capture' the Fly you 'hack' it and put some hardware on it to turn it into your ship (code-wise it will be an instant transition of the skins once you fly in space a bit). If this feature will not work as intended - I`ll put a destructor script on it that instantly detonates it once it is disabled (leading to low loot amounts though).

AI/Aliens are capturable and will remain so. Once captured you can`t do much with their ships as all their guns are built-in and there are just a couple of OP (or none) available for other things.

Crash/han? on some markets is a result of me stupidly following the request to 'balance' the economy system (which I actually consider to be pretty well balanced). Will revert to the one that was used in pre 9 version to make things stable. Economy in Ironclads actually allows trade to be done without the disruption/shortage events (which, in fact, occur on much more hardcore settings compared to vanilla).

Germany is actually a support ship. More so - it is a carrier. It is to be used to provide fire support in all directions to the other ships and respawning the fighter wings.

RSF in the next update will be rebalanced.

Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: SnafuSanfu on March 17, 2015, 09:19:45 PM
Sweet.

It was pretty OP back then when you can build a fleet consisting of just 3 Michigans, fill them with long range lasers and Devilfish LRMs and the rest of the space with A110, F135 and B202 bombers.

Also, is the Idaho only suppose to have 3 hangar slots? It does seem balanced once we factor in the fact that apart from its large missile slot you're also afforded three medium universal slots which you can fit with either more Barracuda/Devilfish or Micro missile batteries (guns and lasers on a destroyer is bad when you can't fit a targeting core) giving it a nastier ship v ship capability compared to the Astrakhan (Which is more of a true carrier with a very defensive layout and system).

While this is nice, it bugs me that the ISA don't really have a 'true carrier', I know it's just 1 hangar slot difference, but the difference is considerable, being able to service two wings of B202 at a time effeciently with 4 slots vs. only one B202 or one F135 wing with 3 slots (along with other wings with 3 or less craft), servicing wings of A110 with 4 craft is tricky and any other wings sizes like it.

At any rate, great mod it's the only mod I've played so far that feels somewhat complete.

Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: TrashMan on March 18, 2015, 02:50:00 AM
Say Okim, where do you define the difficulty of a bounty and the ship you get as a reward?
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 18, 2015, 02:54:13 AM
In a PersonalBounty script which resides in a jar and can`t be used outside it.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 18, 2015, 07:56:52 AM
Ship rewards are based on character level, as far as I know.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 18, 2015, 11:18:34 AM
He means the fleet composition and rewards for Ironclad-specific bounties. All these are inside the jar and can`t be accessed directly.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 18, 2015, 11:49:07 AM
It's fairly easy to find a decompiler to examine the code. Looking at the code, it looks like some of the bounty ships are unobtainable, since a person's BountyEventData level is hardcoded to never exceed 10.

EDIT: Also, I was wrong, bounty amounts are based on the number of bounties you have completed.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 18, 2015, 12:38:43 PM
Didn`t know about the hardcoded level limit.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: DatonKallandor on March 18, 2015, 08:41:16 PM
Some of the proximity bursting guns are unable to score hits from certain angles (they'll explode out of range of the AoE) - is that intentional? It's especially noticeable with the Vickers on fighters - when they get an angle where they can hit they are fantastic, but often they'll make an attack run and do no damage at all despite hitting dead on.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 18, 2015, 10:14:41 PM
AOF weapons use target`s collision radius which is a basic circle around the center point of the sprite. Long ships and large ships have larger CR, so some weapons detonate too far away from the hull.

Can`t really do anything here except for making AOF weapons to have greater explosion range (which will make Vickers to act like flaks).
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: frogbones on March 19, 2015, 05:57:51 AM
Love the steady progression. I play this TC allot on my laptop while in between classes, or on lunch at work. since it doesn't use all the shader libs and such my LT runs it just fine.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: TrashMan on March 19, 2015, 06:51:03 AM
In a PersonalBounty script which resides in a jar and can`t be used outside it.

Well bollocks.
Any chance you'll put them outside of the .jar?
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: DatonKallandor on March 19, 2015, 08:47:58 AM
AOF weapons use target`s collision radius which is a basic circle around the center point of the sprite. Long ships and large ships have larger CR, so some weapons detonate too far away from the hull.

Can`t really do anything here except for making AOF weapons to have greater explosion range (which will make Vickers to act like flaks).

Does Starsector use separate burst range and damage range stats? If you decrease the trigger radius while leaving the AoE the same they'd explode closer to the target right?

Well unless SS only has the ability to set the AoE and trigger radius to the same value.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 19, 2015, 12:59:02 PM
AOE weapons already deal damage over larger area than the radius at which they are triggered. While it is ok with large weapons (like blast plasma, 408 family etc) it wont work for anything that has it`s area of effect smaller than the collision radius of the ship they are targetting).

Increasing AOF for small and medium weapons will overpower them. Tried that already and had to leave the current values for small and med guns.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 19, 2015, 01:00:28 PM
In a PersonalBounty script which resides in a jar and can`t be used outside it.

Well bollocks.
Any chance you'll put them outside of the .jar?

AFAIK these can`t work outside the jar, so i can`t do anything here.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Pushover on March 19, 2015, 03:50:03 PM
In a PersonalBounty script which resides in a jar and can`t be used outside it.

Well bollocks.
Any chance you'll put them outside of the .jar?

AFAIK these can`t work outside the jar, so i can`t do anything here.
If you want to look at the code, you could decompile it (fairly easy to find), especially if Okim is okay with you decompiling his code for the purpose of understanding how his mod works.


EDIT: Side note: Looks like you earn reputation with the ISA for killing Marauder fleets within Midline.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 19, 2015, 10:16:54 PM
In a PersonalBounty script which resides in a jar and can`t be used outside it.

Well bollocks.
Any chance you'll put them outside of the .jar?

AFAIK these can`t work outside the jar, so i can`t do anything here.

I think that i can export the procedure that picks the ships as rewards in a separate class that i can leave outside the jar. Will try to do that today.

Midline is close to Grant and probably falls under the FTL transmittion range of it`s relay station.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 20, 2015, 01:17:41 AM
OK, I can`t export the class out of jar. IntelijIDEA throws errors at me after failing to find it inside the jar.

So it is either impossible to do or I have no idea how to make IDEA exclude some parts of the code from being compiled (I can exclude whole files).
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: TrashMan on March 20, 2015, 02:46:44 AM
Bummer....hmmmm.

But why have a part of the code outside?
All you need is the arguments outside - as in, a file with the list of ships/variables.

So something like
"ISA", "Michigan_std.variant" 10
"ISA", "Iadahoo_std.variant" 5
"RSF", "Novogrod_std.variant" 10
etc..

Basically a script would read the faction, the variant and possibly level.
The logic would be thus:
- creating a bounty for faction RSF, lvl X
- check the external file for RSF ships of appropriate level
- apply
All the actual code would be in the .jar.
This should be doable, but I don't know if it's worth the time investment
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 20, 2015, 03:11:19 AM
Quote
- check the external file for RSF ships of appropriate level

This is what I have troubles with. I can`t force compiler to use external files. It refuses to compile any references to outsource files.
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Deathfly on March 20, 2015, 03:37:15 AM
Got a similar problem when I trying to do some thing for Neutrino so I repack the whole JAR to mod it...
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Gabriel_Braun on March 20, 2015, 04:29:42 AM
Have you tried using netbeans instead?
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Okim on March 21, 2015, 10:51:40 AM
Tried, but it is too user unfriendly for me. IntIDEA is much more easy to master.

Ok. Releasing the 9.1 version. It adresses the economics (and hopefully the crash/hang bug) and also makes RSF slightly more capable to fight against iSA.

Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads9.1.zip
Full change log: http://www.lordsofthestars.com/other/Sector/readme.txt
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 21, 2015, 02:30:32 PM
Haven't had too much time to try and break things, but Planet/Mineral scanners have varying prices if they are on a low stability world. It makes them a cargo you want to take from low stability worlds to high stability worlds. Might want to make these like the scanner ship, where there is a Prospector ship for mineral scanning, and maybe put the planet scanner onto the probing ship, or make a different ship for it.

Things in the economy appear to make more sense, commodities that are demanded tend to have a slightly higher price (scrapyards no longer sell the machinery they need for extremely cheap, for example). Some things still don't quite work out (Food/Domestic Goods don't seem to be in higher or lower demand on the smaller worlds compared to the larger ones). But overall, I think this is an improvement in terms of how the economy works.

It seems like trade disruptions happen a lot at the start of the game (before you get to begin playing/a few months after). I'm guessing it's because there are few patrol fleets within the first bit of game time, so the pirates have free reign for a while.

EDIT: I'm also worried a little bit for the new RSF fleet doctrine. Haven't really gotten to try any serious fighting with or against them, but it seems they are now super vulnerable to heavy HE missiles, exactly like the Barracuda or Tigershark missiles, as they are completely reliant on point defense weapons to survive. I guess RSF point defense weapons are fairly decent. I suppose that if needed, just adding Powered Armor to RSF ships is an option to buff them if you want to keep RSF ships shieldless. I also get the feeling that I'm likely to put Extended Magazines on almost every RSF ship I use.

Also, is there is a reason that Beamers are so much more flux efficient? (they offer quite a lot of damage for every point of flux) I suppose they are more or less the only reason the larger XLE ships work well.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 22, 2015, 04:31:22 AM
OK, messed around with the RSF ships a little, my thoughts:

Gunships/Frigates still tend to get screwed by missiles when moving forward because none of their flares launch forward. Destroyers and above are in much better shape against missiles because their flares actually launch forward. I'm not entirely sure destroyers are able to survive dedicated missile spam, but I'll need to build a pile of Indiana C's and fight some RSF ships now. It may come down to simply changing around the AI's ship variants to bring better point defense.

RSF ballistic ships eat through a TON of ammo now, without Extended Magazines you look for the high sustained DPS weapons over anything else really. They might need some changes to their weapons to offer lower DPS in exchange for higher sustained DPS.

RSF ballistic ships have a lot of hullmods that you want. Powered Armor, Extended Magazines, Augmented Engines, Targeting Core are all very useful but take a lot of OP if you want them.

If the Moscow was good before, it's an absolute monster now if fit correctly. Flares reduce a lot of the need for sideways point defense, since missiles have a good chance of hitting a flare from the side. You still need a bit, PD rotary guns do the job of shooting at stuff that got past the flare screen. The 42mm Flak cannons shoot a little too far, but are great for handing frontal point defense. Linked beamers (which could probably be replaced with Laser Beams) do the rest of the point defense. The Moscow's main cannons still run out of ammo quickly, but destroy whatever is in front of it. With Powered Armor the Moscow can take a real beating and survive. Its only real downside now is that without combat skills, it maneuvers like a brick.

On another note, if the particles for the Laser Tri-Beam could be brighter, that would be great. Currently, it looks a little wimpy next to a Linked Beamer when the Tri Beam is doing around 4 times the damage, but has roughly the same brightness.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on March 22, 2015, 07:24:08 AM
Just tell me - is it stable?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 22, 2015, 07:40:01 AM
Have not crashed on either Cold Sands or Dwarf, so ...yes?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on March 22, 2015, 07:43:05 AM
Good to know, thanks.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 23, 2015, 06:18:44 PM
Bunch of minor bugs:

There is still a resupply depot in Shelezyaka and Vega. Can't land on it, but it appears in the system.

Vostok for some reason is named 'military installations', and the description is cut off or something. Everything works fine, though.

At least one of the RSF reward ships has hardened shields built in when it doesn't even have shields. Can just remove it, but it's still useless to begin with.

EDIT: You can also fit a Frontal Shield Generator on a RSF ship with Powered Armor



RSF ships smaller than a cruiser are still having some problems with some of the larger missiles. Just tried to face a Tactical Indiana-C's 4 Tigersharks with a Kursk mod 3, and even when you get the missile to hit the flares, the splash still hits your ship. Still have 4 PD Rotary Guns for point defense, but a Tigershark flies very fast. Maybe I should consider upgrading my frontal guns to Flak, but it's hard to fit everything on RSF ships now.

I would say put Flux costs back onto the energy ballistic weapons, such as the Charged Boltgun. The Flux costs on those felt like part of the balance. Right now, the Charged Boltgun seem very strong on anything you can put it on.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: SafariJohn on March 24, 2015, 04:26:43 PM
As an aside, I've noticed the Charged Boltgun always seems to show up in pairs in the Black Market. Just kind of odd to me.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on March 24, 2015, 10:45:40 PM
What do you mean by 'pairs'?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on March 25, 2015, 12:29:53 AM
Meaning whenever he's seen them in stock, there's been two of them. Or four. Or six. So on, so forth. A gun for port and starboard. Fore and aft. Ventral and dorsal.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on March 25, 2015, 12:38:18 AM
And I still don`t get the issue.  :-[
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 25, 2015, 01:37:41 AM
From what I've noticed, new weapons on the Black Market always come in pairs. After some time, they might drop to 1. I don't think it's an issue, unless the Boltgun always just disappears rather than dropping to 1 (and even then it's more weird than a real issue). I'll keep a lookout for single Charged Boltguns.

EDIT: Also, the 42mm Advanced Flak Cannon is super rare, I think it's because only 1 variant of ship uses it, but I'm not entirely sure how the Black Market picks new weapons.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on March 25, 2015, 02:58:34 AM
And I still don`t get the issue.  :-[

It's not really an issue. Just a curious observation.

I currently seem to be experiencing a bug where a UIN fleet wanted to give me a patdown then immediately landed at the local planet. However, the inspection is still ongoing so the now non-existant fleet has locked me out of Centronom's market, the bastards.  :D Fine, I'll take my trade elsewhere! Didn't want your UK anyway. Pfeh! Don't think it's related to Ironclads specifically but the method of reproducing the bug would simply be in the right place at the right time. The fleet wanted to perform a customs check as it was hastily standing down due to crippling combat with pirates. Will probably have to just wait until another fleet wants to perform a check.

Also, while I really like unlimited missiles, so few missiles actually have them. I've scrounged up a couple Strela batteries from exploring the systems for my own ship and my escorts are using some sort of small slot unguided rocket launcher that lets off a flurry of missiles. I think it's the 122mm system. There's very little choice for sustained missile based weapons. It's almost completely go big or go home. Most if not all the large slot launchers I've seen have magazines but aside from a couple RSF missiles, nothing below large that I've seen so far has sustainability.


From what I've noticed, new weapons on the Black Market always come in pairs. After some time, they might drop to 1. I don't think it's an issue, unless the Boltgun always just disappears rather than dropping to 1 (and even then it's more weird than a real issue). I'll keep a lookout for single Charged Boltguns.

EDIT: Also, the 42mm Advanced Flak Cannon is super rare, I think it's because only 1 variant of ship uses it, but I'm not entirely sure how the Black Market picks new weapons.
I've only been playing for a little bit, but I saw some 42mm Adv Flak in one of the UIN systems for legal sale. Was actually a little annoyed at the time because I wanted Adv HE.


ALSO NO FLUX USE ON BALLISTICS IS SO WEIRD, MY GAWD, I CAN BARELY EVEN.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 25, 2015, 03:49:57 AM
And I still don`t get the issue.  :-[

It's not really an issue. Just a curious observation.

I currently seem to be experiencing a bug where a UIN fleet wanted to give me a patdown then immediately landed at the local planet. However, the inspection is still ongoing so the now non-existant fleet has locked me out of Centronom's market, the bastards.  :D Fine, I'll take my trade elsewhere! Didn't want your UK anyway. Pfeh! Don't think it's related to Ironclads specifically but the method of reproducing the bug would simply be in the right place at the right time. The fleet wanted to perform a customs check as it was hastily standing down due to crippling combat with pirates. Will probably have to just wait until another fleet wants to perform a check.

Also, while I really like unlimited missiles, so few missiles actually have them. I've scrounged up a couple Strela batteries from exploring the systems for my own ship and my escorts are using some sort of small slot unguided rocket launcher that lets off a flurry of missiles. I think it's the 122mm system. There's very little choice for sustained missile based weapons. It's almost completely go big or go home. Most if not all the large slot launchers I've seen have magazines but aside from a couple RSF missiles, nothing below large that I've seen so far has sustainability.


From what I've noticed, new weapons on the Black Market always come in pairs. After some time, they might drop to 1. I don't think it's an issue, unless the Boltgun always just disappears rather than dropping to 1 (and even then it's more weird than a real issue). I'll keep a lookout for single Charged Boltguns.

EDIT: Also, the 42mm Advanced Flak Cannon is super rare, I think it's because only 1 variant of ship uses it, but I'm not entirely sure how the Black Market picks new weapons.
I've only been playing for a little bit, but I saw some 42mm Adv Flak in one of the UIN systems for legal sale. Was actually a little annoyed at the time because I wanted Adv HE.


ALSO NO FLUX USE ON BALLISTICS IS SO WEIRD, MY GAWD, I CAN BARELY EVEN.
With the patrol bug, you are only locked out of the markets until the patrol would have expired if it was chasing you. I'm not sure how long they chase you for, 5 or 10 days? Alternatively, you can warp in and out of the system. I'd assume this happens in vanilla as well, unless it's possible to mark a patrol that is standing down as not a patrol.

The Micro-Missile battery is a medium missile with some regenerating ammo, but that's the only other one. The Strela-6 is shorter range but reloads much faster (I get the feeling that the Micro-Missile battery was supposed to reload faster than it does, since has a reload time of 80 seconds). No other small/medium missiles feature regenerating ammo (unless you count the 220mm rocket system). The Micro-Missile pod used to, but it was just strictly the best option for small missiles, competing only with the 122mm Rocket system. There's a shortage of good missile systems that are not large systems.

I think there are a few systems that can be 'downgraded' from large to medium, such as the Hunter MRM battery, FRAG Missile Battery, and the Porcupine Torpedo Battery (although this would probably need a nerf, it's just very similar to the Club Torpedo Battery, only it's faster and has longer range. But if you are sniping with torpedoes, it's probably better if you used a LRM system). In general, there's a few missile 'roles' that are still open, notably there are very few Kinetic missiles (Mosquito and Kinetic Rockets are the only ones). There's also a lack of good large MRM systems (the Hunter is generally much worse than a LRM system). The FRAG Missiles could also be stronger, as Fragmentation damage relegates this missile to only good against fighters, or already doomed ships. At the least, make it a proximity missile so it can actually do its job well. Fragmentation damage could be higher on missiles in general.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on March 25, 2015, 03:59:08 AM
Frag missile is a proximity detonated missile. With detonation radius being much smaller than the actually splash damage radius.

As for MRMs, kinetics, sustained small missiles, energy-based torpedos - FFS are planned to get these.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on March 25, 2015, 06:20:32 AM
A sustained small and medium launcher for each faction would be nice, one that is a typical example of each faction's missiles. RSF seem to prefer flooding the battlespace, while the ISA prefer larger singular missiles.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on March 25, 2015, 06:39:40 AM
NO for the small launcher. There way one such that made any other missile choice useless for a small mount even while having pretty high cost.
And NO for the medium sustained basic missile type for the same reasons.
Only large versions will ever have rechargeable/infinite ammo (with very few exceptions).

The only sustained small missile launcher that I`m considering to add will be an energy-based (small energy slot) homing 1 shot short range missile with 15-20 seconds recharge. This will come to FFS at a cost of 6-8 OP per item and deal 250 energy and 100 EMP damage. It will have a large volley-fired rechargeable version for larger FFS ships.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on March 25, 2015, 08:03:43 AM
So then are you planning on removing the recharging ammo on the Strela and the infinite ammo on the 122mm and 220mm rocket systems? The Strela and 220mm can be strapped to ships as small as the Bulgaria and the 122mm can be strapped to anything with an empty small missile slot for the same OP costs as a typical gun. All three weapons provide constant support and having their volleys interdicted once or twice does not render the OP used on them completely wasted as is the case for most other non-large slot missiles.
Then again, maybe I just use missiles "wrong".
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 25, 2015, 04:21:42 PM
Definitely found a single Charged Boltgun on the Black Market.

