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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1643477 times)

Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3390 on: December 15, 2014, 09:13:16 AM »

This should better be adressed to Alex. I have no idea how weapon picks work.

connortron7

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3391 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
« Last Edit: December 15, 2014, 08:56:43 PM by connortron7 »
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Luna

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3392 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.
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Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3393 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...
« Last Edit: December 16, 2014, 04:58:57 AM by Okim »
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Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3394 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?  ???

JonMW

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3395 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.
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Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3396 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.

AsterPiano

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3397 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?
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Recklessimpulse

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3398 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.
« Last Edit: December 16, 2014, 03:15:02 PM by Recklessimpulse »
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Gabriel_Braun

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3399 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!
« Last Edit: December 16, 2014, 10:12:07 AM by Gabriel_Braun »
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Angelwing

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3400 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.
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Gabriel_Braun

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3401 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
« Last Edit: December 16, 2014, 10:36:17 AM by Gabriel_Braun »
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Angelwing

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3402 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  ?
« Last Edit: December 16, 2014, 10:49:18 AM by Angelwing »
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Gabriel_Braun

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3403 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
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Angelwing

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3404 on: December 16, 2014, 11:28:49 AM »

Ok , i see how it works , i will modify it :)
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