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Messages - Toxcity

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526
Mods / Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« 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.

527
Mods / Re: Project Ironclads Total Conversion, version 6.7 (0.6.2a)
« 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?).

528
Mods / Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
« on: January 31, 2014, 03:39:38 PM »
Where do you sell Rock Fly parts?

529
Mods / Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
« on: January 30, 2014, 06:13:42 AM »
The new prototypes are great! Hope I get to use them soon.

530
Mods / Re: Project Ironclads Total Conversion, version 6.6.4.1 (0.6.2a)
« 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)?

531
Mods / Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
« 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.

532
Mods / Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
« 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?

533
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 21, 2014, 07:11:38 AM »
I guess that one's going to be a destroyer?  :P

534
Yay, Cult of Lud is coming together :)  Really wish David would make a couple of official-ish ship sketches for them so that we have some sort of reasonable style guide; I've been wanting to mess with them for ages but I feel like making ships before I know what the color scheme is like would be pretty fruitless :)

In the missions they just use lowtech ships.

535
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 20, 2014, 07:02:39 PM »
I'd rather see the monsters that the Nevermore is based on, since Blackrock has a pretty good variety of ships.

536
Mods / Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
« 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.

537
Mods / Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
« 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.

538
Mods / Re: Obsidian Void (ASC: B4.1) (DOM: D1) - 0.6.1a
« on: January 19, 2014, 10:50:13 AM »
Are you going to change anything for the 0.6.2a update?

539
Mods / Re: Project Ironclads Total Conversion, version 6.6.2 (0.6.1a)
« 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.

540
Mods / Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
« on: January 03, 2014, 08:56:01 PM »
The Grav Cannon appeared in the Orbital Station, though it might be because I started that save without the mod and then saved it with the mod enabled later.

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