I'd be in favor of not having any small missile slot weapons have recharging ammo (meaning give the 122mm system a single volley). I'd be perfectly happy to see some of the Fragmentation missiles get recharging ammo at medium, since they are designated anti-fighter weapons, and only useful as anti-fighter weapons (or for use to attack an overloaded ship with no armor...). Compared with a Barracuda PRX, which offers powerful anti-fighter capabilities on top of good high explosive damage, there's no reason to take Stingers or FRAG missiles unless you lack the OP to fit the Barracuda PRX launcher.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Gabriel_Braun on March 26, 2015, 07:04:58 AM
Small-mount recharging missiles should be a total no otherwise the germany would need a serious overhaul as even frags would throw it far over the OP line

Edit:  OP meaning overpowered, not ordnance points ;)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on March 26, 2015, 08:56:17 AM
122mm rockets down both sides with whatever you want in the rear slot, personally I tossed Eels in there. Quite safe to leave them on autofire. They have a terrible habit of overestimating an enemy ship's maneuverability, leading them too much and thus only clipping shields but you can take manual control and abuse ships with them. You have about 14.5k HE damage on either side without missile or combat skills. You can overload military frigates and destroyers, disable them then destroy them in one barrage. Cruisers and even capitals still do not appreciate the full torrent. Enemy ship running away? Just a little bit faster than the Germany? WHO CARES?! Turn broadside, aim along their retreat vector and line the rocket launchers up so they all converge earlier than expected, creating a wall of inert rockets downrange that's nearly impossible to dodge (http://cloud-2.steamusercontent.com/ugc/536266705761881346/B1F36D074761E2495193C5E87EBE69FD4550B730/). Then, as you're coasting along on 0 flux, swing yourself around and let loose the other side. They persist until almost as far as you can look sideways in 1080p when zoomed out, something like 3k range or more, despite their 1k listed range. It can already be done. You can make disgusting area denial missile boats by just saturating all of their slots in 122/220/300mm rockets.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 26, 2015, 01:39:47 PM
Not to mention that you can outrange enemy capitals, so you don't even need to let them get in range of their guns.

EDIT: I'd be generally in favor of seeing buffs to large torpedoes. In general the launchers are just worse than missile launchers at anything except sustained damage. A Hellfire launcher brings 4x2000 damage. A Barracuda LRM brings 6x1100 damage. While the torpedo brings more damage, it's got a slower projectile, even though it has twice the health. I'd rather use a pair of Tigersharks if I wanted some fast high explosive damage. Rockets generally outrange torpedoes significantly, and are harder to defend against since there are multiple projectiles. A volley of 122mm rockets is 2400 damage for 6 OP. A single Club torpedo is 3000 damage for 8 OP.

EDIT2: Ordering a Novagrad Cruiser gives an incorrect message (Ordered MIG-99 Interceptor Wings), but still works.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: shingekinolinus on March 26, 2015, 10:27:38 PM
I like the idea how RSF shields are removed and replaced with better armor.
This prevents their ships from being overloaded a lot of the times (their shields are inferior compared to ISA, not just because of bad flux venting, but also a 1 to 1 damage-flux ratio).

This change however opens up a new problem - beam weapons are now so imba/OP!
I can get an ISA frigate which has one large energy slot, arm it with an incinerator beam, and it can destroy basically any ship - from Omsk to Moscow.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 26, 2015, 11:34:36 PM
I suppose you could fit a Heavy Beamer on a Connecticut and kite RSF ships for a while, but I think that you still get outranged by the larger RSF ships. The Moscow's triple cannon should prove difficult to outrange.

I've been messing around with the mod by adding some new ship variants, in particular a line of RSF ships with powered armor, and ISA ships with Hardened Shields. Fighting against a Moscow with Powered Armor is one great opponent.

Playing as an RSF fleet, I've gained a new respect for Tigersharks. Those things are extremely nasty and will tear your ship apart. Whalesharks on the other hand are a cool concept but perform extremely badly against flares.

My final verdict on the RSF changes is that they really need some good point defense weapons. They have the best energy point defenses in the mod with the Laser Beams (which actually can hit the F-171 reasonably well. Unfortunately, within the RSF Ballistic weapons, their best options are all Medium slots, since the 23mm Defense Gun and the 14mm Dual Machinegun are both weak options. As a result, nothing except a Moscow can easily survive a frontal attack from some Tigershark missiles (The Kazan may be able to have the drones take the hits, but the splash will probably still kill it). Take an Indana-C, put 2 Tigershark Cruise Missiles on it, and run the simulation against a Novograd. You just fire some missiles and the Novograd dies.

Also, what's the deal with the 125mm Guided Rocket Launcher? It's the only ballistic weapon to still produce Flux.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: shingekinolinus on March 27, 2015, 12:16:24 AM
The Moscow's triple cannon should prove difficult to outrange.
with targeting unit + advanced optics, the incinerator beam outranges triple cannons by some 20 to 50m
I don't know if the lv.5 gunnery implants perk also increases the range

EDIT: OK I checked it again it really doesn't outrange the triple cannon at all, but the thing is I can target the frontal section of the Moscow without getting in range of its triple cannons.

I am an ISA player and I have a fleet consisting of 10 assault fighter wings, when deployed, they can launch a plethora of hundreds of unguided rockets and cripple or kill any RSF ship in seconds.

As you said, they do need better defence weapons.
In the older versions, I was able to put 6 to 10 double flaks and 6 chainblasters on the Moscow, making it absolutely invincible vs fighters and missiles.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 27, 2015, 12:42:40 AM
Must be the gunnery implants, since I can't manage to outrange the Moscow (with a Targeting Unit) with a Heavy Beamer and 0 skills.

My current Moscow that I'm flying has 5 Laser Beams and 2 Tri-Beams, as well as every small slot fitting a 42mm Flak. Combined with Powered Armor, Barracuda PRX Launchers, as well as 5 points in Combat, and 10 points in Technology, it can fight most ISA fleets solo.

When I was messing around with variants, when build a variant for the AI that fits within the 320 OP limit of a Moscow, it was hard to bring enough point defense and defense. I built for myself what I consider a fairly solid variant that uses only 2 42mm Flak for the front, 5 Laser Beams and 2 Tri-Beams, Powered Armor, Strela-6s, as well as 14mm Dual Machineguns. It's significantly more survivable than the existing Moscow variants. As for the Novagrad and below, short of gimping its normal fighting capabilities, I don't see a way to make them easily survivable without bringing in a lot of 42mm Flak.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on March 27, 2015, 01:46:48 AM
Hrm, well in the meantime, what do you guys think would be a reasonable level of ammo recharging for any missile launcher "launcher" or bigger (as it goes no-suffix, launcher, battery, system)? Half the ammo of the battery equivalent in the same time frame? So if a battery got 8 missiles every 20 seconds (the ones that reload 24 a minute), then perhaps 4 missiles every 20 seconds? Or 2 missiles, so that you don't get a whole volley's worth cos otherwise the launcher puts out as much as the battery.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 27, 2015, 02:27:33 AM
It varies by the launcher and role. For most rocket launchers, I'd assume that the entire system gets reloaded at once. For AFMs, the smaller ones probably also get reloaded at once. They carry enough for a single volley. The Unguided Rockets might be a bit different in that they reload half at once, since they have no designated 'volley' and more provide sustained damage.

For the larger AFMs (FRAG, possibly the Barracuda PRX) they could get reloaded a single fire cycle at a time (2 missiles for the Barracuda PRX, 1 for the FRAG missile) since you generally fire a single cycle at a group of fighters. Capacity is probably low for them.

For the general larger missiles (Hornet, Barracuda, Devilfish, Hunter, any others I'm missing), it probably depends on the role in that faction's navy. For the ISA, missiles are a major source of damage, I'd be fine with seeing lowish capacity, fast reloads. For the RSF (Hornet), I could see a high capacity, long reload, just like all the RSF ballistics. I'm not exactly clear on the UIN's position on missiles, but since they turn fights into slugfests due to the Fortress Shields and relatively ineffective weapons, I can see them reloading a few missiles at a time, low capacity, fast reloads.

For the smaller general missiles (Micro, Piranha, Eel, etc), I look at them more as support, when an enemy overloads you unload your missile racks. Therefore, they would reload their entire rack, since you unload the entire rack.

That leaves the Mosquito, which is the only Kinetic missile. It probably falls under the RSF plan of high capacity, long reload.

As for Torpedoes, I don't think I've ever used them over rockets. Larger torpedoes are just less useful than other larger systems, despite doing more damage. Torpedoes don't offer enough damage for me to give up the flexibility offered by other missile/rocket options.

In general, the ISA should probably have fast-ish reloads, since they rely on the missiles for damage. The UIN would probably also go with a fast reload, along with low capacity. The RSF would have high capacity, long reloads like their ballistic weapons. XLE only really have the Micro-missiles, otherwise they use rockets. So they reload their entire magazine at a moderate pace, I suppose.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on March 27, 2015, 03:11:33 AM
I was thinking of using the same values as the guns of each nation but those are not standardized which is probably why some guns seem to totally outperform others for sustained dps.
MID-POST EDIT: Actually, the reason they are not standardized is because the guns reload a certain amount of ammo every second but you don't actually get that ammo until you have a clip's worth. I was reading this all and going "holy crap, shouldn't these have like infinite ammo?"

Experimentally, I'll give each launcher double the reload speed of the battery version and half of the clip so that should make them load half the ammo in the same time frame (Half ammo at the same speed would mean they load as fast but with more regular intervals). I also tweaked the micro missile family to fully load their default ammo every 20 or 40 seconds depending on size. Rocket launchers reload all their default ammo half as fast as their larger counterpart. So they will get their ammo back.... eventually. For example, the kinetic rocket battery resupplies 20 rockets every 40 seconds. The launcher variant resupplies 40 rockets every 160 seconds. Almost 3 minutes of downtime.

EDIT: Tinkered weapon_data file if anyone would like to try it in their own time (https://www.dropbox.com/s/t18kqjztbsptdp3/weapon_data%20%282%29.csv?dl=0)

Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Gabriel_Braun on March 27, 2015, 05:21:52 AM
Yeah, I'd like to see torpedos have some limited guidance like they did in the wing commander and starlancer/freelancer universes.  They ought to be better than rockets but at the moment they don't provide enough value for their OP cost IMHO
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 27, 2015, 01:52:01 PM
I was thinking of using the same values as the guns of each nation but those are not standardized which is probably why some guns seem to totally outperform others for sustained dps.
MID-POST EDIT: Actually, the reason they are not standardized is because the guns reload a certain amount of ammo every second but you don't actually get that ammo until you have a clip's worth. I was reading this all and going "holy crap, shouldn't these have like infinite ammo?"

Experimentally, I'll give each launcher double the reload speed of the battery version and half of the clip so that should make them load half the ammo in the same time frame (Half ammo at the same speed would mean they load as fast but with more regular intervals). I also tweaked the micro missile family to fully load their default ammo every 20 or 40 seconds depending on size. Rocket launchers reload all their default ammo half as fast as their larger counterpart. So they will get their ammo back.... eventually. For example, the kinetic rocket battery resupplies 20 rockets every 40 seconds. The launcher variant resupplies 40 rockets every 160 seconds. Almost 3 minutes of downtime.

EDIT: Tinkered weapon_data file if anyone would like to try it in their own time (https://www.dropbox.com/s/t18kqjztbsptdp3/weapon_data%20%282%29.csv?dl=0)


Some of the weapons probably should still not have reloads. I'm still against anything small having reloading missiles. Also, the larger missiles in medium slots should probably also not have reloads. I would not want the following to have reloads:
Micro-missile Launcher
Club Torpedo Launcher
Strela-6 AFM Launcher
Mosquito SRM Launcher
Hornet LRM Launcher
Hellfire Torpedo Launcher
Hellmaker Torpedo Launcher
Piranha SRM Launcher
Eel EMP SRM Launcher
Barracuda LRM and Barracuda PRX LRM Launchers
Devilfish Missile Launcher

All the larger missiles make sense to start as a medium slot that doesn't reload, and if you want reloads on those missiles, find a large slot. As for the smaller missiles, all the batteries are relatively expensive in terms of OP, but the regenerating missiles pay themselves off over time. A Strela-6 battery only has 800 damage in missiles, but reloads every 20 seconds. A pair of Barracuda LRMs is 2200 damage at much longer range and lower OP cost, but you only have the 2 missiles.

The Piranha and Eel batteries could probably be moved to a medium slot, and have their damage reduced. They seem more like support missiles than primary weapons, unlike the Barracuda and Devilfish missiles. Their lower damage per shot makes them worse at penetrating armor.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on March 27, 2015, 05:01:10 PM
I think the lighter missiles like the Strela having a reload are okay. Maybe not the heavy duty missiles from the ISA. I might rename them and strip the launcher suffix, take away the reload and give the large versions a launcher suffix instead.


All the larger missiles make sense to start as a medium slot that doesn't reload, and if you want reloads on those missiles, find a large slot. As for the smaller missiles, all the batteries are relatively expensive in terms of OP, but the regenerating missiles pay themselves off over time.

That's fine to me, as I said earlier, I don't like having a missile rack that's only good for the first ship you see,
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: DatonKallandor on March 27, 2015, 06:03:35 PM
The problem with making the only "big" (LRM and such) missiles that regenerate large mounts is that large missile mounts are really rare, and when there's a regen alternative you use that not the limited ammo one. It basically doesn't matter how powerful an LRM is - if it only has two or one shot in a battle but there's also something that's 80% or 90% weaker that regenerates, you go with the one that regenerates. In game where there is a way to absorb damage with a hitpoint pool that regenerates in combat (shields), weapons that only deal damage once or twice a battle will either suck or be wildly overpowered to compensate.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 27, 2015, 06:34:41 PM
As I pointed out earlier, a Strela-6 offers only 400 damage after emptying its entire rack. However, it reloads every 20 seconds. 2 of the 'big' missiles ends up at around 2000-3000 damage for similar OP numbers. Since it doesn't reload on the medium slot, there's still a fitting question of 'will I be in combat long enough for the reloading missiles to be worth more than the single missiles?' The Strela-6 also offers better AFM capabilities than many of the 'big' missiles (not the Barracuda PRX) since there are more missiles firing, and more projectiles for the fighters to dodge. That said, the 'big' missiles offer much better armor piercing capabilities. As I've said, I've gained a new appreciation for Tigersharks. 4 Tigersharks is enough to destroy a Novograd, even if it's just from a Connecticut. Fast large (and moderately high HP) missiles can get through point defense that smaller missiles would have severely weaker abilities against.

The thing about High Explosive missiles is that they should be used when you can land hits on the non-regenerating hitpoint pool of Hull and Armor. Ironclads also features a much faster-paced combat system than Vanilla. A single overload and you can often be destroyed or crippled, especially on ISA ships, which are probably colored white because they are made of paper. I suppose one weakness is that the AI is fairly bad about using missiles for this purpose, although I have noticed that they use the Janitor Missiles correctly, and when my shields get close to full, they launch a ton of them at me.


EDIT: When trying to make variants for the UIN, holy crap do the (majority of UIN) weapons suck, and holy crap does the AI not understand how to position a broadside ship.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: DatonKallandor on March 28, 2015, 03:42:34 PM
EDIT: When trying to make variants for the UIN, holy crap do the (majority of UIN) weapons suck, and holy crap does the AI not understand how to position a broadside ship.
According to Alex that's because while there is an AI broadside behavior, there is no broadside back-off-and-vent AI, so anytime it recognizes a window to back off and vent it goes back to using the ship like a forward firepower ship.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: SafariJohn on March 29, 2015, 03:10:31 PM
EDIT: When trying to make variants for the UIN, holy crap do the (majority of UIN) weapons suck, and holy crap does the AI not understand how to position a broadside ship.
According to Alex that's because while there is an AI broadside behavior, there is no broadside back-off-and-vent AI, so anytime it recognizes a window to back off and vent it goes back to using the ship like a forward firepower ship.

Same thing with the Pursuit AI.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on March 29, 2015, 03:46:19 PM
Don't know if anyone is interested, but I made some new variants for the ISA, RSF, and XLE. Avoided touching the UIN due to the problem where most of their weapons suck, and cost a lot of OP.

I made a 'modern' variant of most destroyers and larger ships. For the RSF, it means that the ship has Powered Armor, and generally effective point defense systems. I stole the 42mm Flak from the XLE for use by the RSF due to their lack of good point defense weapons, but they are cooperative with each other anyways, so it's not too hard to imagine that the RSF could pick up some Flak cannons from their XLE friends. If the RSF gets a good small point defense weapon, I'm all for putting those on instead. For the ISA, it means hardened shields (and the standard focus on heavy missiles). For the XLE, it means heavy Boltgun/cannon usage. Most of the variants I provided are hopefully more challenging than the basic ones.


On a side note, are Marauder ships supposed to have so few OP? A Mauler has 80 OP, but both variants mount 160 OP of weapons and such.

[attachment deleted by admin]
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on April 03, 2015, 01:32:44 PM
Is there any way to get the mod?  :o
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Tommy on April 03, 2015, 01:54:17 PM
Below the above post:

Quote
IroncladVariants.zip (27.62 KB - downloaded 4 times.)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on April 03, 2015, 02:08:40 PM
Unless you mean Ironclads in general, which can be found here (http://www.lordsofthestars.com/other/Sector/ironclads9.1.zip). Okim is not in the habit of a big flashing DOWNLOAD HERE button.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on April 03, 2015, 05:44:37 PM
More generally, Okim links to where he posted the latest version in the 'INSTALLATION' section of his original post:
INSTALLATION

The latest version is 9 (21.3.2015). Here you can get the archive and see the changelog: http://fractalsoftworks.com/forum/index.php?topic=431.msg157156#msg157156

Current version is meant for Starfarer 0.65.2a. It may wont work with 0.65.1a older versions, but not with any older versions. Note! Major features of this new update are NOT compatible with the old saves (economy changes). You can load the old saves, but economy wont change in this case.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on April 05, 2015, 11:33:16 AM
Is there a way to get a capital ship? I would be greatful of any replies. Also, is there a wiki for ironclads?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on April 05, 2015, 11:49:53 AM
And also, my ironclads doesnt look like RAMJB's does, mine have no freighter fleets, no more then normal pirates and the map looks way different. also the stations doesnt have the same options, no flags to collect and sell and stuff like that.  Is this supposed to be? or is it a wrong installment by me?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: CrashToDesktop on April 05, 2015, 12:02:44 PM
I think RamJB's playthrough is outdated by now, isn't it?  That was way before one of the many major patches that forced a complete redo of the game, pretty much.  Moreover, the last episode was made in July of 2014.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on April 05, 2015, 02:50:57 PM
There should still be trade fleets that spawn, consisting of primarily freighters.

The only way to get a capital ship, other than defeating a fleet and capturing one, is to become cooperative with a faction and purchasing one from the regional capital (Vella for UIN, Khabara for XLE, Vostok for RSF, Danbridge for ISA). There's no wiki for Ironclads, but the Codex ingame is not bad, combined with the Starsector wiki for the general mechanics of Starsector.

It looks like the Flag items are still in the code, but aren't dropped or have the ability to be sold to another faction anymore.

The different pirates spawn in the Midline system (Marauders) and Pax system (Black Widows Raiders). Marauder fleets fly over to debris heavy areas (such as the Grant system) and salvage things for days, and then return home with ship parts and such. The Black Widows fly around, and end up with Luxury Goods, Recreational Drugs, etc if they raid and survive long enough, then return home. Marauders generally feature a larger focus on missiles, in general their ships are crappy, but are nasty offensively. Black Widows focus on energy weapons, although they pack a number of the ISA's Barracuda LRMs and use them when you get close to overloading.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on April 05, 2015, 03:00:52 PM
Okay, thanks for the replies, been searching for a capital ship for so long now. And also thanks for the other good info.  :D
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: boskoro on April 06, 2015, 05:31:09 AM
Hey Everyone, Just wanted to say thanks to Okim for this great mod.

I do have one suggestion (don't know how doable is within the constraints of the game though), I think you should only be allowed to have as many fighter squadrons in the fleet as docking bays on your carriers.
or at least have the fighters consume no fuel while in hyperspace, but have to have them "docked" on the carrier while in hyperspace (thus limiting the number of squadrons you can carry without having the high numbers of carriers and the costs associated with running such a fleet)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: CrashToDesktop on April 06, 2015, 07:41:07 AM
@boskoro
That's more of an engine limitation than a modding thing.  There used to be something similar to that in terms of Hanger Space, where fighters would drastically slow down a fleet if it couldn't store all the fighters within a ship, but that was removed.  Not sure if it still applies in the current version of the game, though.  Would be a nice feature, I'll admit - adds an extra layer of logistics to take care of.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: adecoy95 on April 06, 2015, 04:38:37 PM
plasma blast cannons are really powerful, kinda a bit too powerful. at first i was pretty thrilled with the illinois class destroyer, but after playing with it a while i think its kinda broken my game, its a rather soft ship but that does not really matter when anything smaller than a cruiser dies instantly to its guns, with cruisers overloading and dying in two volleys
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on April 06, 2015, 05:34:53 PM
The Illinois is simply the best ship in the game. I more or less ignore getting one, it was fun for a while, but is clearly broken.

