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Messages - PerfectDeath

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Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« 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.

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Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
« on: November 05, 2014, 09:49:59 AM »
Pilot a Wolf

Equip Reapers (level 5 missiles means x2 shots each)

Phase Skim behind target (by skimming through them)

Surprise!

3
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6 - Updated!
« on: November 04, 2014, 08:31:58 AM »

Whereas with mirrors, it's just a flat and (on human scales) infinite sustained function of the total surface area of mirrors you have in orbit, and their distance from the star. (inverse-square law)

Also, mirrors in space are INCREDIBLY easy to make - melt one nickel-iron asteroid, vaporizing the volatiles in the process - same for one siliceous asteroid. After you've got a ball of molten metal and glass, you use controlled vaporization via collimated light to act as a rocket motor and spin them up - the rotational forces pulling them out into discs (carefully controlled, of course, to maintain even thickness) and then you join the two still-molten discs together to create a modern metal-backed mirror with an IMMENSE surface area.

Two one-km asteroids (final melt diameter) becomes a mirror with a surface area of 104,000km^2 at 5cm thickness.


How many years of bad luck would you get breaking that mirror? =P

4
Mods / Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« 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?

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Mods / Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« on: October 28, 2014, 09:03:03 AM »
Okay, I needed ShaderLib as well, didn't know that.

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Mods / Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« on: October 27, 2014, 10:04:15 PM »
I ran the mod (I have the LazyLib 2.0 mod and the Console command mods also installed) and when the loading screen finishes I receive a crash error:

"Fatal: org/dark/shaders/util/ShaderLib"

If I run with only the LazyLib mod off then I receive an error:

"Fatal: org/lazywizard/lazylib/JSONUtils"

Hope that gives some help?

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Mods / Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« 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! =]

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Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« 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.

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Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« 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.

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Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« 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

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Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« 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.

12
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« 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.

13
Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« 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.

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Mods / Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« 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.

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