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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1644579 times)

Omez

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1665 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  :(
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1666 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.

Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1667 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!).

Trylobot

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1668 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!
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1669 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...
« Last Edit: October 02, 2013, 02:29:54 PM by Okim »
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1670 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 :)

Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1671 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).

Panzeh

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1672 on: October 02, 2013, 02:58:51 PM »

Look forward to seeing the latest version!
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1673 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 :)

CrashToDesktop

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1674 on: October 02, 2013, 03:29:18 PM »

Does that include the new patch? ;)
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1675 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.

Gabriel_Braun

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1676 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
« Last Edit: October 03, 2013, 04:32:47 AM by Gabriel_Braun »
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1677 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.

Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1678 on: October 03, 2013, 04:43:38 AM »

New ships that are in current mod`s version.





Gabriel_Braun

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1679 on: October 03, 2013, 05:08:47 AM »

OHMYGOSH*OHMYGOSH*OHMYGOSH!!!!!

Okim answers my prayers for a UIN escort carrier!!!!!

 :'(

^^  Tears of joy
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