There are a number of very powerful Large Energy weapons. The Heavy Beamer can outrange other ships very easily, and takes almost no flux. The Plasma Blast Cannon has a huge burst of damage. The Laser Turbo Cannon has good range as well as good alpha damage. The Laser Tri-Beam has extremely high DPS.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on April 06, 2015, 06:27:25 PM
Just one more question for anyone willing to reply, Is there any way to join the military if so, how?
And how do i bring up the codex? A huge thanks to anyone who feel like leaving a reply for my stupid questions.  ;D
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on April 06, 2015, 08:20:21 PM
There is no way to 'join' a military, you just decide to murder all of the enemies of that faction.

The codex is available by pressing escape from the campaign screen, and then selecting codex, or from the main menu, via the codex option there.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Gabriel_Braun on April 21, 2015, 06:23:53 AM
Not much activity here lately, have you been busy Okim or have you got something up your sleeve?  :)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on April 21, 2015, 08:42:32 AM
Yeah. Got my attention switched to Space Engineers for the past several month. Made these weapon mods recently for the game: http://steamcommunity.com/sharedfiles/filedetails/?id=429053416&tscn=1429629164
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Nanao-kun on April 21, 2015, 12:05:20 PM
Yeah. Got my attention switched to Space Engineers for the past several month. Made these weapon mods recently for the game: http://steamcommunity.com/sharedfiles/filedetails/?id=429053416&tscn=1429629164
Oh, nice. Is the game good? I've been meaning to get it one day.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Gabriel_Braun on April 21, 2015, 12:16:56 PM
Have looked at it but have to say, it doesn't look ready enough for me yet.

I'm happy with Starfarer, STO and Rimworld right now but am hoping that FarCry4 makes it into the summer sale as it's been ages since I've played a AAA.  Hopefully GTA5 hits the PC market soon too but I've been so busy with university and the election recently that games have fallen out of my time-spending sadly :(
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on April 21, 2015, 12:53:44 PM
GTA5 is already there. At least Steam got insta-spammed with tons of vids and screenshots with it.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on April 22, 2015, 12:52:44 AM
Can confirm, 47 hours racked up in GTAV already on PC and spent far too much time on it already (http://puu.sh/hmDhb/4a6006b6ac.jpg) on PC. Was a rocky start for me though. My first triple A PC game and it hitched like crazy if I drove more than a couple ft down the road until I updated my drivers.

Yeah. Got my attention switched to Space Engineers for the past several month. Made these weapon mods recently for the game: http://steamcommunity.com/sharedfiles/filedetails/?id=429053416&tscn=1429629164

How're you liking Space Engies? I burned out on it pretty quick, couldn't deal with the complete lack of some resources in asteroids and instead having to resort to getting shot to hell in an attempt to grab those free floating ships for disassembly. Replicated any Ironclad ships like the Novgorod or the Kentucky?

Oh, nice. Is the game good? I've been meaning to get it one day.
It runs okay but it feels like Minecraft in space. Very bare. Trying to play at 1x is absolutely glacial, 3x still feels a bit off but 10x is just silly and even then, any moderately large project will still take an age to build. There's not much in the way of enemies, just the adrift ships and they never passed me by, they always floated on past from many kilometers away. And if you wanna go big on a project, the game will grind to slideshow fps when you look at said project so you can never really get past ships on scale with, say, the Rebel Flagship from FTL. When I last played, resources were very binary and arbitrary. You either found so much uranium that all your ships are fueled for literally years with everything running or you find none at all and you're carefully moving grams of the stuff into ships, just enough to try and hunt for more in futility. All the resources did that to me at some point. My ships were just the starting ships completely repurposed because it was the only way I could build something decently sized. Grind them down, break down all the materials in numerous assemblers then rebuild them as needed. There are a lot of mods, but nothing much in the way of say, Tekkit or FTB for Minecraft. Spent forty hours playing it then kinda just dropped it like a brick and haven't gone back.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on April 22, 2015, 01:06:34 AM
How're you liking Space Engies?

I`m nearing 1000 hours mark in SE and 90% of this time is spent in survival with realistic settings (all speeds set to 1x). ~50% of this time is coop survival with 3 other buddies.

Initial survival (when infinite worlds were added) was harsh, but extremely entertaining. Spending 3 hours of constant search for a particular critical resource (in my case it was nickel required for motor parts) with no GPS and limited speed was a real survival :) Today things are much easier (unfortunately) - there are plenty of ores in rocks, there is in-built GPS system which you can use to mark locations, there are plenty of helpful mods and etc. They added oxygen which is an option in any new/old worlds and which adds a new stat that you need to worry about. They are about to release planets with atmosphere and gravity and are reworking netcode.

No replicas of any ships thus far. Was working on a Homeworld Taidani heavy cruiser, but it was a slow process and recently hit the mark where this single ship drops my FPS below comfortable 25-30.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Gabriel_Braun on April 22, 2015, 05:31:34 AM
Yeah, been keeping up with information but as I say, between university work and the looming election I've got virtually no time for sleep, nevermind games :D
Still, it's almost over with all reports due in 2 days and only 15 days until the vote goes to the polls!  Looking forward to when it's all over so I can get back to gaming and sleeping again, at least for a while lol
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Silver Silence on April 22, 2015, 06:01:50 AM
A thousand hours, gawd demn.  :D

Haven't played in a while though, so maybe I'll go redownload it some time and see if it's easier to get started. Finding endless iron and no silicon or uranium really wore thin on me pretty quickly when infinite worlds were added. Planets sound interesting, oxygen just sounds annoying, I've already had plenty of incidents where I've been welding and left it too long before trying to scurry back to something to restore power. By reworking netcode, do you mean less of the spastic landing legs that destroy stations and catapult small ships into space at many meters a second?

I remember my method of "GPS" was building beacons with a solar panel attached to asteroids roughly every 10km (max beacon range) from the starting platform. Eventually just stopped doing that and went for a cruise instead.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on April 26, 2015, 07:40:35 AM
Is there any way to get the dreadnought in your fleet?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Farlarzia on April 26, 2015, 02:39:04 PM
The dreadnought is for mission only, and never meant to be part of the campaign as far as I know. If you really want it in the campaign, you can download the console commands mod and get in campaign using that
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Gamer101 on April 28, 2015, 02:40:27 PM
 I don't know if i did something wrong or if its a bug but i have no graphics for star systems or in battle. The background is just bright white.

I can still see planets/stations/asteriods/ships/etc. There is a background for hyperspace. The Game runs fine and everything works except this.

I have it changed so it runs through 64x system, deleted all my saves, reinstalled the game twice and its always the same. I'm probably just missing something but i don't know what to do at this point.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on May 04, 2015, 01:52:26 PM
Is there a way to get a prototype ship like in old versions of the mod? i saw it in Ramjb let's play of the mod.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Sproginator on May 04, 2015, 03:00:01 PM
I sincerely hope this mod is being kept up to date. I'm thinking of making a lets play again :3
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on May 05, 2015, 12:19:48 AM
Yeah. I have all the same hopes ;)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Sproginator on May 05, 2015, 09:22:06 AM
Yeah. I have all the same hopes ;)

Doh, Should've read the version number XD
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on May 05, 2015, 12:48:20 PM
I`m a bit away from SS modding right now as i got my full time eaten by Space Engineers and Kerbal Space Program.

But i do wait for all these new features that Alex shows us! Transponder thingy will drastically change how the Ironclads feels. Especially when you will confuse a large freighter fleet for alien abductors ;)

BTW, i wonder if it would be possible to transmit a 'wrong' ID?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Sproginator on May 05, 2015, 12:50:24 PM
I`m a bit away from SS modding right now as i got my full time eaten by Space Engineers and Kerbal Space Program.

But i do wait for all these new features that Alex shows us! Transponder thingy will drastically change how the Ironclads feels. Especially when you will confuse a large freighter fleet for alien abductors ;)

BTW, i wonder if it would be possible to transmit a 'wrong' ID?

Like show as a large fleet, when you're a small frigate?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on May 05, 2015, 07:18:01 PM
I`m a bit away from SS modding right now as i got my full time eaten by Space Engineers and Kerbal Space Program.

But i do wait for all these new features that Alex shows us! Transponder thingy will drastically change how the Ironclads feels. Especially when you will confuse a large freighter fleet for alien abductors ;)

BTW, i wonder if it would be possible to transmit a 'wrong' ID?

Like show as a large fleet, when you're a small frigate?

I think he means a fleet showing different ships than the fleet is actually composed of until they get close. So a large fleet of cargo ships approaches you, and you find out that it's actually not cargo ships at all once they get close to you.


I've been messing around with the weapon data to try and rebalance a lot of the weapons, since the change to ballistics, some weapons are pretty strong (Boltguns/Boltcannons, for example) and some weapons are just almost strictly worse than others (many UIN ballistics). Been trying to keep each factions weapons still unique. RSF weapons end up with higher sustained DPS (since they shoot faster, and I don't think they reload any faster). XLE weapons stay roughly the same, high DPS, low ammo capacity/reload speed. UIN weapons have low capacity but good sustained damage, and ISA weapons have high capacity/low reload speed, since I'd assume that ballistics are just for cleaning up after their missiles.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Toxcity on May 05, 2015, 07:48:40 PM
Man, I haven't played this mod in a long time!

I sincerely hope this mod is being kept up to date. I'm thinking of making a lets play again :3

A let's play of the current version would be cool!

I've been messing around with the weapon data to try and rebalance a lot of the weapons, since the change to ballistics, some weapons are pretty strong (Boltguns/Boltcannons, for example) and some weapons are just almost strictly worse than others (many UIN ballistics). Been trying to keep each factions weapons still unique. RSF weapons end up with higher sustained DPS (since they shoot faster, and I don't think they reload any faster). XLE weapons stay roughly the same, high DPS, low ammo capacity/reload speed. UIN weapons have low capacity but good sustained damage, and ISA weapons have high capacity/low reload speed, since I'd assume that ballistics are just for cleaning up after their missiles.

Maybe try sending those to Okim to implement/ get values from?

Also I think he means is it possible for a fleet to appear as another faction.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on May 05, 2015, 10:43:31 PM
Was thinking exactly about fleets showing different composition. Like aliens 'hiding' under the disguise of their last victim or patrols deliberately transmitting a 'juicy freighter' transponder ID to lure pirates. Or ISA infiltrators raiding RSF space under RSF IDs.

Once you get close to such fleets their IDs suddenly changes to original showing a proper fleet composition.

I`m asking Alex if it would be possible to implement. Will keep you posted.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on May 06, 2015, 04:09:01 AM
I feel like I came to a decent place in terms of balancing ballistic weapons. Each faction has strengths and weaknesses in their ballistic weapons, so instead of mounting the strongest ballistic weapon, hopefully you pick based on how you plan to use the ship.

ISA ballistics have moderately high DPS, and high capacity (generally 30 seconds sustained fire) but fairly bad reloading ability. The idea was that much of their damage comes from missiles and energy weapons, so ballistics are generally for finishing off weakened enemies, or fighting an outnumbered enemy after the initial missiles have been fired. The large rotary guns now fire a burst of 20 rounds, and have high DPS to make up for their craptacular range. Hopefully it makes them an option at least.
RSF ballistics have lower end DPS, but good sustained damage, meaning they are a good fit for the rapid fire of RSF ships.
XLE ballistics have not changed too much, they are still the high DPS, low capacity weapons.
UIN ballistics have low capacity, but fairly quick reloads, to fit their brawling style that fortress shields provide. I also renamed some of the weapons whose shell weights didn't really make sense (a 60 lb shell is roughly what goes in a 4 inch cannon. A 2000 lb shell is more like what would go in a 16 inch cannon).

If anyone wants to take a look, you can download it here: <Snip, I'll be making a thread for this soon(tm)>
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on May 06, 2015, 04:55:04 AM
Khem.

Why don`t you go and make a new mod thread instead of posting your balance vision/tweaks here?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on May 06, 2015, 04:12:52 PM
Sorry, I'll move my stuff into its own thread. I guess I should add a bit more content before I do.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on May 06, 2015, 11:04:31 PM
Thanks.

To clarify - i`m not againt any changes or balance tweaks for my mod. I`m just for making it in a proper way.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: OOZ662 on May 10, 2015, 11:23:28 AM
Excuse me if these have already been mentioned; first time back in the thread since the big overhaul.

Ordering a Novgorod cruiser displays a message stating you bought a fighter squadron with a zero on the end; the cruiser is properly delivered.
The Stiletto gunship's description ends with "making the Rapier a highly customizable combat ship."
The Barnaul energy cruiser has 4 flight decks. As this matches the Astrakhan carrier, I assume it's in error.
The patchnotes say "13. removed any instances of FTG stations/depots" but I still see a few "resupply depot" stations that cannot be interacted with.
The Rostov-E description still claims it has a shield.

EDIT: Man, my signature is holding viciously true as I try to get an Astrakhan.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Sanguinius on May 11, 2015, 02:04:10 AM
Hello, I just want to know if I can try to translate your Ironclads mod in french?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on May 11, 2015, 10:29:26 AM
@ Sanguinius: If you are asking the permission - it is ok. But be warned that you`ll have to update your translation with each new Ironclads` update (well, not each, but still).

@OOZ662: thanks, will take a look.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Sanguinius on May 12, 2015, 02:40:00 AM
@ Sanguinius: If you are asking the permission - it is ok. But be warned that you`ll have to update your translation with each new Ironclads` update (well, not each, but still).

@OOZ662: thanks, will take a look.

Ok thanks!

And I love your mod!
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Jay2Jay on May 15, 2015, 04:46:34 PM
So I captured an AI ship and it continues to insist that i don't have enough crew for it (but I do). Is this a known bug or just me?

(I had a feeling that it might be a known bug so I searched this thread a bit but can't find anything)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: OOZ662 on May 15, 2015, 04:49:29 PM
I noticed when I un-mothballed a fighter squadron it refused to accept that I had crew for it until restoring the fleet CR at a planet.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Jay2Jay on May 15, 2015, 04:50:30 PM
I noticed when I un-mothballed a fighter squadron it refused to accept that I had crew for it until restoring the fleet CR at a planet.

I'm already docked unfortunately :/

EDIT: weird, although it has 0% cr it won't malfunction and says that it is at "standard performance". Guess it's intended

EDIT2: Nope, can't deploy it. :/
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Flare on May 15, 2015, 09:05:31 PM
Did you hit the button that tells the squadron not to use supplies to refill CR?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: OOZ662 on May 15, 2015, 09:10:28 PM
Powered Armor (think that's the name; the one with the blue icon) gets removed along with any other mod you try to remove. For instance, clicking the - to remove Advanced Turret Gyros will remove Advanced Turret Gyros and Powered Armor.

Did you hit the button that tells the squadron not to use supplies to refill CR?

Nope. Bought it months ago from a requisition (thus it arrived mothballed), added it to fleet, flew to another planet, stored it again. Pulled it back out along with the other one I got in the requisition, unmothballed both, and only one of them showed Not Enough Crew until I restored the fleet's CR.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: mariofilho on May 17, 2015, 05:52:25 AM
Hey, I just came back to playing Starsector and then I remembered how awesome your mod was (Glad its still being updated frequently :) ), but I've now gotten stuck on an abandoned sector on a mining run and have no fuel, so I would like to know if there is anything I can do to escape at all or if I should just restart the game?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on May 17, 2015, 06:52:22 AM
I think you have to restart if you do not have console commands.  :-\
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Delta7 on May 17, 2015, 10:50:15 AM
i think ive seen someone post something about this problem before, but it was about a million years ago. i play ironclads with nothing else but lazy lib running, and i get a white background in battles and on the map. is this some sort of graphical error? if i'd been running shaders lib at the time, i'd have tried adjusting the settings in there, but im not because this mod doesnt even require shaders lib as far as i know
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: OOZ662 on May 17, 2015, 11:19:23 AM
As far as I know that's generally caused by either filling up the RAM reserved by Java or overtaxing your GPU; usually the former. You can adjust the amount of RAM Java reserves by editing the vmparams file in your Starsector root folder; -Xms is the RAM reserved at startup and -Xmx is the maximum allowed. Since Java requires a contiguous block of RAM it's best to make these the same number.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: striker_ltu on June 18, 2015, 12:05:04 PM
I love this mod. But recently i had non stop CTDs after loading my save, seems to crash after price update on a star system.

This is what starsector.log shows at the end:

Spoiler
115925 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at data.scripts.world.TimeManager.runWeekly$(TimeManager.java:78)
   at data.scripts.world.TimeManager.doIntervalChecks$(TimeManager.java:135)
   at data.scripts.world.TimeManager.advance(TimeManager.java:116)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

if there is any way to fix this without having to create a brand new save, please tell.  :-\
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on July 09, 2015, 03:54:59 PM
Does it make a difference if you use shaderLib (uses the better shaders) or does it not work with it?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Midnight Kitsune on July 09, 2015, 09:10:47 PM
Does it make a difference if you use shaderLib (uses the better shaders) or does it not work with it?
I'm pretty sure that ShaderLib doesn't work with it
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on July 10, 2015, 10:25:09 AM
Is there any way to become allies with the black widow faction? It seems that it would be atleast neutral when you choose to play as a pirate.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on July 10, 2015, 12:07:49 PM
I'm fairly certain you can get to at least friendly by unloading a lot of goods with their hideout. Killing fleets near their system might also give you +rep.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Central on July 11, 2015, 12:00:51 PM
For the life of me I can't seem to figure out where to download this mod.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Arkangelmark5 on July 11, 2015, 04:09:04 PM
Here: http://fractalsoftworks.com/forum/index.php?topic=431.msg157156#msg157156
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: saqib126 on July 25, 2015, 06:29:14 PM
Fatal: null error!

I keep getting a fatal: null error on ironclads, even using only ironclad, ironclads with shaderlib and lazylib, etc, and the vprams fix, it doesn`t work and crashes out before i even get to the menu screen,The log should be in the attachments. Any ideas how to fix this, i`m using 0.65.2a.


Edit: for some reason i`m not allowed to post an attachment and my browser crashes when i try to paste my log into something like pastebin.
Any idea how to get the forum to allow me to post attachments?

Moar edits: apparently the only patch/ add-on known to work(on the main post, page 1) caused me this error, I do not know why, though still, why wasn`t i able to have an attachment, anyone know?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: saqib126 on July 25, 2015, 06:49:36 PM
Where did the missions go?

On the last version of ironclads i used there were a chunk of missions to do like a Xian(sorry if the name`s wrong) fleet attacking a giant bug, and other missions, I checked back now an there is only the 2 randomized fleet battle missions, where did the missions go? Are supposed to be gone? If so, why did the dev get rid of them?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: saqib126 on July 25, 2015, 07:03:58 PM
Oh dear... New bug encountered, all weapons say that they create 0 flux and yes, they create no flux. This occurs anytime I go into battle and i`m using common radar, ironclads, lazylib, and shaderlib 1.06(one version out of date but I can`t remember the crucial tweak I made so i`m not updating that) Any idea how to fix this?
I can`t post log as my browser crashes every time I try to paste the log and i can`t attach it as a file because i`m not allowed to for some reason.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on July 25, 2015, 08:24:42 PM
They are still in the files, you can play some of them (others seem to be broken due to not getting updated) by going into your mods/ironclads/data/missions folder, and editing mission_list. Just add the names of the folders, and more missions should appear.

All ballistic weapons produce 0 flux. If energy weapons are not producing flux, then that is a bug. Keep in mind dissipation rates are much higher in Ironclads than in vanilla.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: saqib126 on July 26, 2015, 07:07:30 AM
So this is how its supposed to be? (btw I came back to starsector a few days ago, last time I played ironclads was in 4.3)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: saqib126 on July 26, 2015, 07:53:19 AM
Where did the journal go? (if it is there please tell me the key for it, its not j anymore) It provided asteroid belt info, a map including the stations, where automated shops or storage was etc.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on July 26, 2015, 03:45:36 PM
So this is how its supposed to be? (btw I came back to starsector a few days ago, last time I played ironclads was in 4.3)
It's how it's supposed to be in Ironclads. In vanilla Starsector, ballistic weapons had their ammo removed, but still generated flux, whereas in Ironclads, ballistic weapons have ammo, but do not generate flux.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on August 02, 2015, 04:40:23 AM
Hi there.

