1. 'Armor Analysis' vs. 'Energy Pump': The former gives 2x multipliers to both ballistic/missile/energy weapons and beam-based weaponry (thus 4x multiplier for some weapons?), so unless those three categories don't stack with beams for damage purposes, the latter hullmod (3x boost to beam weaponry only) seems... questionable.
Energy Pump has a real point on ships using High Energy Focus or on ships focusing on short-range beam PD or Frigates armed with relatively short-ranged, high-damage beam weapons (Scythus et al). I don't think they're redundant, it's just that Energy Pump is much more specialized.
2. The 'Heavy Armor', 'Blast Doors', and 'Reinforced Bulkheads' hullmods: are those intentionally providing increased armor/hull damage reduction, in addition to the increases to their respective numerical stats? Why not a further increase to the armor/hull stat multipliers instead? Something to do with the critical hit system? Or something else?
Basically, these have some reductions in them that make them a bit more attractive; raw numbers (i.e., merely adding on more hitpoints / armor points) are a lot less effective, especially given the changes to Automated Repair Unit. In the case of Blast Doors, it makes that Hull Mod quite attractive for what it does, which it previously wasn't.
3. 'Stabilized Shields' is missing the 'ship.getShield() != null' parameter for 'isApplicableToShip(ShipAPI ship)'... which allows it to be equipped on ships without shields, or with a phase cloak.
IIRC I did that because it provides a little bit of Hard Flux drain. Kind of pointless now, I agree. Fixed.
4. 'Front Shield Emitter' has a seemingly inexplicable flat +0.25f modifier to shield damage taken in addition to its 50% shield DR factor... I'm at a loss as to rationalizing that odd modifier.
Basically, this is a smallish penalty for conversion, instead of getting the full conversion benefits of a fixed-forward shield. All fixed-forward shields are twice as efficient as Omni shields, and I wanted a little penalty in here for conversion to make it a little less attractive. The bonus with Hardened Shields is supposed to stack with that.
1. Both the 'Strike' variant of the Hyperion and the Cleaver (no variant name, assumed 'Standard') have both 'Armor Regeneration' and 'Neutronium Plating'.
Thanks for catching that
Fixed.
2. Do both variants of the Tempest really need to mount 'Front Shield Emitter', 'Hardened Shields' and 'Stabilized Shields' simultaneously (multiplicative 75% + 50% + 20% shield DR)?
I don't think that the second Variant is actually used anywhere. What I really ought to do is change the names of all of the Vanilla Hulls, so that they're no longer showing Variants that aren't ever really used...
I don't know if I'm doing something wrong, but playing as the indies it's very, very hard.
Some Factions are harder than others, but bear in mind:
1. You're really supposed to make your early money via mining, not fighting the Factions. Wait until you've leveled up a bit doing easy runs.
2. If fighting the Glaug or Exigency, you need to be prepared to counter their special powers.
3. Running away is often the best plan, if you're outmatched. Bring a starter fleet up against something it can't handle? Retreat.
4. To capture anything, you need to have Marines on board your fleet, or bring Boarding Shuttles.
I finally won the game on Jan 8, 206! All I had to do was wait long enough for everyone to kill my enemies.
Yeah, you'll have that happen right now. In the future, that's going to change; Alpha and all that.
I only have time to go with one mod at a time, can anyone who has played this and Ironclad point out the differences in each? Pros cons? Thanks!
They're totally different experiences. Ironclads is basically a very complete TC in the traditional sense, with a very different universe. It's low on programmer gameplay stuff, but is really high on content and flair. It's also Nintendo-hard to start out
This is more of an "experimental" mod; lots of crazy gameplay changes just for the sake of finding new ways to have fun. It's still Alpha, in the sense that a lot of planned features aren't in the mod yet, but I think that this time I'll get it all working before it gets broken / obsoleted again