What is the state of the game right now? Each time i get in to check (really rarely these days) - there is always that old update notes and no patches.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: HELMUT on August 02, 2015, 09:10:22 AM
We're still on 0.65.2a.

So nothing new. Last patch note was June 23 so i think we still have a few months to wait before 0.7.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: UUolf on August 07, 2015, 03:34:56 PM
Hey, mine crashes every time on start up. Error message being fatal: null

What's the vpram fix? Am I missing something?

Thanks.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on August 07, 2015, 06:40:56 PM
What does the end of your starsector.log say? (in Starsector/starsector-core) There should be some exception at the bottom of the file.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: UUolf on August 08, 2015, 04:42:53 PM
Here's my log.

Spoiler
13429 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Spoiler
13458 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.FluxBreakers] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13496 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.BlastDoors] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13529 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.HardenedShieldEmitter] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13564 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.StabilizedShieldEmitter] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13606 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.AcceleratedShieldEmitter] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13639 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.ExtendedShieldEmitter] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13715 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.OmniShieldEmitter] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13750 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.FrontShieldGenerator] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13785 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.FrontShieldEmitter] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13818 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.FluxDistributor] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13852 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.FluxCoilAdjunct] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13885 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.FluxShunt] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13918 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.BeamModulator] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13952 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.BulletAccelerators] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
13986 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.ExpandedMagazines] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14020 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.ExpandedMissileRacks] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14055 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.AdvancedTurretGyros] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14090 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.AdvancedOptics] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14126 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.ECCMPackage] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14162 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.IntegratedPointDefenseAI] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14198 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.IntegratedTargetingUnit] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14235 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.AmplifiedSensors] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14273 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.AmplifiedSensors2] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14309 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.ExpertSystems] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14347 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.DedicatedTargetingCore] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14384 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.Overburner] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14449 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.BurnRegulator] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14491 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.UnstableInjector] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14529 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.AugmentedEngines] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14568 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.AuxiliaryThrusters] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14607 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.CompromisedArmor] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14645 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.CompromisedHull] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14683 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.DegradedEngines] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14721 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.FaultyPowerGrid] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14759 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.DestroyedWeaponMounts] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14797 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.ReconfiguredWeaponMounts] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14835 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.DestroyedInterrior] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14874 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.HighMaintenance] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14913 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.AIcore] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14952 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.RockFlyCarapace] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.hullmods.InfusedHull] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.EMPEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.Shrapnel408mm] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.Shrapnel408mm] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.IonCannonOnHitEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDishArc] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDishArc] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDish] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDishArc] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14993 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDishArc] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14994 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDish] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14994 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDishArc] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14994 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDishArc] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14994 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDishArc] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14994 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.RotatingDishArc] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14994 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.EMPBeamEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14994 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.BlinkerEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14994 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.BlinkerEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14996 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.LightsEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14996 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.LightsEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14996 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.SensorDishRotationEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14997 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.TachyonLanceEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
[close]
[close]
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: saqib126 on August 09, 2015, 07:21:02 AM
It might be because you have VSM, if you have it, I had a fatal:null error every time starting when I had that installed.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: UUolf on August 11, 2015, 04:12:20 PM
Had it, but uninstalled it. Re-installed a new version of Ironclads.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on August 18, 2015, 12:51:38 PM
I have a qustion, is there a way to get the all the AI ships? I already have the dissasembler but can i get the rest?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: joe130794 on August 18, 2015, 01:42:36 PM
I believe it was altered so you could no longer get them.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on August 18, 2015, 03:39:52 PM
You can get all AI and Alien ships and even the fly in the current version. It is that you can`t really refit them at all.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on August 18, 2015, 03:43:20 PM
Nice, i was hoping for that anwser i really like the AI and alien ships.  ;D
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on August 19, 2015, 12:03:25 PM
In what fleet does the mothership fly in, or is it in the mod at all? i have been on the look-out for one to capture and havent seen one yet.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on August 22, 2015, 08:00:14 PM
From looking at the code, I don't think it has any chance to spawn. Unless it's spawned elsewhere than Fleetspawner.java
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on August 23, 2015, 06:49:05 AM
From looking at the code, I don't think it has any chance to spawn. Unless it's spawned elsewhere than Fleetspawner.java
Ah, that's unfortunate thanks for taking your time to look it up though.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: breatheeasy86 on August 28, 2015, 12:18:46 AM
any option for getting the game run in the GOD MODE ???
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Midnight Kitsune on August 28, 2015, 08:20:26 PM
any option for getting the game run in the GOD MODE ???
If you use the mod console commands then you SHOULD be able to do something along the lines of a god mode thing
Title: Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
Post by: Auraknight on September 01, 2015, 10:54:45 PM
Tried, but it is too user unfriendly for me. IntIDEA is much more easy to master.

Ok. Releasing the 9.1 version. It adresses the economics (and hopefully the crash/hang bug) and also makes RSF slightly more capable to fight against iSA.

Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads9.1.zip
Full change log: http://www.lordsofthestars.com/other/Sector/readme.txt
I get an error when I try the archive link
This IS the download link for the latest version, right? I can't find anything on the front page otherwise :/
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on September 02, 2015, 01:22:27 AM
Looks like Okim's site went down. The main page is some sort of default advertising page now.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Ahne on September 02, 2015, 04:25:12 PM
Okim whats going on bro? You still there? I wanted to download ironclads again but all down..  :-\
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on September 02, 2015, 10:45:04 PM
Oh. My website`s hosting is over and i`m not planning to restore it.

Will relocate the archive elsewhere. Sorry for the mess.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Auraknight on September 06, 2015, 05:16:37 PM
Oh. My website`s hosting is over and i`m not planning to restore it.

Will relocate the archive elsewhere. Sorry for the mess.
Any luck with the rehost? I'm getting bored of MGSV and this is looking more and more like what i'mma be playing instead.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on September 06, 2015, 10:41:34 PM
Oh damn, sorry. Got distracted :(

Here is the archive: https://yadi.sk/d/sfrRqe-5iuj4o

Note - it may be a modified version of the former archive. I kinda don`t recall what i did after the last mod`s update (and if i did anything).
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Auraknight on September 06, 2015, 11:11:49 PM
Oh damn, sorry. Got distracted :(

Here is the archive: https://yadi.sk/d/sfrRqe-5iuj4o

Note - it may be a modified version of the former archive. I kinda don`t recall what i did after the last mod`s update (and if i did anything).
Thank you very much!
(As long as it doesn't break horribly, destroy my computer, and wipe my harddrives, it's fine by me!)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: igyz on September 29, 2015, 11:22:17 AM
Hi is there a way to use Omnifactory with Ironclads?

I'm pretty green at this so baby steps Please :)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: zeno0010 on October 09, 2015, 11:08:03 AM
So i wanted to start a black widow fleet and i traded them junk until they were Rep-50. Now their reputation wont budge any higher even if i sell

them stuff worth millions. Maybe i missed something in the updates but can someone enlighten me on how to bring the rep to cooperative?

tyvm  ;D
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Black Crag on October 18, 2015, 09:38:03 AM
Try killing enemies of theirs around their territory if it's big enough they should improve i think.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: alexng30 on November 05, 2015, 11:22:43 PM
Haven't played in a while. I was wondering how do you get the special ships like the RSF energy destroyer and cruiser that you used to get through turning in alien tech. Is it tied into the requisition system? I have not seen a single Barnaul Cruiser in my entire playthrough, even after getting my rep to cooperative with the RSF. Is this all cause of RNG or something else that I'm not doing? I've already check the game files and the "", that people had noticed is already removed in my version.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on November 20, 2015, 01:52:57 AM
Okkkkk. 0.7 is out - time to bring back this leviaphan from it`s long slumber.

Now i just need to recall what Ironclads were all about...
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Piemanlives on November 20, 2015, 02:22:22 AM
Uh black magic and space whales.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: ValkyriaL on November 20, 2015, 03:59:50 AM
Pretty insects and grey people in giant murder circles that drop magic pants upon defeat.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Piemanlives on November 20, 2015, 04:12:45 AM
Pretty insects and grey people in giant murder circles that drop magic pants upon defeat.

Project Dragonclads: Inquistion?

Baldur's Ironclads?

Project of Eternity: The White Ironclads?

Mount & Ironclads: Warfleets?

No Ironclads to Explain Remastered?

Brothers: A Tale of Two Ironclads?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: ValkyriaL on November 20, 2015, 04:26:41 AM
I like that first one, should use that...yup..  ;D
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Maelstrom on November 20, 2015, 08:32:22 PM
hey okim
hum, can you like keep all the systems this time because when you last updated the game to 0.62.5 there were only like 10 systems it was boring :(
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on November 20, 2015, 10:54:59 PM
Hah. I really have no idea where to start looking for mod`s compatibility issues...

It was so long ago when i coded for this one - i can`t remember a thing :D
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Hopelessnoob on November 20, 2015, 10:57:51 PM
I hope you don't abandon it this mod was the best total conversion and so much fun.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on November 20, 2015, 11:02:41 PM
I actually may need some help tracking the source of these current issues :)
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Toxcity on November 21, 2015, 08:31:00 PM
I haven't really played this mod since the 0.6.2a days. Hope to see it come back, especially with all the stuff added to the campaign layer.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: SpacePoliticianAndaZealot on November 22, 2015, 05:37:29 AM
I haven't really played this mod since the 0.6.2a days. Hope to see it come back, especially with all the stuff added to the campaign layer.
I don't know man, the .7 changes are huge and it's gonna be a pain modifying everything :D
I say we will wait for at least two-three weeks before we see any of the mods updated.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: SCC on November 22, 2015, 07:39:23 AM
Dunno, maybe check Alex's changelog and see what is potentially problematic?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: TrashMan on November 22, 2015, 10:47:28 AM
I actually may need some help tracking the source of these current issues :)

Wish I could help, but I'm a worse coder than you. :-\
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on November 24, 2015, 12:59:31 AM
I'd be happy to help, but I probably can't help you with the initial issues. I'd be happy to mess around with balance and ship/hull variants, or help hunt down bugs after you can get something working.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on November 24, 2015, 11:10:24 AM
Well.

I ruled out starsystem issues, script issues, hullmod issues and event issues that caused campatibility problems.
 Now i`m stuck with 'rules' file that has quite a lot of stuff changed in it... It will take time to find and add all the new dialogue opitions and ensure that Ironclad-modified ones are also updated.

Hoping this this is the last issue on the way of making the mod at least run.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: DanRowan on November 24, 2015, 12:35:40 PM
Really looking forward to playing this mod again, thank you for all your hard work!
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Oathseeker on November 24, 2015, 02:19:45 PM
Well.

I ruled out starsystem issues, script issues, hullmod issues and event issues that caused campatibility problems.
 Now i`m stuck with 'rules' file that has quite a lot of stuff changed in it... It will take time to find and add all the new dialogue opitions and ensure that Ironclad-modified ones are also updated.

Hoping this this is the last issue on the way of making the mod at least run.

Wow you're really going to town on this thing. Good job so far, and good luck with the rest!
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Toxcity on November 24, 2015, 02:38:55 PM
Can't wait to see this in 0.7! Keep up the good work.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: shuul on November 24, 2015, 02:43:54 PM
Actually, due to new Investigation system you will be force to go hostile to one of faction, that is super cool, always wanted to fight RSF from the beginning.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Toxcity on November 24, 2015, 02:49:22 PM
The investigation event actually makes more sense here than in vanilla too! It might need to be changed a bit though, due to the whole UIN-ISA and RSF-XLE alliances.
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Maelstrom on November 24, 2015, 07:09:36 PM
Well.

I ruled out starsystem issues, script issues, hullmod issues and event issues that caused campatibility problems.
 Now i`m stuck with 'rules' file that has quite a lot of stuff changed in it... It will take time to find and add all the new dialogue opitions and ensure that Ironclad-modified ones are also updated.

Hoping this this is the last issue on the way of making the mod at least run.

glad to know you had the same issues XD tried to fix neutrino corp and let me tell you... spent two days trying to fix things XD I really got stuck on so many things lol, I guess I wasn't wrong when i thought it was hard! Anyway, good luck man :P Also, your mod is defenitely one of the most unique in any game at the moment! You could almost sell it... I mean, if you abandon it at one point, not only would we loose such a gem... but damn was it a ride to play this mod since it started... heres a bit of nostalgia for you guys XD
Spoiler
https://www.youtube.com/watch?v=53ByQ9yvIFQ  wrong link lol, ill just leave it if you wanna watch my vid XD its actualy pretty cool :P
[close]
but here https://www.youtube.com/watch?v=-SdOUOkQREA :P

this looks like a COMPLETELY different mod now XD

Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Pushover on November 29, 2015, 05:40:16 PM
Really looking forward to seeing this updated. How's it coming along?
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Okim on December 06, 2015, 03:12:07 PM
Ironclads 10 has been released: https://yadi.sk/d/lMkyhG39m34RT

NOTE!
This particular release is a bare bones of what it needs to run stable. I haven`t checked all the features yet and some of the IC specific station interactions may not function properly (ship ordering, for example).

Also factions are defaulted to a generic set of rules, options and music. Expect oddities like pirates investigating your fleets or aliens forcing you to turn on transponders... Will adress these later when fine tuning will be in order.

Right now you can hire officers (which ARE using unique faction portraits), you can utilise 4 options in campaign, you can run IC specific player generator, pirates/AI/aliens properly switch off transponders (as well as RSF/FFS/ISA assault fleets) and so on.
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: Toxcity on December 06, 2015, 03:22:53 PM
I haven't played this mod in a while. Time to fix that (thanks for the update).
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: shuul on December 06, 2015, 04:07:42 PM
Nice, will give it a try now. spasibo
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Maelstrom on December 06, 2015, 07:54:53 PM
Ironclads 10 has been released: https://yadi.sk/d/lMkyhG39m34RT

NOTE!
Expect oddities... ...aliens forcing you to turn on transponders...

LOL
Title: Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
Post by: Jonlissla on December 06, 2015, 10:00:13 PM
or aliens forcing you to turn on transponders

That's hilarious.
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: elmarko123 on December 07, 2015, 01:53:53 PM
Just getting into this great mod, a quick question tho - how on earth do i salvage the wrecks on the map, mine or salvage the abandoned stations.
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: Piemanlives on December 08, 2015, 01:26:23 AM
If I remember correctly (As it has been a while since I last played) there are a number of utility vessels available for purchase that allow you to perform these actions. When it comes to stations I do believe that it simply requires a number of personnel and supplies to perform though I may be remembering that wrong.
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: RAV on December 08, 2015, 04:35:58 AM
Great mod but i cannot download version for 0.7.1a, can someone send me email with ironclads mod folder? or Okim can You make other way to download Your mod. Thank You. (can i order alien mothership? or being hunted by factions that are vengeful?)
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: elmarko123 on December 08, 2015, 04:57:06 AM
If I remember correctly (As it has been a while since I last played) there are a number of utility vessels available for purchase that allow you to perform these actions. When it comes to stations I do believe that it simply requires a number of personnel and supplies to perform though I may be remembering that wrong.
Thanks, I had two salvage & repair vessels & for the stations j don't get any popular,  I just fly towards them & my fleets sits on top of them with no messages to do anything.
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: hunterkiller725 on December 10, 2015, 04:04:02 AM
If I remember correctly (As it has been a while since I last played) there are a number of utility vessels available for purchase that allow you to perform these actions. When it comes to stations I do believe that it simply requires a number of personnel and supplies to perform though I may be remembering that wrong.
Thanks, I had two salvage & repair vessels & for the stations j don't get any popular,  I just fly towards them & my fleets sits on top of them with no messages to do anything.

i bleieve the maker said he had to turn off stuff like that for now till he can make sure it works
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: Kebabtschi on December 11, 2015, 09:24:24 AM
Hi,
I got a little problem. I allready searched the the Forum for a solution but couldn't find anithing.
After some time of trading i decided to go mining. I bought a mining ship, took some of my frighters and a prober-class custom scanner ship. I also tryed to find some mininglasers, but there are none on the markets (on none). After entering different systems the scanner ship tells me there are minable resources in the system. After engaging the asteroid clusters it shows me just the standart interaction as if i'm docking to an abandoned station and if i click on the small asteroids (i tryed a lot of them) the happens nothing. So what am i doing wrong?
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: ChaseBears on December 12, 2015, 05:31:44 AM
Hey there,

After noticing that every ship was using default supply values, I edited the shipdata csv to add the new fields and chose arbitrary values for each ship based on vanilla starsector.

Should be identical otherwise.

[attachment deleted by admin]
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: hunterkiller725 on December 13, 2015, 05:55:39 AM
Hi,
I got a little problem. I allready searched the the Forum for a solution but couldn't find anithing.
After some time of trading i decided to go mining. I bought a mining ship, took some of my frighters and a prober-class custom scanner ship. I also tryed to find some mininglasers, but there are none on the markets (on none). After entering different systems the scanner ship tells me there are minable resources in the system. After engaging the asteroid clusters it shows me just the standart interaction as if i'm docking to an abandoned station and if i click on the small asteroids (i tryed a lot of them) the happens nothing. So what am i doing wrong?

the extra stuff is disable as far as i can tell
Title: Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
Post by: Okim on December 15, 2015, 01:37:51 AM
Ironclads 10.1 is available: https://yadi.sk/d/HURFZDISmEgD2

Re-enabled ship requisition and reparation options at stations.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: TrashMan on December 15, 2015, 05:33:14 AM
YAY. ;D

Say, did you fiddle with sector generation scripts or ship/weapon stats? Just so I know if I have to update them again.

b.t.w. - I'm preparing a bigger portrait pack and have searched specifically for things that would fit ISA/XLE/RSF/UIN. Just in case you want it.


Also one note:
I'd double the prices of all commodities if I were you. The profit margin is just way too low on most commodities. Usually the Mega Lobster is the only thing worth trading, especially since you don't have a lot of cargo capacity early on.

Also, it seems the bounty system is out of whack. Probably has nothing to do with your mod, but the core game. From the start of the the game I'm only getting 7500$ bounties, all of them fleets.
Since you start with a gunship, it is impossible to do any bounty hunting given that all marks are too strong. Later it becomes very unprofitable since it's still 7500$, and you're hunting down powerful fleets.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: SpacePoliticianAndaZealot on December 15, 2015, 07:59:42 AM
That's very strange. I have the normal system bounties pop up as usual, and they work as intended (same as vanilla), with the same calculations regarding ship sizes, and only getting a part if you engaged the target fleet with the help of another one.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Nanao-kun on December 15, 2015, 10:37:15 AM
Is it intentional that burn speeds seem to vary from 5 to 9?
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Weltall on December 17, 2015, 05:22:59 AM
That moment hen I try to play this mod and I die no matter which direction I start with. <- Yeap, that's definitely realistic.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Okim on December 17, 2015, 06:24:54 AM
Stick to populated systems of the faction that you picked at start. Patrols are your best friends!
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: TrashMan on December 17, 2015, 06:26:12 AM
That's very strange. I have the normal system bounties pop up as usual, and they work as intended (same as vanilla), with the same calculations regarding ship sizes, and only getting a part if you engaged the target fleet with the help of another one.


Odd indeed.
I'm still only getting 7500... :-\
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Weltall on December 17, 2015, 06:33:26 AM
Stick to populated systems of the faction that you picked at start. Patrols are your best friends!

Actually that is what i did and got myself a gunner ship, even if I got no loot. Wit hthat I managed to find a small pirate convoy and thanks to the advanced charged cannons, along with the rest weapons on the gunner, I took down 4 ships and got a lot :D

I am definitely enjoying your mod already XD Thanks for creating such a vast mod :)
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: gruberscomplete on December 17, 2015, 02:32:39 PM
Is there a way to increase the amount of fleets? And not just traders, I mean patrols and pirates too. Preferably 10x more small fleets.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Weltall on December 18, 2015, 08:53:39 AM
The 7500 bounties do not work. I thought it was just me at first and I did not check my money well, but soon after I saw no log saying I got the money. I just saved before fighting a bounty, checked that it is still active and tried. Again, nothing in the log and no $pacebucks. All that happened was for the bounty to disappear, as if it was never there. Now I am sure this happened with the previous ones. If I am right, after bounties I should get a small boost in reputation with whoever posted it and I got no reputation, ever. I am with no one in bad terms to get a void payment, but even so the one I have the save before is for UIN, which is the faction I chose to start as and I am currently favorable with.



Edit

Scatch that. I tried to fast forward time and see if I will get the money. Even if I fast forwarded a month, I got nothing, be it in the log or my money. So I reload and just fly away. The moment I flew away from the system, to be precise Edisson, the log updates.

I check it and to my surprise I see the bounty of the guy appears again..
Spoiler
(http://i.imgur.com/BW1UusW.png)
[close]

Although what is even more strange is that there is an update now, saying he died on a different starsystem in an "accident unrelated to the bounty posting", on the same day I killed him..
Spoiler
(http://i.imgur.com/3ilW7ca.png)
[close]

There must be a doublecrossing bastard pocketing bounty money for sure! I am so gonna catch him and shoot him down! <- Sorry too immersed in the game.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: TrashMan on December 18, 2015, 09:43:28 AM
Verified.

I killed 3 marks in a row and got "killed in unrelated incident" message. No money, no reputation.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Okim on December 18, 2015, 09:48:11 AM
Aha. That`s the modified ironclad`s bounty file causing problems.

Will have to remove it along with ship bounties...
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: gruberscomplete on December 18, 2015, 09:52:30 AM
I have been modifiying the script file that spawns ships, and successfully doubled or quadrupled all fleets.

However, there are way too many massive fleets. How can I reduce their size(I mean if there is an easier way that going through all that code again, maybe there is just one variable to change)?
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: SpacePoliticianAndaZealot on December 18, 2015, 11:01:49 AM
If you are refering pirate fleets, that's the way it should be.

However, they are way too slow. Most of the time they will be endlessly chasing system patrols.

Not to mention the patrol commanders are scumbags - they are not so eager to help the player as are the vanilla ones (bar Free Traders ones).

While I'm really enjoying this update since being able to join battles makes your start/early game way more forgivable, they aren't really occuring that often.

Volvo fix pls? :)
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Weltall on December 18, 2015, 11:08:21 AM
If you are refering pirate fleets, that's the way it should be.

However, they are way too slow. Most of the time they will be endlessly chasing system patrols.

Not to mention the patrol commanders are scumbags - they are not so eager to help the player as are the vanilla ones (bar Free Traders ones).

While I'm really enjoying this update since being able to join battles makes your start/early game way more forgivable, they aren't really occuring that often.

Volvo fix pls? :)

I hope removing the Ironclad 7500/ship bounties will fix the genuine bounties not appearing a lot. I see why Trashman said only these appear. The genuine ones rarely do appear, but only once every blue moon. I have been playing for a handful of hours now and I have seen only 1. In the beginning of the game when I started I would get at least 1-3 on every bounty update. Now none T_T
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: TrashMan on December 19, 2015, 04:44:06 AM
Aha. That`s the modified ironclad`s bounty file causing problems.

Will have to remove it along with ship bounties...

Where is that file?
Is it something we can remove ourselves or is it in some .jar?
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Okim on December 19, 2015, 04:56:25 AM
Events file in campaign folder.

You need to replace

   "person_bounty":{
      "script":"data.scripts.events.PersonalBounty",
   },

with the original

   "person_bounty":{
      "probabilityMult":1,
      "script":"com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent",
   },
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: TrashMan on December 19, 2015, 12:28:13 PM
Odd...I tried that.

No personal bounties at all

Then I copied the core events file over. Still no bounties.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Okim on December 19, 2015, 12:33:19 PM
You have to start a new char to changes to take effect.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Weltall on December 19, 2015, 12:38:56 PM
You have to start a new char to changes to take effect.

Actually I changed it myself too. For a bit some bounties were posted. Eventually all bounties stopped appearing. So indeed changing it midgame does not work.



After starting a new game and trying it out a bit, I can tell that changing that removes the bounties, leaving only genuine bounties active. After doing a handful of them, they start spawning less and less, even if there is no person bounty.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: TrashMan on December 19, 2015, 03:25:24 PM
Nope, new game doesn't give Personal bounties either.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: RAV on December 20, 2015, 05:50:23 AM
Maybe you can not get bounty, because there is no communications array/com sat in the system, and no one knows that you killed him. Can you add communications array to every system and see if that works? And please change Navigation skill back to +burn or/and increase speed of ships.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: TrashMan on December 20, 2015, 06:02:52 AM
No, I mean no bounties appear at all.

If I replace the ironclads events.json with the core one (the difference is only on the food shortage event as far as I can see) I get this

Code
102753 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent cannot be cast to data.scripts.events.TradeDisruptionAndSmugglingEvent
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent cannot be cast to data.scripts.events.TradeDisruptionAndSmugglingEvent

turrns out there are more differences...3 to be exact.

Will keep trying
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Weltall on December 20, 2015, 06:17:53 AM
Maybe RAV is talking about before the change?, for Okim to try that?
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Az the Squishy on December 22, 2015, 12:22:02 PM
Honestly after having picked up the mod, it's a great mod! but feels barren compared to the standard game. I can't wait till I've missions going inbetween the systems, shipping  Computers an all sort of stuff, for now, it's fun in itself. just, not AS fun.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Weltall on December 22, 2015, 12:50:05 PM
To me, compared to the vanilla game at least, it feels more rich. So many ships and the factions seem to be using different ways of battling and mindsets. Although the world feels so much less forgiving that the vanilla game and definitely more badass. I poked the pirate spawns a bit because at times the universe seemed too .. calm. But if anything Pirates on Ironclads are not tiny groups flying around like in vanilla.. they come and they come to kick ass.

I would definitely love to see more content, but I am guessing since game changed quite a lot from 0.6 to 0.7, it will take a bit for  this immense mode to be fully working. Then again I do not know what happens under the hood.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: NoImageAvailable on December 22, 2015, 12:53:16 PM
Haven't played this one since before the no-shields policy for RSF ships was introduced so I'm kinda late to the party with this, but I think it really ruins the entire faction. Combat gameplay in Starsector consists of two things: maneuvering your ship and managing your flux. Knowing what to shield-tank and what not to, what weapon groups to activate, constantly balancing your offense and defense against each other according to a constantly shifting situation, that is where a lot of the draw comes from in piloting ships in Starsector.

RSF ships have no shields and their weapons don't generate flux, that mechanic just does not exist for them. This not only makes combat incredibly boring, it also dumbs down the loadout selection because flux vents and capacitors might as well not exist for you, they have no purpose, so all your points will go into the biggest guns you can find followed by hull mods. They don't get any defensive options to compensate either. Their armor is pretty weak compared to vanilla and a single frigate with a plasma cannon will punch straight through a destroyer's armor with each shot. Small mounts might as well come with flak cannons by default, mounting anything else is akin to suicide. And since every ship has to have flares instead of more interesting subsystems it detracts from combat even further. And since armor mods are so vital you're pigeonholed even in your skill selection.

The RSF absolutely needs some kind of flux-generating defensive option, be it shields or a toggled armor boost or something else. Otherwise you cut out half the gameplay and leave nothing but a gaping hole where it used to be and it makes the entire faction just plain not fun to play nor fun to play against.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Weltall on December 22, 2015, 01:17:17 PM
There are hullmod shields if the player wants so badly for the RSF ships to have a shield. A lot of times I find the shield useless when using these ships and when adding one the ships just feel overpowered. So it is good that the player gets you spend ordnance points, so lesser weapons are going to be used so the shield will take place, adjusting the powerful RSH loadout with something lesser, for the convenience of a shield. I am guessing that either you are ignoring the fact the hullmod exists or you have not played enough to have seen it, since you say that Flux is a mechanic that does not exist for them.

Why you are comparing vanilla with this mod, when you will not find anything from vanilla in it? When I fight with or against RSF ships, for the Ironclad weapons they feel they can chew quite a lot. If anything a lot of ships that have shields feel like paper, making them so easy to destroy as soon as they run out of flux.

I want to say that in vanilla and modded games I prefer ships with tons of flux, even if they are weak without them, but the only reason I feel the RSF need shield when I have played Ironclads, were some heavy missiles, that in Ironclads they do not seem to be joking and can destroy ships easily. Even if with the flares the enemy loses that upper hand, at times I feel safer to be able to block a missile not tricked by the flares.

But with that said, there is a hullmod, so if a player feels that his RSF or any ship that lacks shield needs one, they can simply add it.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: SpacePoliticianAndaZealot on December 23, 2015, 12:21:25 AM
Not to mention Powered Armor hullmod is actually superior to shields on RSF ships.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: BwenGun on December 28, 2015, 06:48:01 AM
So, are the mining ship functions disabled at the minute? Or am I just not approaching the right kind of asteroids?
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Okim on December 28, 2015, 08:45:26 AM
So, are the mining ship functions disabled at the minute? Or am I just not approaching the right kind of asteroids?

Disabled. And right now i have no idea what blocks them.
As well as bounties - there seems to be smth that elludes me. Can`t find the issue beyond that either.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: gruberscomplete on December 31, 2015, 08:59:35 AM
can you increase the number of ships and weapons sold?

Also, can you make a new setting so that you can start with +50 rep to a certain faction, and you can start as FFS and widows and marauders?

Lastly, it would be cool to be able to play as an AI or alien fleet, along with their own star systems.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Baxter on January 10, 2016, 01:20:25 AM
Is there any chance of the personal bounties bug being fixed soon? I tried changing the text in the events file but that just removed all named bounties, even with a new character. I enjoyed playing this mod a while ago and wanted to give it another shot, but if I can't do bounties to easily increase my reputation that makes getting the more powerful and fun ships very difficult.

I was also unable to check out any space junk, which apparently you only need 10 crew for, so I'm wondering whether that's bugged or been changed to require a salvage ship much like how asteroid mining requires a mining ship.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Baxter on January 10, 2016, 08:58:10 PM
What's the best small ballistic weapon for point defense? Having trouble dealing with fighters and large barrages of anti-ship missiles on my RSF ships.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Okim on January 11, 2016, 12:20:03 AM
What's the best small ballistic weapon for point defense? Having trouble dealing with fighters and large barrages of anti-ship missiles on my RSF ships.

For anti-missile it would be XLE flak cannons and cheaper UIN Bofors flak.
For anti-fighter RSF 14mm machinegun and again XLE range of small automatic guns (both kinetic and HE) would be good.

Is there any chance of the personal bounties bug being fixed soon?

I was also unable to check out any space junk, which apparently you only need 10 crew for, so I'm wondering whether that's bugged or been changed to require a salvage ship much like how asteroid mining requires a mining ship.

I have no idea why these do not work. And right now i don`t have spare time to dive into Java and updated scripts to figure out what is wrong. Sorry.

It would be cool if someone figures out the issues responsible for these two not working. Credits will surely be granted ;)
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: TrashMan on January 11, 2016, 01:31:59 AM

I have no idea why these do not work. And right now i don`t have spare time to dive into Java and updated scripts to figure out what is wrong. Sorry.

It would be cool if someone figures out the issues responsible for these two not working. Credits will surely be granted ;)

Have you tried asking the devs and other java wizzards for help?
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Baxter on January 11, 2016, 07:08:37 PM
I did notice that even doing individual bounties in systems with communication stations didn't result in them being awarded, if that helps at all.
Title: Re: Project Ironclads TC 10.1 (15/12/2015) [0.7.1a] Requisition, reparations
Post by: Okim on January 13, 2016, 12:24:41 AM
Iroonclads 10.2 is availale (13.1.2016): https://yadi.sk/d/RHhEb19FmrbJE

Main fixes are:
- custom interactions with asteroids, wrecks, derelicts, planets, scrap and etc. are back.
- possibly (note - possibly!) bounties are fixed too.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: TrashMan on January 13, 2016, 05:16:11 AM
*GRIN* ;D ;D ;D ;D
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Weltall on January 13, 2016, 11:17:11 AM
*throws fireworks* :D WOOOOOHOOOOOOOOOO
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: grinningsphinx on January 13, 2016, 11:55:52 PM
I get an error when its compiling some kind of smuggling event?
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Okim on January 14, 2016, 12:09:23 AM
I get an error when its compiling some kind of smuggling event?

Post the last few strings with error from the log, please.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: TrashMan on January 14, 2016, 01:47:45 AM
Odd.. Java freezes and charshes before I can even start a new game (while I'm creating a character and ships fight in the background).
I managed to start a new game and the same thing happened while I was traveling to the next system.
Nothing in the log.
 ??? ??? ???

I'm gonna run a few tests
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Okim on January 14, 2016, 07:22:31 AM
Aha. Now i get those too.

And nothing is left in the logs...
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: TrashMan on January 14, 2016, 03:42:02 PM
Could be something in the java scrip causing a loop?
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Okim on January 14, 2016, 03:51:31 PM
Could be something in the java scrip causing a loop?

No idea what this means :D
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Baxter on January 14, 2016, 06:54:34 PM
Thanks a bunch for the update. I haven't tested bounties yet, but reenabling salvage has made earning money early much easier. The commission system should also make grinding rep a bit easier, although it is a tiny bit restrictive from what I've looked at. Is it possible to abandon a commission and pick up another one without reputation loss?
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Baxter on January 14, 2016, 08:51:32 PM
Individual bounties don't spawn at all from what I've seen, although system bounties still show up. Salvaging and planet landing are all working fine though.

Also, is there any functional difference between a scanner ship and just buying the scanners themselves?
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Baxter on January 15, 2016, 12:15:32 AM
Just had the crash happen. Sequence of events is as follows: Land on a station, buy a few things from the black market, smuggling event triggers as I leave, land back on the same station and go to trading, game crashes.

And here's the log, which is as fresh as can be as I could reliably duplicate the crash so I deleted my old log and the game automatically made a new one: https://www.dropbox.com/s/l86msgod60xyt3a/starsector%20ironclad.log?dl=0
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: TrashMan on January 15, 2016, 01:36:41 AM
Could be something in the java scrip causing a loop?

No idea what this means :D

You did all that scripting and don't know what a loop is?

A piece of code that is running in circles like a headless chicken, eventually causing a crash (probably hogs up too much memory)
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: SpacePoliticianAndaZealot on January 15, 2016, 01:12:25 PM
Not probably, certainly. The program is stuck at executing it until it eats up too much memory.

Check them loops!
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Baxter on January 16, 2016, 12:34:53 AM
I don't think Tug bonuses to burn rates are being applied correctly. I've got 4 tugs and 1 cruiser with 2 destroyers. The cruiser has 5 base burn and the two destroyers have 6 base (after engine upgrades). They are all getting 1 bonus burn from the tugs, bringing the cruiser to 6 and the destroyers to 7 (equal to the tugs) but the cruiser should be getting an additional 1 burn to bring it to 7 as there is another tug available and up to 3 tugs can support a cruiser according to the description of tow cables.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: CrashToDesktop on January 16, 2016, 06:49:40 AM
I don't think Tug bonuses to burn rates are being applied correctly. I've got 4 tugs and 1 cruiser with 2 destroyers. The cruiser has 5 base burn and the two destroyers have 6 base (after engine upgrades). They are all getting 1 bonus burn from the tugs, bringing the cruiser to 6 and the destroyers to 7 (equal to the tugs) but the cruiser should be getting an additional 1 burn to bring it to 7 as there is another tug available and up to 3 tugs can support a cruiser according to the description of tow cables.
Unless I'm wrong, the vanilla base game changed that so that a ship can only be affected by one tug at a time.  And I think that probably moved over to Ironclads.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Weltall on January 16, 2016, 08:10:24 AM
The only way I saw More than one tug being useful was with Starsector+. The Locomotive bonus seems to Stack with the Ox one. But afar from that, indeed the ships can only be boosted by one tug.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Dark.Revenant on January 16, 2016, 01:20:26 PM
The only way I saw More than one tug being useful was with Starsector+. The Locomotive bonus seems to Stack with the Ox one. But afar from that, indeed the ships can only be boosted by one tug.

The Ox and the Locomotive do not stack.  Unless you tried using SS+ with Ironclads, I guess; that combo is not supported.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Canute on January 17, 2016, 09:03:24 AM
Not sure of this is know yet, i didn't saw anything about that the last pages.

The Alien Stalker frigate, does i need special Alien crew to fly it ?
I just capture one, but crew don't get assigned onto it.
Ok, i can understand that Alien/AI ship would be hard to fly for human's but then it should be impossible to capture them too.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: SpacePoliticianAndaZealot on January 17, 2016, 09:12:41 AM
Not sure of this is know yet, i didn't saw anything about that the last pages.

The Alien Stalker frigate, does i need special Alien crew to fly it ?
I just capture one, but crew don't get assigned onto it.
Ok, i can understand that Alien/AI ship would be hard to fly for human's but then it should be impossible to capture them too.

No idea where you're coming from with this one. I' ve captured a few alien/AI frigates that are crewed by my crew afterwards, as intended.
Screenshots pls?
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Canute on January 17, 2016, 09:25:47 AM
Damn, now it is working.
I just put the ship at the storage before.
Then i took it out to give you the screenshot, and the ship take the crew from the pool now.

After i captured it, the ship stay at 0% CR, don't accepted any crew, repair on bases don't got any effect.

I use 10.2, with 64 bit java, no other mod's.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: SpacePoliticianAndaZealot on January 17, 2016, 09:39:56 AM
Well, no offence to Okim but that really sounds like a "works as intended"  Ironclads hiccup :D

Is 10.2 stable?
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Canute on January 17, 2016, 01:06:25 PM
Ohhhkay, i got the same issue again.
After a fight the Stalker got damaged, and now again 0% CR and no crew.
You see 40/25 crew.


Another thing i notice.
When you help another fleet, you allways just get faction boost from the faction you joined.Never for the faction you helped.
At this way you only can raise the attitude with trades.


[attachment deleted by admin]
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: SpacePoliticianAndaZealot on January 17, 2016, 01:10:54 PM
Ohhhkay, i got the same issue again.
After a fight the Stalker got damaged, and now again 0% CR and no crew.
You see 40/25 crew.

That's Ironclads for ya ;D
If you've found a way to workaround the issue, use it.

Another thing i notice.
When you help another fleet, you allways just get faction boost from the faction you joined.Never for the faction you helped.
At this way you only can raise the attitude with trades.
Yeah, noticed that too. It sucks :/
But do keep in mind, Okim rushed out this mod version when .7a came out, and is stuck at fixing some major bugs ever since.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: TrashMan on January 18, 2016, 04:00:41 AM
Damn, now it is working.
I just put the ship at the storage before.
Then i took it out to give you the screenshot, and the ship take the crew from the pool now.

After i captured it, the ship stay at 0% CR, don't accepted any crew, repair on bases don't got any effect.

I use 10.2, with 64 bit java, no other mod's.


When you capture a ship it is "monthballed".
You have to un-mothball  it first.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Black Crag on February 19, 2016, 12:25:36 PM
Okay nice update for the mod, i have one question though: How does the Commission work?
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: ArcingRope on March 10, 2016, 03:35:50 PM
Hey,

I'm not sure if this is an Ironclads issue or what, but I'm just flying about minding my own business, but sometimes a fleet from a friendly faction will encounter my fleet repeatedly (and won't leave) causing the dialog to open every time, but they don't want anything from me. Sometimes they follow me into hyperspace as well. After I either outrun them or for another unknown reason they leave by themselves.

Anyone else encounter this or find out how to get rid of it?
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: ArcingRope on March 21, 2016, 03:47:28 PM
Hey,

I'm not sure if this is an Ironclads issue or what, but I'm just flying about minding my own business, but sometimes a fleet from a friendly faction will encounter my fleet repeatedly (and won't leave) causing the dialog to open every time, but they don't want anything from me. Sometimes they follow me into hyperspace as well. After I either outrun them or for another unknown reason they leave by themselves.

Anyone else encounter this or find out how to get rid of it?

Apparently from going back to the base game and trying other mods, I think this is an issue with the latest Ironclads release. Does anyone have a copy of the next oldest version on hand I can use for the time being?

Never mind, found it.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: nopifogo on March 21, 2016, 07:10:20 PM
What did you do to fix it?

Same thing happens to me
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Weltall on March 22, 2016, 12:19:48 AM
Like he said, he was looking for an older version that does not have that issue. What he means with "I found it", is the older version of the game. If you want 10.1, you can download it from this link; https://yadi.sk/d/HURFZDISmEgD2

After a look it seems the only things he changes between 10.1 and 10.2 is in the events he changed    "person_bounty": "script":"data.scripts.events.PersonalBounty", to "person_bounty":{"script":"com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent",, since there was a problem with personal bounties. I am not sure though this brought back the old bounties. It seems he fixed and cleaned a bit the market conditions and he altered all faction files, with the biggest change being the custom part of it.

Here is for example the custom of RSF from 10.1
Spoiler
Quote
   "custom":{
      "investigatesPlayerForGoodRepWithOtherFactions":true,
      "worthInvestigatingPlayerForGoodRepWith":true,
      "exemptFromFoodShortages":true,
      "willTradeWhenHostile":false,
      "noPatrols":false,
      "ignoreTradeWithEnemiesForReputation":false,
      "postsNoBounties":false,
   },
[close]

and here from 10.2
Spoiler
Quote
   "custom":{
      "offersCommissions":true,
      "engagesInHostilities":true,
      "investigatesPlayerForGoodRepWithOtherFactions":true,
      "worthInvestigatingPlayerForGoodRepWith":true,
      "exemptFromFoodShortages":true,
      "willTradeWhenHostile":false,
      "noPatrols":false,
      "ignoreTradeWithEnemiesForReputation":false,
      "postsNoBounties":false,
      "engageWhenEvenStrength":false,
      "offerMissionsWhenHostile":false,
      "allowsTransponderOffTrade":false,
   },
[close]

Honestly, because I love this mod, I still play the perfectly functioning 9.1 version, for Starsector 0.65.2a. Sadly 0.7 broke a couple of things that changed the game experience for me.
Title: Re: Project Ironclads TC 10.2 (13/1/2016) [0.7.1a] Mining and salvaging is back
Post by: Okim on March 28, 2016, 02:31:10 AM
---===  Version 10.3 (28.3.2016) ===---

1. scanner ship now provides a huge bonus to fleet`s scanning range
2. amplified sensor hull mod increases fleet`s sensor range a bit
3. re-enabled fully working person bounties (non-ship yet)
4. enabled procurement missions
5. rebalanced the entire economy making prices for trading extremely diverse between factions
6. introduced a randomiser for stars locations (step 1 towards totally random map)
7. added hybrid/composite/synergy mounts to faction ships
8. added new ship systems from 0.72 to certain ships
9. re-enabled miner starting option
10. added a 'hired an escort' option for career options

New Ironclads 10.3 version can be found here: https://yadi.sk/d/NrGxmPGBqXfsV
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: Ahne on March 28, 2016, 06:43:47 AM
Great work Okim!
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: Weltall on March 28, 2016, 10:16:08 AM
Thank you so much!!!!!!!!!! Time for a new game!
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: Okim on March 28, 2016, 10:22:29 AM
Start as bounty hunter - so much fun staying in the shade of local patrols :D
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: th3boodlebot on March 29, 2016, 07:04:39 AM
is there a way i can fix the white screen issue? the game runs fine even on my 32bit system; the only issue is i think the backgrounds for this mod are too graphically intense or something. is there a way to make them all plain black? can i force it to use vanilla backgrounds?
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: Weltall on March 29, 2016, 07:55:50 AM
I do not think changing backgrounds to vanilla ones would fix your problem, but I might be wrong. You can replace background in "Starsector\mods\ironclads2\graphics\backgrounds" with the vanilla ones found in "Starsector\starsector-core\graphics\backgrounds". Obviously vanilla does not have as many as Ironclads, so you would have to duplicate some.

But instead of doing that, you could save the ironclad background with jpg quality 93, which is what the vanilla backgrounds use. It will lower the backgrounds size to 1/4 of the original, since Okim uses the sweet 98 quality.
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: Dark.Revenant on March 29, 2016, 10:25:04 AM
Don't lower the jpg quality, no matter what.  They're jpg files because png files of that size are very large and would bloat the game's download size.

Once the image is loaded, it's a bitmap on your graphics card; no matter how small the real file is, in the end it uses up width * height * 3 bytes minimum.  Even a 4096x4096 image is only about 48MB by that metric, though, so the real problem is probably your graphics device being unable to support 4K X 4K images.
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: th3boodlebot on March 29, 2016, 11:15:40 AM
yea i chose the background i liked most from ironclads, made 32 copies, and renamed them accordingly. no luck! i guess ill try changing the quality, even though it probably wont work. worth a shot for such an awesome mod! sadly if i want to play it ill probably have to use a super outdated version of it starsector, and lose out on the awesome updates to both.
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: th3boodlebot on March 29, 2016, 11:17:40 AM
also is there a way to have it not load as a 4k x 4k image?
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: Okim on March 29, 2016, 12:30:37 PM
Ironclads 10.4 version is up: https://yadi.sk/d/7hvYORIDqaNKM

Introduces a switch in settings.json file ("backgrounds": true) that can be set to false to make the game use original backgrounds instead of heavy Ironclads` ones.

Note - this will work only with new game :/
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: th3boodlebot on March 29, 2016, 01:39:54 PM
omg you rock!!!!! thank you so much!!!!!
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: Weltall on March 29, 2016, 04:16:26 PM
Don't lower the jpg quality, no matter what.  They're jpg files because png files of that size are very large and would bloat the game's download size.

Once the image is loaded, it's a bitmap on your graphics card; no matter how small the real file is, in the end it uses up width * height * 3 bytes minimum.  Even a 4096x4096 image is only about 48MB by that metric, though, so the real problem is probably your graphics device being unable to support 4K X 4K images.

So the GPU cares for the pixel amount and not the type of image. Living and learning for sure.
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: th3boodlebot on March 29, 2016, 08:21:58 PM
not sure if this matters, but i thought id share: ironclads sans the bg update seems to run even smoother than vanilla starsector... i wonder why that is?
Title: Re: Project Ironclads TC 10.3 (28/3/2016) [0.7.2] Person bounties, basic missions
Post by: TrashMan on March 30, 2016, 06:39:46 AM
Ironclads 10.4 version is up: https://yadi.sk/d/7hvYORIDqaNKM

Introduces a switch in settings.json file ("backgrounds": true) that can be set to false to make the game use original backgrounds instead of heavy Ironclads` ones.

Note - this will work only with new game :/

Is that the only change?
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Okim on March 30, 2016, 07:22:38 AM
For 10.4 - yes. For 10.3 there were many major changes.
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Black Crag on April 04, 2016, 09:54:43 AM
I have a save game from version 10.2. Do i lose any features from this new update if i play on it?
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Okim on April 05, 2016, 08:31:08 AM
It should work. The new randomising system as well as basically all fixes will be available only with new game.
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Black Crag on April 05, 2016, 08:38:22 AM
It should work. The new randomising system as well as basically all fixes will be available only with new game.

Okay, thank you!
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: SpacePoliticianAndaZealot on April 05, 2016, 09:00:43 AM
Amazing work! This is more than I could've ever possibly bargained for ;D the new features (and integration w/ the new vanilla features) are awesome!

I was always curious about the pirate factions tho, are they pretty much finished or could we expect some more content?

Also, is it intentional (and will it stay that way) that the Black Widos/Marauders always start off hostile towards you, regardless of the chosen starting options?

Cheers ;D
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Okim on April 05, 2016, 11:43:40 AM
I`m working on a completelly random universe right now, so everything is subject to change very soon.

Starmap, faction colonies and their locations, faction diplomacy, pirate base locations - each new game will never be the same >:]
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Black Crag on April 07, 2016, 02:22:03 PM
I`m working on a completelly random universe right now, so everything is subject to change very soon.

Starmap, faction colonies and their locations, faction diplomacy, pirate base locations - each new game will never be the same >:]

That sounds epic, hope it will be done in the near future!  ;D
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: HELMUT on April 07, 2016, 02:28:55 PM
By the way Okim, what happened to the original post? It had pictures and all, but now... I mean, your mod is cool, but the presentation is trying really hard to repulse new players. At least show us some space Russia/'Merica ships.
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Weltall on April 07, 2016, 05:47:29 PM
Yes Okim! Do it for Novaya Russia and for the people! Oh oops. Wrong game XD
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Okim on April 07, 2016, 05:58:42 PM
By the way Okim, what happened to the original post? It had pictures and all, but now... I mean, your mod is cool, but the presentation is trying really hard to repulse new players. At least show us some space Russia/'Merica ships.

My ftp rent ended and i kinda have no extra money for a new one :/

If you mean the recent changes - it is to prepare grounds for the next major rehaul i`m working on.
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Embercloud on April 09, 2016, 12:02:35 PM
Found  a bug, it's the France-class UIN destroyer that is causing it.

212786 [Thread-4] INFO  data.scripts.plugins.SectorScans  - Prober script initiated...
214150 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
214150 [Thread-10] INFO  sound.H  - Playing music with id [faction_pirate_encounter_02_hostile.ogg]
214167 [Thread-8] INFO  sound.return  - Creating music buffer #3
217247 [Thread-4] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 76, FP2: 61, maxFP1: 110, maxFP2: 90
218512 [Thread-8] INFO  sound.O  - Cleaning up music with id [faction_pirate_encounter_02_hostile.ogg]
218652 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
218670 [Thread-10] INFO  sound.H  - Playing music with id [CatastrophicSystemsFailure.ogg]
221300 [Thread-4] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
221301 [Thread-4] INFO  sound.O  - Cleaning up music with id [Blackrock.ogg]
221306 [Thread-8] INFO  sound.O  - Cleaning up music with id [CatastrophicSystemsFailure.ogg]
221505 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
   at org.dark.shaders.util.ShaderLib.renderForeground(ShaderLib.java:1098)
   at org.dark.shaders.util.ShaderLib.isForegroundEmpty(ShaderLib.java:634)
   at org.dark.shaders.light.LightShader.drawLights(LightShader.java:948)
   at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
   at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
   at com.fs.starfarer.title.C.o0oO$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
221671 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [Relics.ogg]
221671 [Thread-10] INFO  sound.H  - Playing music with id [Relics.ogg]

In short, the game crashes due to a missing texture or shader when I try to deploy the "france" into battle.
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Okim on April 09, 2016, 01:45:34 PM
Found  a bug, it's the France-class UIN destroyer that is causing it.

212786 [Thread-4] INFO  data.scripts.plugins.SectorScans  - Prober script initiated...
214150 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
214150 [Thread-10] INFO  sound.H  - Playing music with id [faction_pirate_encounter_02_hostile.ogg]
214167 [Thread-8] INFO  sound.return  - Creating music buffer #3
217247 [Thread-4] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 76, FP2: 61, maxFP1: 110, maxFP2: 90
218512 [Thread-8] INFO  sound.O  - Cleaning up music with id [faction_pirate_encounter_02_hostile.ogg]
218652 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
218670 [Thread-10] INFO  sound.H  - Playing music with id [CatastrophicSystemsFailure.ogg]
221300 [Thread-4] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
221301 [Thread-4] INFO  sound.O  - Cleaning up music with id [Blackrock.ogg]
221306 [Thread-8] INFO  sound.O  - Cleaning up music with id [CatastrophicSystemsFailure.ogg]
221505 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
   at org.dark.shaders.util.ShaderLib.renderForeground(ShaderLib.java:1098)
   at org.dark.shaders.util.ShaderLib.isForegroundEmpty(ShaderLib.java:634)
   at org.dark.shaders.light.LightShader.drawLights(LightShader.java:948)
   at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
   at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
   at com.fs.starfarer.title.C.o0oO$Oo.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
221671 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [Relics.ogg]
221671 [Thread-10] INFO  sound.H  - Playing music with id [Relics.ogg]

In short, the game crashes due to a missing texture or shader when I try to deploy the "france" into battle.


Mod is incompatible with ShaderLibs.
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Embercloud on April 10, 2016, 03:09:08 AM
Yeah, disabling it solved it
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: Okim on April 14, 2016, 03:14:14 PM
Ironclads version 11 (15.04.2016) is available: https://yadi.sk/d/9284bCG1qzpuv
!!!WARNING!!! Testing prototype!

1. random universe
1.1. 96 completelly randomly generated systems + 4 preset systems
1.2. random colony redistribution for all factions in their respective sectors
1.3. random amount of colonies per faction
1.4. random markets for each colony depending on planet type
1.5. random targets for rock flies, ai and aliens in their regions
1.6. randomly redistributed pirate bases all over the map (amount of bases is also random)
2. huge starmap with the size of -30000 to 30000 for x and y
3. marauders and black widows now have limited amout of colonies

Note - releasing this version (relatively stable) to collect feedback on these things:
- general market balance and stability (exploitable high prices, abscence of certain market conditions/commodities and etc.)
- faction destribution (amount and position of colonies, market conditions, planet types and etc.)
- ai/alien/rock fly fleet generation and target selection
- procurement mission availability and rewards
- personal bounties (how far the fleet is spawned, rewards-composition)
- faction hostilities towards each other (isa-rsf peace if happens, isa-uin war or xle-rsf war)
- planet surveying and salvaging of stations/ships
- compatibility with Ironclads addon mods
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Ahne on April 14, 2016, 03:40:22 PM
Super cool!
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Black Crag on April 16, 2016, 12:49:21 PM
Just a a question here, is the Alien mothership in this version of the mod?
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: SpacePoliticianAndaZealot on April 16, 2016, 03:52:18 PM
Just a a question here, is the Alien mothership in this version of the mod?
Yes it is.


Some quick initial feedback for the pirate start:
Obviously, this is prohibitively difficult for new players but overall I'm very impressed.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Drglord on April 16, 2016, 07:09:00 PM
This mod sound really interesting but there is little detail about what is all about?
Is it compatible with any other mod or do you just run this one only?
Does it have a victory condition like exelerin?
I am guessing it has it's own factions right so you can't use any other mod right?
There is really too little information about what is this all about.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Blaze on April 17, 2016, 03:41:18 AM
Planet surveying doesn't seem to work; I took 5 probers and turned up nothing after 15 planets.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Mr. Nobody on April 17, 2016, 05:24:55 AM
Why does it says that the mod is updated for 0.7.3 when the latest version is 0.7.2a?
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Drglord on April 17, 2016, 01:06:40 PM
Just the 5 cents from a guy that has finished exelerin about 20 times now. This is a great idea but really poorly executed i guess. Does most weapons have ammo as i have seen so far?
Is there a reason everything is so slow i found the worst part of the game that it took ages to go somewhere and even frigates have burn 6 on this one? Is there a reason?
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: SpacePoliticianAndaZealot on April 18, 2016, 01:01:41 AM
Just the 5 cents from a guy that has finished exelerin about 20 times now. This is a great idea but really poorly executed i guess. Does most weapons have ammo as i have seen so far?
Is there a reason everything is so slow i found the worst part of the game that it took ages to go somewhere and even frigates have burn 6 on this one? Is there a reason?


The mod retains some of the older game mechanics and it works pretty well IMO. Burn levels on frigates vary from 6-10, starting "frigates" are actually armed shuttles (hence the "gunship" in their names) and are meant to suck. Starting out is pretty hard and the mod is hard overall.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Drglord on April 18, 2016, 03:06:54 AM
I am not talking about starting ships. Cruisers have burn level 6 and 5 etc.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Duloth on April 18, 2016, 08:39:31 AM
Pros:
Many many more star systems to explore.
Have to plan out trips across space; might not be able to make it across the map through hostile territory! This genuinely makes sense!

Cons:
Spent over a year of in-game time without encountering a single horrific space monster, AI, or alien(actively looking for them throughout doing active scans and just floating in their territory)
Over multiple games have yet to see a military world for the Marauders or Widows; meaning the only way to get their capital ships is to be their enemy and capture them. Signing on with the Marauders isn't a good idea.

Suggestions:
Give an established homeworld to everyone, with the 3 alien  factions being outside normal map range?



I still strip down and throw away most ammo-using light weapons; they just eat through ammo so quickly that a bullet-based gunship is out of ammo before it can kill an energy-based gunship. Thats been around since the beginning though almost.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Okim on April 19, 2016, 10:04:52 PM
Quote
Spent over a year of in-game time without encountering a single horrific space monster, AI, or alien(actively looking for them throughout doing active scans and just floating in their territory)

They may not actually be in mod yet. Need to check.

Quote
Over multiple games have yet to see a military world for the Marauders or Widows; meaning the only way to get their capital ships is to be their enemy and capture them. Signing on with the Marauders isn't a good idea.

Black market is the way to get their ships. Both factions are agressive isolationists by default. They are not supposed to have military markets.

Quote
I still strip down and throw away most ammo-using light weapons; they just eat through ammo so quickly that a bullet-based gunship is out of ammo before it can kill an energy-based gunship. Thats been around since the beginning though almost.

All ballistinc ammo-using weapons REGENERATE ammo. Use extra magasines to expand the time of the initial efficiency of these guns.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Chronosfear on April 20, 2016, 10:28:36 AM
Bug or intented with 0.7.3 ?
Officers max level is 10 ( could count as not a bug )
but
They only get 1 skill point per level, not 3 as vanilla
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Okim on April 20, 2016, 03:08:27 PM
Bug or intented with 0.7.3 ?
Officers max level is 10 ( could count as not a bug )
but
They only get 1 skill point per level, not 3 as vanilla


Both officer related stuff is intended.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Deshara on April 23, 2016, 12:41:16 PM
I hate to be this guy but I have extremely limited time to sit down and play games and as such I never install mods that don't describe their features in the OP and, if they have ships and weapons added in, don't have at least a screencap of a bunch of them to give you a feel for the level of polish and cohesion. Juuust so you know. Especially when people are posting about how hard it is to start this mod
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Okim on April 23, 2016, 01:34:25 PM
I hate to be this guy but I have extremely limited time to sit down and play games and as such I never install mods that don't describe their features in the OP and, if they have ships and weapons added in, don't have at least a screencap of a bunch of them to give you a feel for the level of polish and cohesion. Juuust so you know. Especially when people are posting about how hard it is to start this mod

When i`ll feel that the mod is once again ready to be played - not just 'beta' tested - there will be descriptions and such :)
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Piemanlives on April 23, 2016, 02:42:17 PM
Oh *** I hadn't even realized the OP was essentially gone!
Title: Re: Project Ironclads TC 10.4 (29/3/2016) [0.7.3] Ironclad / vanilla BGs switch
Post by: TrashMan on April 28, 2016, 11:56:19 PM

1.2. random colony redistribution for all factions in their respective sectors
1.3. random amount of colonies per faction

Shouldn't this be more controlled?
IIRC, in your canon the number of colonies factions have is mentioned.

Or at the very least, the ratio is enforced. Restricted randomisation.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
Post by: Smoq2 on April 29, 2016, 04:27:40 AM
0.7.3?? How so?

Also, is there some feature description other than the change log? Graphical content? Gameplay vid? Screenshots?

Cheers!
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on April 29, 2016, 01:18:50 PM
By multiple requests the original post has been updated to include expanded info and screenshots about the mod.
Note - all the shots are taken in steam via 'not associated with steam' gaming options. As far as i`m aware Starsector is not on steam (yet?).

A small paypal.me link is also present there in case you have a spare coin to throw to your humble mod maker :D
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Schwartz on April 29, 2016, 06:45:15 PM
Some of the start options seem a little tight. I picked an RSA bounty hunter with a secondary frigate. I didn't start with the crew to man them both, so CR was quite bad. Then I didn't have the funds to buy both supplies and crew, as price of supplies was a whopping 160 credits at Lomonosov and I was given only 1500 total. So effectively I couldn't play the starting ships unless I beelined to a station and sold one.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on April 29, 2016, 10:10:03 PM
Some of the start options seem a little tight. I picked an RSA bounty hunter with a secondary frigate. I didn't start with the crew to man them both, so CR was quite bad. Then I didn't have the funds to buy both supplies and crew, as price of supplies was a whopping 160 credits at Lomonosov and I was given only 1500 total. So effectively I couldn't play the starting ships unless I beelined to a station and sold one.

Yeah. Fixed in current dev build. Both the crew thingy, starting money sum and ship/commodities costs.

That`s why i`m not actively promoting the mod now - after the rehaul it needs a lot of polishing...
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: nitram9 on April 30, 2016, 04:22:17 AM
I have a problem, is there a place where you receive problems/bugs?

I cant seem to start the game a popup just appears when the game complete starts up(fail) that says Fatal: null.

Only have tried your mod since updating to 0.7.2a-RC3 and using Ironclads TC 11 (15/4/2016)

I like this mod, would love to play more of it. :)
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on April 30, 2016, 05:57:19 AM
I have a problem, is there a place where you receive problems/bugs?

I cant seem to start the game a popup just appears when the game complete starts up(fail) that says Fatal: null.

Only have tried your mod since updating to 0.7.2a-RC3 and using Ironclads TC 11 (15/4/2016)

I like this mod, would love to play more of it. :)

Post the end of the log file here. The part that contains error.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: nitram9 on May 01, 2016, 08:29:16 AM
I have a problem, is there a place where you receive problems/bugs?

I cant seem to start the game a popup just appears when the game complete starts up(fail) that says Fatal: null.

Only have tried your mod since updating to 0.7.2a-RC3 and using Ironclads TC 11 (15/4/2016)

I like this mod, would love to play more of it. :)

Post the end of the log file here. The part that contains error.

I checked the logs and troubleshooted it myself, just allocated more memory for the game. Sorry to have bothered you.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: goduranus on May 02, 2016, 03:07:26 AM
There's certain "ship design not found" when repairing derelict ships.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on May 02, 2016, 03:27:42 AM
Hmm. Will look into it, thanks!
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: striker_ltu on June 03, 2016, 02:29:06 PM
Any ETA when the build with fixes will get released? Current build compared to past versions feels like hardmode++
Spoiler
  • 24 supplies after a battle to get a starter gunship to optimal CR is a bit ridiculious, the storage for the ship is only 20 and fighting a pirate gunship usually yields about 5 supplies.
  • Losing money after a fight alone isn't uncommon, therefore assisting friendlies is completely useless. The only way to earn money is to get lucky on price disparity between planets on the same system.
  • Helmsmanship as a skill is currently feels useless. That extra burn in the past helped to catch up those merchant convoys with a larger fleet or traveling between the star systems, especially right now how large the map currently is.
[close]

I love this mod. Thanks for your hard work!
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: TrashMan on June 09, 2016, 01:13:46 AM
Say, Okim, did you change anything that could impact working with other mods?

Just yesterday I went to update my mod, and noticed the only bigger change was the SectorGenerator file - meaning that 99% of all of my files are usable as-is.
However, once I fully updated and started testing, I keep getting a null pointer error that I've yet to narrow down.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Orikson on June 09, 2016, 04:15:28 AM
Say, Okim, did you change anything that could impact working with other mods?

Just yesterday I went to update my mod, and noticed the only bigger change was the SectorGenerator file - meaning that 99% of all of my files are usable as-is.
However, once I fully updated and started testing, I keep getting a null pointer error that I've yet to narrow down.

Which mods are you adding on with this one? I could try out some myself to help if you want.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on June 11, 2016, 08:19:41 AM
Ok, guys.

If there is anyone willing to take over the Project Ironclads mod`s development - step up and say so.

Unfortunatelly, i don`t have neither interest nor time to continue the mod and will gladly give the source files and my permission to anyone i`ll consider worth providing this privilege to.

Post here or PM me if you wish to.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Toxcity on June 11, 2016, 08:35:31 PM
First SS+ and now ironclads; this is going to be a long update wait. :-[

Thanks for the mod Okim, and for supporting it for so long.

Also, is there anyway to get any of the older versions, or older version sprites?
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Ahne on June 11, 2016, 11:16:14 PM
Quote
Ok, guys.

If there is anyone willing to take over the Project Ironclads mod`s development - step up and say so.

Unfortunatelly, i don`t have neither interest nor time to continue the mod and will gladly give the source files and my permission to anyone i`ll consider worth providing this privilege to.

Post here or PM me if you wish to.


Okim, what happend?!

Iam so sad to hear that you want to quit the ironclads development!
I thought this mod is staying here forever, permanently updated since ages and just an amazing piece of work. First SS+ in its original form and now ironclads...
Project Ironclads is the one and only mod that actually offered a whole new universe with an complete different approach of balancing and features compared to other big mods, at least in my honest opinion. I like it so much and iam so sad right now. Nontheless i wish you the best and thank you for making such an amazing mod over such a long periode of time to entertain all of us starsector fans. Thank you for your time and dedication!

greetings
Ahne
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on June 11, 2016, 11:41:50 PM
Quote
Okim, what happend?!

Family, a lot of work, little kid and a big lack of spare time that i can spent on anything rather then rest.
Sorry.

Quote
Also, is there anyway to get any of the older versions, or older version sprites?

Older versions - no. Old sprites, however, might be archived somewhere - need to check.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: HELMUT on June 12, 2016, 05:20:25 AM
I haven't touched Project Ironclads in a long time, but it's still sad to see it disappear alongside the other total conversions.

Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Sabaton on June 14, 2016, 10:59:53 AM
Quote
Ok, guys.

If there is anyone willing to take over the Project Ironclads mod`s development - step up and say so.

Unfortunatelly, i don`t have neither interest nor time to continue the mod and will gladly give the source files and my permission to anyone i`ll consider worth providing this privilege to.

Post here or PM me if you wish to.



I thought this mod is staying here forever, permanently updated since ages and just an amazing piece of work. First SS+ in its original form and now ironclads...


Nothing lasts forever.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: quarantinetimer on June 20, 2016, 06:15:15 AM
Tech Support Request: As it is improbable to sift through the thousands of responses to find solutions to my problems, please take a look a help me decide a suitable course of action.

When starsector is started with ironclads, it will soon crash and windows will report that java(tm) platform se binary is not responding. Here are the logs.

99331 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/UIN/uin4-cr-germany.png (using cast)
99345 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/RSF/rsf4-cr-novgorod.png (using cast)
99346 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/ISA/isa1-f-mq90.png (using cast)
99350 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/FTG/ftg4-trn-lizard-f.png (using cast)
99351 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/MARAUDERS/pir1-f-harpoon.png (using cast)
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot2_SHIP_SYSTEM not found
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_AI-gunbot_SHIP_SYSTEM not found
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_SHIP_SYSTEM not found
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id cryoflux_SHIP_SYSTEM not found
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
99389 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id phasecloak-xle_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_pirate_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_mining_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_pd_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fly-spawn_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UINx3_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_devastator2_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id emp-uin_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_mining_SHIP_SYSTEM not found
99390 [Thread-4] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_XLE_SHIP_SYSTEM not found
99397 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
99461 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
99461 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
99476 [Thread-8] INFO  sound.return  - Creating music buffer #1
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Pushover on June 30, 2016, 12:31:19 AM
Ok, guys.

If there is anyone willing to take over the Project Ironclads mod`s development - step up and say so.

Unfortunatelly, i don`t have neither interest nor time to continue the mod and will gladly give the source files and my permission to anyone i`ll consider worth providing this privilege to.

Post here or PM me if you wish to.

Have you thought about putting all the code somewhere like GitHub? I don't think I have the experience to support the mod fully, but I'd love to work on some parts of this mod.

I'd be interested in playing around with the source code, but I don't have much experience modding, and about 0 art skills.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Weltall on July 13, 2016, 01:52:06 PM

Quote
Also, is there anyway to get any of the older versions, or older version sprites?

Older versions - no. Old sprites, however, might be archived somewhere - need to check.

I hope it is ok to share the links here, but sure older links can be found. Links down to 9.1 are the still active ones from Okim. 9.0 and older ones are uploaded by me.

If it is not ok to post these, I will take down the post.

For 0.7.2a: 10.4 (https://yadi.sk/d/7hvYORIDqaNKM) and 10.3 (https://yadi.sk/d/NrGxmPGBqXfsV)
For 0.7.1a: 10.2 (https://yadi.sk/d/RHhEb19FmrbJE), 10.1 (https://yadi.sk/d/HURFZDISmEgD2) and 10.0 (https://yadi.sk/d/lMkyhG39m34RT)
For 0.6.5.2a: 9.1 (https://yadi.sk/d/sfrRqe-5iuj4o) and 9.0 (https://yadi.sk/d/9qogbeSftGuKB)
For 0.6.5.1a: 8.6 (https://yadi.sk/d/XHPLxpzYtGuJC) and 8.4.1 (https://yadi.sk/d/hH_1egddtGuGa)

Even if 8.6's mod_info.json says 8.5, I am sure it is 8.6 and the readme seems to support what I remember. Sadly I do not have any Ironclads 7 for 0.6.2a, if that was needed.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on July 18, 2016, 10:04:15 AM
So, first it is planet surveys and procedural sectors, now it is salvage operations and exploration. Next it would be ship customisation and shipyard orders. 

Guess Ironclads has finally lived it`s purpose :D
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Weltall on July 18, 2016, 12:16:13 PM
Even if I played it towards the final versions, 9.1 was a perfect game that no matter what can be considered playable even if the game version is older. I say it is still fine to keep the lights on for it, even if you will not continue. But I am guessing with the new update, the mod will break further.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: mad on July 26, 2016, 02:42:22 AM
Irorclads TC 10.4
The fleet does not consume fuel in hyperspace, how to fix ?

[attachment deleted by admin]
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: SpacePoliticianAndaZealot on October 30, 2016, 01:18:17 PM
So, any news? I would really like to see the mod development continue, but I'm sadly ignorant on the finer workings of Java (for now, at least). Best I can do is play around with .csv files.  :(
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: ChaseBears on December 09, 2016, 06:24:51 PM
Imma not commit to anything, but once 0.8a comes out i'm at least going to take a stab at porting the assets with re-done balance.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on December 10, 2016, 12:22:31 AM
Much appreciated, ChaseBears!

Was thinking to completelly rework the factions, but not sure if i`ll have the time. It seems that ships, weapons, mods and factions are the only stuff to update since the new update basically has everything that Ironclads has.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: TrashMan on April 21, 2017, 12:52:47 AM
Now that 0.8 is out, I *MIGHT* (no promises) take a shot at making IC work in it (with my add-on)

Unless someone else or Okim has different ideas/plans?
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on April 21, 2017, 01:15:57 AM
Hm.

I waited for this day. And i guess i`ll have to dive into it again.
From what i can see - there is a lot of things that Ironclads will have to cut out since they are now in the official game.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: SCC on April 21, 2017, 02:01:59 AM
OH BOY
Great news! It's also nice that if you want to just port it you have less work to do (because some features are in the base game).
Also, since you're back - why XLE ships have mostly armour=hull*0.2, but RSF is hull*0.15? If anything I'd think it's the other way. It's a minor complaint since frigates have short lifetime anyway, but it's somewhat bad that all other factions' frigates can tank a bit without consequences (shields) but RSF don't really have that option. Not to mention AI being trigger-happy when armed with missiles and facing shieldless ship.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Maelstrom on April 21, 2017, 10:47:44 AM
have you thought of also adding ironclads to the corvus map? would be great!
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: TrashMan on April 22, 2017, 02:10:40 PM
Hm.

I waited for this day. And i guess i`ll have to dive into it again.
From what i can see - there is a lot of things that Ironclads will have to cut out since they are now in the official game.

yup.
The major change seems to be fighters.
wings.xml has a lot more fields, and I'm not even sure what some do.
ships.xml seems to be the same, but that's just at a glance
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: TrashMan on April 22, 2017, 02:16:50 PM
have you thought of also adding ironclads to the corvus map? would be great!

With the extension of the starmap, Ironclads can work as an addition - the far flung sector with new factions. :)
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on April 22, 2017, 02:25:17 PM
Ships and wings, weapons and variants are just 10% of Ironclads` stuff that needs to be adopted.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: TrashMan on April 24, 2017, 05:01:35 AM
Still needs doing.

Here's the edited wing_data

Code
id,variant,tags,tier,rarity,fleet pts,op cost,formation,range,attackRunRange,num,role,role desc,refit,base value,,,,,,,,number
,,,,,,,,,,,,,,,,,,,,,,
keeper_wing,ffs1-f-keeper_variant,"fighter1, fighter, mid",1,,6,8,CLAW,5000,500,3,INTERCEPTOR,Interceptor,10,5000,,,,,,,,20304
regulator_wing,ffs1-f-regulator_variant,"fighter2, fighter,high",,,3,8,CLAW,5000,500,3,FIGHTER,Fighter,,11000,,,,,,,,20304
,,,,,,,,,,,,,,,,,,,,,,
mig99_wing,rsf1-f-mig99_variant,"fighter2, interceptor, low",1,,5,8,CLAW,4000,500,5,INTERCEPTOR,Interceptor,,3000,,,,,,,,2002
su57_wing,rsf1-f-su57_variant,"fighter2, fighter, low",2,,3,8,CLAW,4000,500,3,SUPPORT,Support,,6000,,,,,,,,2000
su74_wing,rsf1-f-su74_variant,"fighter2, fighter, low",2,,3,8,CLAW,4000,500,3,FIGHTER,Fighter,,7500,,,,,,,,20004
su252_wing,rsf1-f-su522_variant,"fighter3, fighter, mid",2,,3,10,CLAW,4000,500,3,ASSAULT,Assault,,6000,,,,,,,,20004
tu610_wing,rsf1-f-tu610_variant,"bomber2, bomber, mid",3,,2,12,CLAW,4000,500,2,BOMBER,Bomber,,15000,,,,,,,,2001
tu620_wing,rsf1-f-tu620_variant,"fighter4, fighter, high",3,,2,10,CLAW,4000,500,2,ASSAULT,Assault,,12000,,,,,,,,20012611
,,,,,,,,,,,,,,,,,,,,,,
f61_wing,isa1-f-f61_variant,"fighter2, interceptor, low",1,,4,8,BOX,4000,500,,INTERCEPTOR,Interceptor,,3500,,,,,,,,2008
a110_wing,isa1-f-a110_variant,"fighter3, fighter, low",2,,4,8,BOX,4000,500,,ASSAULT,Assault,,8000,,,,,,,,20700
f135_wing,isa1-f-f135_variant,"fighter4, fighter, low",2,,3,8,V,4000,500,,FIGHTER,Fighter,,10000,,,,,,,,2006
mq90_wing,isa1-f-mq90_variant,"fighter2, fighter, mid",1,,3,8,V,4000,500,,FIGHTER,Fighter,,8000,,,,,,,,20044
f171_wing,isa1-f-f171_variant,"fighter3, fighter, low",2,,3,10,V,4000,500,,SUPPORT,Support,,9000,,,,,,,,20306
b202_wing,isa1-f-b202_variant,"bomber2, bomber, high",3,,2,12,BOX,4000,500,,BOMBER,Bomber,,15000,,,,,,,,2007
ac300_wing,isa1-f-ac300_variant,"fighter4, fighter, low",3,,2,10,BOX,4000,500,,ASSAULT,Assault,,12000,,,,,,,,207007
,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,
viper_wing,xle1-f-viper_variant,"fighter2, interceptor, low",1,,4,8,BOX,4000,500,,INTERCEPTOR,Interceptor,,3600,,,,,,,,20023
stinger_wing,xle1-f-stinger_variant,"fighter2, fighter, low",1,,3,8,CLAW,4000,500,,FIGHTER,Fighter,,5600,,,,,,,,2002313
cobra_wing,xle1-f-cobra_variant,"fighter3, fighter, low",2,,3,8,CLAW,4000,500,,FIGHTER,Fighter,,6400,,,,,,,,200233
raptor_wing,xle1-f-raptor_variant,"fighter4, fighter, low",2,,3,8,CLAW,4000,500,,ASSAULT,Assault,,7200,,,,,,,,2002373
,,,,,,,,,,,,,,,,,,,,,,
tornado_wing,uin1-f-tornado_variant,"fighter2, interceptor, low",1,,5,8,V,4000,500,,INTERCEPTOR,Interceptor,,4500,,,,,,,,20608
hurricane_wing,uin1-f-hurricane_variant,"fighter2, interceptor, low",2,,3,8,V,4000,500,,INTERCEPTOR,Interceptor,,9000,,,,,,,,202608
blizzard_wing,uin1-f-blizzard_variant,"fighter3, fighter, low",2,,3,8,V,4000,500,,SUPPORT,Support,,8500,,,,,,,,206078
lancer_wing,uin1-f-lancer_variant,"fighter4, fighter, low",2,,2,8,BOX,4000,500,,SUPPORT,Support,,12000,,,,,,,,2060782
,,,,,,,,,,,,,,,,,,,,,,
hunter_wing,pir1-f-hunter_variant,"fighter2, fighter, low",1,,5,8,V,4000,500,,INTERCEPTOR,Interceptor,,2000,,,,,,,,20202
harpoon_wing,pir1-f-harpoon_variant,"fighter2, fighter, low",1,,3,8,V,4000,500,,SUPPORT,Support,,4500,,,,,,,,202023
sparker_wing,pir1-f-sparker_variant,"fighter2, fighter, low",2,,2,8,V,4000,500,,ASSAULT,Assault,,12000,,,,,,,,7624
,,,,,,,,,,,,,,,,,,,,,,
dart_wing,ftg1-f-dart_variant,"fighter2, interceptor, low",1,,6,8,BOX,4000,500,,INTERCEPTOR,Interceptor,,1800,,,,,,,,2002
follower_wing,ftg1-f-follower_variant,"fighter2, interceptor, low",1,,5,8,V,4000,500,,INTERCEPTOR,Interceptor,,1500,,,,,,,,2008
stunner_wing,ftg1-f-stunner_variant,"fighter2, fighter, low",2,,4,8,BOX,4000,500,,SUPPORT,Support,,4500,,,,,,,,20608
,,,,,,,,,,,,,,,,,,,,,,
alien_fighter_wing,alien-fighter_variant,"fighter2, fighter, low",1,,6,8,BOX,4000,500,,FIGHTER,Fighter,,12500,,,,,,,,2003
alien_bomber_wing,alien-bomber_variant,"bomber2, bomber, low",1,,2,8,BOX,4000,500,,SUPPORT,Support,,16000,,,,,,,,200333
,,,,,,,,,,,,,,,,,,,,,,
claw_wing,wdw1-ftr-claw_variant,"fighter2, fighter, low",1,,4,8,V,4000,500,,FIGHTER,Fighter,,4000,,,,,,,,2008

And also ship data - for fighters only for now
Code
Dart,ftg1-f-dart,,,,190,10,200,,20,0,,240,180,180,180,180,20,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,3100
Follower,ftg1-f-follower,,,,150,5,500,,100,0,,200,125,125,120,240,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,8400
Stunner,ftg1-f-stunner,,,,175,12,400,,80,0,,220,150,150,190,380,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,10800
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
RSF Combat Drone,rsf1-drn-combat,,,,30,10,100,,50,,,200,1000,1000,3600,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,400
RSF PD Drone,rsf1-drn-pd,,,,30,10,200,,50,,,200,1000,1000,1800,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,500
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
MIG-99,rsf1-f-mig99,,maneuveringjets,,200,10,300,,30,0,,240,180,180,180,360,20,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,800
SU-57,rsf1-f-su57,,maneuveringjets,,400,20,300,,30,0,,200,180,180,180,360,40,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,900
SU-74,rsf1-f-su74,,maneuveringjets,,400,20,300,,30,0,,220,180,180,180,360,40,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,1000
SU-252,rsf1-f-su522,,flarelauncher,,600,60,300,,30,0,,175,100,80,90,120,60,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,10060
TU-610,rsf1-f-tu610,,,,800,160,600,,60,0,,150,100,80,60,90,100,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,1100
TU-620,rsf1-f-tu620,,,,800,160,600,,60,0,,150,100,80,60,90,100,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,1200
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
F-61,isa1-f-f61,,,,150,5,250,,100,0,,240,180,180,180,180,15,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,6100
A-110,isa1-f-a110,,,,250,20,250,,100,0,,180,100,100,120,240,50,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,6200
F-171,isa1-f-f171,,,,150,5,500,,150,0,,180,180,180,180,180,15,PHASE,phasecloak,125,,,0.05,0.05,1,1,,,,,,,,,,,,,,0,,,6300
F-135,isa1-f-f135,,,,200,15,500,,150,0,,220,180,180,180,180,25,FRONT,,125,0.45,0.75,,,1,1,,,,,,,,,,,,,,0,,,6400
B-202,isa1-f-b202,,,,500,25,750,,200,0,,150,120,120,120,120,100,FRONT,,125,0.45,0.75,,,2,2,,,,,,,,,,,,,,0,,,6500
AC-300,isa1-f-ac300,,,,750,50,750,,200,0,,150,120,120,120,120,200,FRONT,,125,0.45,0.75,,,3,3,,,,,,,,,,,,,,0,,,6550
MQ-90 Slayer UCS,isa1-f-mq90,,,,150,20,500,,150,0,,200,130,130,130,300,20,FRONT,,125,0.45,0.75,,,0,0,,,,,,,,,,,,,,0,,,6600
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
UIN Defence Drone,uin1-drn-defence,,,,30,10,200,,50,,,200,1000,1000,1800,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,10500
UIN Devastator Drone,uin1-drn-devastator,,,,300,60,1000,,150,,,190,190,100,200,400,25,FRONT,,90,0.4,1,,0,0,,,,,,,,,,,,,,0,,,10600
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Tornado,uin1-f-tornado,,,,200,15,400,,80,0,,255,150,150,190,380,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,10800
Hurricane,uin1-f-hurricane,,,,350,18,600,,120,0,,240,160,120,210,440,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,10900
Blizzard,uin1-f-blizzard,,,,200,15,600,,120,0,,225,175,125,200,400,25,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,11000
Lancer,uin1-f-lancer,,drone_UINx3,,400,40,800,,160,0,,180,180,180,210,440,50,FRONT,,90,0.2,0.75,,,0,0,,,,,,,,,,,,,,0,,,10950
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Beamer Drone,xle1-drn-beam,,,,10,0,900,,45,,,300,3000,3000,360,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,14001
Viper,xle1-f-viper,,flarelauncher_active,,200,20,600,,30,0,,280,200,140,150,360,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,14100
Cobra,xle1-f-cobra,,flarelauncher_active,,200,20,900,,45,0,,260,190,130,150,360,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,14200
Stinger,xle1-f-stinger,,flarelauncher_active,,200,20,600,,30,0,,275,195,135,155,360,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,144200
Raptor,xle1-f-raptor,,flarelauncher_active,,400,40,1200,,60,0,,250,200,120,180,360,50,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,14300
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Keeper,ffs1-f-keeper,,,,210,21,1100,,110,0,,220,145,90,145,280,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,1000
Regulator,ffs1-f-regulator,,,,250,25,1100,,110,0,,180,120,80,120,280,30,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,1000
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Pirate EMP Drone,pir1-drn-emp,,,,20,5,500,,50,,220,1200,2000,1800,3600,7,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,16800
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Hunter,pir1-f-hunter,,burndrive,,150,30,500,,50,0,,300,200,100,150,300,15,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,17000
Harpoon,pir1-f-harpoon,,burndrive,,200,40,500,,50,0,,250,180,180,210,360,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,17100
Sparker,pir1-f-sparker,,burndrive,,500,100,2000,,200,0,,190,190,80,110,210,100,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,17200
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Alien Drone,alien-drone,,,,30,10,500,,50,,,300,3000,3000,360,3600,5,NONE,,,,,,,,,,,,,,,,,,,,,,,,19600
Alien Beam Platform,alien-platform,,drone_ALIEN_escort,,1200,120,2000,,200,,90,2400,2400,3600,3600,5,OMNI,,360,0.1,1,,,,,,,,,,,,,,,,,,,,19700
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Swarmer,alien-fighter,,drone_ALIEN_escort,,30,10,500,,50,,,300,3000,3000,360,3600,5,NONE,,360,0.1,1,,,1,1,,,,,,,,,,,,,,0,,,19900
Strafer,alien-bomber,,drone_ALIEN_escort,,600,20,1800,,250,0,,175,500,500,180,360,150,NONE,,360,0.1,1,,,3,3,,,,,,,,,,,,,,0,,,20000
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Rock Fly Spawn,spawn,,,,30,10,100,,50,,,200,1000,1000,3600,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,22300
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Claw,wdw1-ftr-claw,,,,150,5,250,,100,0,,240,180,180,180,180,15,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,6100

Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Weltall on April 24, 2017, 06:36:08 AM
I keep stalking this and it is nice to see both Okim and Trashman are still around =))))))))
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: facc00 on April 24, 2017, 05:40:33 PM
Thanks for the continued work on this project!
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: TrashMan on April 25, 2017, 01:23:22 AM
Fixing the entire ship_data.cvs is a chore, because I'm missing same values that the ships didn't have before.
I've put in some average values for supplies a month/repair and fighterbays

This needs re-naming and running a replace ";" with","
It might also end up missing "" in the hints due to formatting.

[attachment deleted by admin]
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: TrashMan on April 26, 2017, 02:27:57 AM
And here be the weapons.

Same as ships, this is a file for editing in office, so it will require a tiny bit of tweaking (replace all";" with "," and possible missing ").
Also, my own weapon entries are in at the bottom, don't forget to delete them. I'm a lazy bum and didn't.

Slowly getting there.

[attachment deleted by admin]
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: DanRowan on April 26, 2017, 05:41:03 AM
Thank you both for your hard work I can't wait to play this mod again!
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: TrashMan on April 26, 2017, 11:13:18 AM
Well, quite a few changes.
I just want to port the factions and ships, cause I don't like stock SS.

I just finished going trough the factions (no more fighter/bomber/interceptor, a few new lines for survey, AI cores, doctrines, officers, hullmods, faction crests, full name).
Individual variants have to be checked (you now have to assign fighters like weapons)

EDIT:
Factions can have their own music too.

I'm already looking for some suitable ones.
C&C Generals might be good for ISA
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: TrashMan on April 26, 2017, 11:07:31 PM
Are you even working on this, Okim? :-\
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: cjuicy on April 27, 2017, 08:32:01 AM
CnC RA2 and 3 both have some good tracks for the Russians.
Title: Re: Project Ironclads TC 11 (15/4/2016) [0.7.2] Huge Randomised Universe
Post by: Okim on April 27, 2017, 09:57:07 PM
Are you even working on this, Okim? :-\

Ships, weapons and wings are the easiest parts that i already adjusted.
But Ironclads is way more that those changes. And this is where i`m not going to be able to do anything due to the lack of any meaningful time and, honestly, no memmory how to code.

Here are all the source files for the mod: https://yadi.sk/d/GoJJdsh03HS6Bw

It includes java files, all configs and such. I`m completelly ok with anyone using these files to make whatever Ironclads 'rebalance', 'relauch', 'rehaul', 'extended' and etc mods going.

The only request is to create your own thread for whatever mod you`ll come up with using these source files.

Use the link to this post if you wish to confirm any rights to use files.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: TrashMan on April 27, 2017, 11:57:19 PM
Most of Ironclads changes have already made it into vanilla.
What's left?

Mining?
Custom ship orders?
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on April 28, 2017, 04:40:23 AM
Most of Ironclads changes have already made it into vanilla.
What's left?

Mining?
Custom ship orders?

Menaces - aliens, ai, rocks.
Custom ships.
Mining.
Ships as rewards.
Resources.
Markets.
Hull mods.
Ship systems.
Crazy economy.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: TrashMan on April 28, 2017, 06:06:05 AM
Wait, you re-wrote the markets?

Aren't menaces just "regular" factions...or are they using their own special code, outside FleetSpawner?
I know you have new commodities (lobster), but outside of that you have special code for economy?

Hull mods and ship systems - the code for those should still be valid.

custom ships, mining, ships as reward, resources (???).... all of that can wait
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on April 28, 2017, 06:31:56 AM
Wait, you re-wrote the markets?

Aren't menaces just "regular" factions...or are they using their own special code, outside FleetSpawner?
I know you have new commodities (lobster), but outside of that you have special code for economy?

Hull mods and ship systems - the code for those should still be valid.

custom ships, mining, ships as reward, resources (???).... all of that can wait

Yeah, completelly rewrote each and every market to include many Ironclad-specific resources.
Rewrote almost every condition.
Also added a hell lot of new markets and conditions.
Elso events were adjusted in some way.
Also fleet spawner itself had smth very specific there tied to factions.
Menaces are script-spawned with various checks and conditions as far as i remember.
Also custom dialogues. Entire starting options set up.

There are tons of tweaks that make rehauling a tedios and very time-consuming work. It would be easier to just import hulls, wings, weapons and variants and start from fresh rather than to mess with all that.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on April 28, 2017, 06:34:23 AM
Hull mods need to be merged as Ironclads replace or adjust many original ones.
And basically each hull has a built-in hull mod of sorts.

Same goes for systems.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: RandomnessInc on April 28, 2017, 07:28:31 AM
Maybe as a step you could release the factions ships weapons, etc. to work in the vanilla campaign

Or are the weapons and ships etc not balanced in vanilla
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: TrashMan on April 28, 2017, 10:33:05 AM
Yeah, I'm working on making the basics (Factions - includes mods, items, weapons, etc) working.

Will have to see about markets, definately have to include the Lobster :P

The question is - to add them to Vanilla (place the 4 factions in a corner somewhere) or to replace vanilla? Methinks going for 2 is better, and anyone who wants them can easily make it work in vanilla with only minor tweaks
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: SCC on April 28, 2017, 11:07:08 AM
Balance is way different than vanilla's one, so I'd rather have Ironclads replace it.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Pushover on April 28, 2017, 01:19:15 PM
Yeah, I'm working on making the basics (Factions - includes mods, items, weapons, etc) working.

Will have to see about markets, definately have to include the Lobster :P

The question is - to add them to Vanilla (place the 4 factions in a corner somewhere) or to replace vanilla? Methinks going for 2 is better, and anyone who wants them can easily make it work in vanilla with only minor tweaks
I'm also taking a stab at porting/rebalancing everything to 0.8, but I'm new at modding SS. TC makes the most sense for Ironclads, since they would be overpowered in vanilla, or require an increased size on all ships (all frigates become destroyers, destroyers become cruisers, etc). The markets don't seem to be too bad, but as Okim said is tedious and requires a fair bit of time to redo.

FleetSpawner was responsible for spawning pirates (all 3 factions), AI, aliens, raiding fleets, rock flies, and the RSF and ISA battle fleets. I don't think that will be too bad either, I tweaked the code for myself in previous versions to make more pirates spawn in smaller fleets to smooth out the earlygame.

The custom bounty missions which never actually got bug free (the ones with reward of a new ship) would be something I'm not sure how to redo. Also a lot of the stuff in rules.csv I don't really know either, but that has mostly been covered in 0.8.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: TrashMan on April 29, 2017, 04:24:31 AM
Yup, converting everything would be a pain and too much work.

Will create a new thread for this "port" at Okims request.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: DinoZavarski on April 29, 2017, 08:20:27 AM
I play a lot IC, as my home PC can't handle fully modded SS. This made me invest considerable amount of time to re-integrate VNC in 0.7.2 and add two more factions, one of them with quite distinctive features like matryoshka style drone swarms and evolving ships (still a lot of work to do). Given how well 0.8 new features fit all this i will definitely do my best to port IC to it. Still my scrappy knowledge of Java won't allow me to do it fast.

I also wanted for a long time to try to implement piracy in SS. What we have now is not even the behavior of privateers, but something more suitable for military raiders, that depend on being a part of a state army to survive. I want to replace this with several types of behaviors:

- Faction spawned military raiders (current "piracy")
- Privateers, that accept to obey some rules and limitations to receive funding, bounties and protection from one of the factions. Give chance to bribe your way out (dialog options when attacked by one or attacking as one). Being caught in attacking units of the commissioning faction, it's allies or neutral ones leads to being branded as pirate (revoked commission, your standings with main factions synced to theirs with Pirate faction without changing your standing with pirates, also bounty is placed on your head)
- Pirate syndicates. Have to be completely self reliant, so unlike previous ones their main goal is getting income, instead of disrupting trade or destroying enemy logistics. Sell logistical services to pirate fleets. Organize the trade with syndicate insurance policies. Those allow to avoid attacks for some time but are considered contraband and confiscated on main faction scan. Have different priced varieties covering different fleet value ranges that last three months and be brought via com dialog on planets with black markets for a price that is modified by your standing with pirates (and if your standing with pirates is above vengeance). If piracy target has no insurance or it's policy does not cover it's value an emergency one month policy can be brought for dynamic price from attacking pirate (dialog options when attacked or attacking while being pirate faction member). When playing as pirate you get bounty for scanning each fleet that has insurance policy and 50% share in emergency policy sales. Being caught in attacking target with a policy results trowing you out of the syndicate and vengeance with pirates.
- Mad dogs. No rules for those and no rules for handling them. May offer to let you for a price or for a ship from your fleet. Or may not, nobody can fortell what their agenda is. Intercepting non-hostile target as a player without being pirate or having commission gives you mad dog options in menu.

A total conversion with relatively little dev activity may be much better place to refine this, compared to the mainstream.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: TrashMan on May 01, 2017, 07:50:59 AM
Hey, Okim. Can you remind me how you defined the factions star systems? I can only find Lomonosov in the files.
All others have economy files, but no actual system definitions (planets, outposts, asteroids and such)
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Pushover on May 01, 2017, 10:48:24 AM
I think system generation is handled through code now, both in vanilla and the previous version of Ironclads. I see the capital systems defined in the code at least. Was the rest procedurally generated?
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on May 01, 2017, 11:48:44 AM
Hey, Okim. Can you remind me how you defined the factions star systems? I can only find Lomonosov in the files.
All others have economy files, but no actual system definitions (planets, outposts, asteroids and such)

There are just 4 systems in the game that are customised. Everything else the mod generates at random given the specific grid coordinate system and specific amounts of controllable by each faction systems.

The map is always different, but the each faction`s sector of map is always the same.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on May 01, 2017, 11:53:15 AM
Generator picks a specific star at random for each star from the list of 4 main types - blue, white, orange and red.

Each system is then generated according to the type. Yellow have habbitable worlds, blue have radiated and rich worlds, whites are mostly made of dust and desert worlds. Reds are asteroid-rich, cold and with abundance of gas giants.

Generetor than places markets on random planets according to planet type, faction and presence of other colonies. Starts from habbitable worlds making them residential, political, military and spacedock centers. Then procedes to mines, farms, factories and etc.

After that pirates come in - they get some very bad planets on distant orbits. Then wrecks, abandoned stations, salvage and etc. comes in.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on May 01, 2017, 11:55:53 AM
All the system files, random generators, markets, planet types and system types and etc are in jars. These can`t be modified untill you get yourself a proper utility to do that and set up the stuff as needed.

As i said - Ironclads is way easier to just write from scratch according to what 0.8 has to offer rather than digging into it in hopes to modify the old data for new stuff.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: TrashMan on May 02, 2017, 01:20:29 AM
...

So I'm better off just making the sytems myself... alrighty.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Kirschbra on May 17, 2017, 09:15:24 PM
Is this mod still going? is it going to make it to 0.8? this has always been one of my favorites
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: spade on May 19, 2017, 12:03:25 AM
Agreed; I'm pretty interested to try this out with the new carrier changes.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: zaimoni on May 19, 2017, 12:45:59 AM
Reincarnation is advertised as STEELCLADS (http://fractalsoftworks.com/forum/index.php?topic=12119.0).
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: MuricanTauri1776 on June 15, 2017, 08:31:55 PM
Just a question, what happened to Sol/Alpha Centauri/Wolf 359 etc. in the lore?
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on June 16, 2017, 01:01:33 AM
Just a question, what happened to Sol/Alpha Centauri/Wolf 359 etc. in the lore?

There was another faction planned for Sol. Some sort of 'friends-to-all' power that governs Sacred Earth and prohibits anyone from entering it, but eagerly allows trading with stations and such.

Never had time to add it and think more of it.
Title: Unidentified ships image...
Post by: Okim on November 20, 2018, 10:12:28 AM
(https://mir-cdn.behance.net/v1/rendition/project_modules/max_1200/d1e22f57873017.5bf44f430702a.jpg)
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Piemanlives on November 20, 2018, 10:49:34 AM
... What are you up to now Okim?

That said? Cool ships dude, always nice to see you doing stuff.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on November 20, 2018, 11:04:14 AM
I dunno know exactly.
May be i`m just trying to relax from exausting everyday life doing some cool stuff...
...or may i`m making something for some mod for some game > : )

Haven`t decided yet.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: SCC on November 20, 2018, 11:32:38 AM
I would wait until the 1.0 version for the last (?), for old times' sake version.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Maelstrom on November 20, 2018, 12:07:26 PM
Omg ive been waiting for this moment for a long time :3 Just gonna say Okim, ironclads will always have its place within the starsector community :)
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Jonlissla on November 20, 2018, 08:44:41 PM
Oh my.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Toxcity on November 20, 2018, 09:50:00 PM
\o/
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on November 21, 2018, 12:20:06 AM
Those ships above. Can any one trace their origin?
I wonder how recognisable they are in 3D instead of flat images...
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Darloth on November 21, 2018, 02:22:12 AM
I -think- I recognize them, but I can't remember where from.

Some obscure RTS game?

The shiny rounded front is very distinctive...
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on November 21, 2018, 02:51:34 AM
Imagine those from the top view.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Shoat on November 21, 2018, 02:56:53 AM
At first I assumed they're your RSF ships from this very mod, but after looking at the sprites again those are way blockier and not this smooth and round at the front.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on November 21, 2018, 05:03:35 AM
Yeah, blockier indeed. However, there is always some place for improvement, right? )
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Shoat on November 21, 2018, 05:06:34 AM
So these are some sort of redesign (I think of one of the RSF destroyers, which had small weapon slots front-left, front-right and some bigger ones back-left and back-right?) to get a bit closer to the russian submarine look and feel?
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on November 21, 2018, 05:10:26 AM
(https://mir-s3-cdn-cf.behance.net/project_modules/max_1200/c850a057873017.5bedfa7d7294b.jpg)

Sort of, but not a DE. That's Omsk frigate with small guns moved to the front.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: TrashMan on November 21, 2018, 09:29:36 AM
Okim, you alive?

I have just begun porting Steelclads to 0.9.
Are you back in action or just dropping by?
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: TrashMan on November 21, 2018, 09:40:55 AM
There was another faction planned for Sol. Some sort of 'friends-to-all' power that governs Sacred Earth and prohibits anyone from entering it, but eagerly allows trading with stations and such.

Never had time to add it and think more of it.

I like the idea. Meshes fully with some fictional universe I'm writing.
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on November 21, 2018, 10:03:29 AM
Afraid i`m just popping up to see what`s happening.

Since you`ve taken the future of IC in your hands there is little for me to do :D
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: jupjupy on November 21, 2018, 10:23:25 AM
Oh, it's Okim!

Great to see you around, man. Hope you're doing well!
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: TrashMan on November 23, 2018, 02:30:26 AM
Afraid i`m just popping up to see what`s happening.

Since you`ve taken the future of IC in your hands there is little for me to do :D

It's in poor hands I'm afraid. I don't have your dilligence or programing skill. Not yet anyway.
But it's nice to see you're alive.

Anyway, with all the expansions in Starsectors, the factions need expansions too. Now each faction needs it's own stations, so there's something for you to do :P
I did dabble in re-balancing and expanding the roster of some factions a bit, but it's slow work. Just 4 new ships so far (AI cruiser, Alien destroyer, RSF battleship, ISA carrier)
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Kirschbra on November 23, 2018, 12:04:35 PM
Oh good, so this mod isn't dead? It's called steelclad now?  I always liked this one, it had a very distinct flavor
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on November 29, 2018, 08:10:08 AM
(https://mir-cdn.behance.net/v1/rendition/project_modules/max_1200/1e98b257873017.5c000ee1bdae4.jpg)

More here (https://www.behance.net/gallery/57873017/3D-modelling-for-games-3D-modeli-dlja-igr) (scroll down).
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Maelstrom on November 29, 2018, 08:34:18 AM
welp, looks like space engineers got the best of him... RIP Okim!
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on December 13, 2018, 09:14:46 PM
Not Space Engineers :D

The Origin of my modding - Sword of The Stars actually.

(https://mir-cdn.behance.net/v1/rendition/project_modules/1400/d96f2773548965.5c12c8d539f9b.jpg)
(https://mir-cdn.behance.net/v1/rendition/project_modules/1400/d6087a73548965.5c12c8d5382ff.jpg)
More here: https://www.behance.net/gallery/73548965/SOTS-TCM (https://www.behance.net/gallery/73548965/SOTS-TCM)
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on December 16, 2018, 02:40:48 PM
Total Convertion Mod: Fragmented Sectors mod for Sword of The Stars based on the Ironclads Project:
http://www.kerberos-productions.com/forums/viewtopic.php?f=16&t=57976

Just in case someone is interested to see how 2d universe of Ironclads slowly transforms into 3d :D
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Scorched Earth on November 04, 2019, 08:31:57 PM
I like how the page warned me not to reply because no one has said anything in a while
Title: Re: Project Ironclads TC (28 of April, 2017) Source files for the mod
Post by: Okim on January 15, 2020, 12:46:11 AM
Hey all. Whats up?

I've been contacted recently and was told that there was some issues with Steelclads regarding some content stuff and such.
Can someone please update me on what is that all about?

Also - i would prefer to use discord for this since thats where i'm currently much easier to locate:
https://discord.gg/eDJQwQA