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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1643299 times)

Maelstrom

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3405 on: December 16, 2014, 04:48:29 PM »

Okim, I am just going to send you a pic of the progress so far to know what you think about it. Its really really early but I feel pretty good about the progress so far!
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code99

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3406 on: December 16, 2014, 10:13:05 PM »

Hello fellow captains,

I just want to thank Okim for his great work (as usual) on Ironclads. This is the only reason i bought Starsector.
I've played all of your mods and loved them all.

Keep up the good work!
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Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3407 on: December 16, 2014, 10:34:06 PM »

Okim, I am just going to send you a pic of the progress so far to know what you think about it. Its really really early but I feel pretty good about the progress so far!

Please, start your own thread and post whatever you wish there. I`m not really interested in mods of my mods and surely wont be bothered looking/judging/suggesting on such works. You are doing it for the players not for me (if it is the later - than your work is doomed ;) )
« Last Edit: December 17, 2014, 10:16:26 PM 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 #3408 on: December 16, 2014, 10:37:59 PM »

Regarding bounties. These are planned to be adressed in the next release (~26 of December).

I can`t figure out how these work and what triggers 'deserters'. It seems to be a bounty level, but i don`t see any such bounties even for 100+ credit ones. And i never saw any non-FTG bounties.

So i added a weighted picker to select the spawned fleet type from pirates, local pirate subfaction and faction. Have to test this, but i still think it wont work properly.

Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3409 on: December 16, 2014, 10:51:04 PM »

Supplies/fuel.

It seems that depots combined with other conditions that consume sup/fuel are not working well. They almost never have the desired amount of supplies, so i`ll probably add a small amount of production to depots. Should make things easier (sup/fuel cheaper and more frequent).

Balancing economy is HELL.

Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3410 on: December 16, 2014, 10:57:22 PM »

AI/Aliens.

These guys right now drop a lot of resources. Later in development they will be dropping AI/Alien tech instead which you will be able to exchange for prototype ships or hybrid weapons.

Rock Fly.

Might boost it a bit. Probably by making it`s spiky weapon to be kinetic and plasma breath much more powerful. Fly will eventually be dropping some high-value parts just for selling purposes.

Small driver.

It is a no. RSF does not have any small laser/ion cannons and UIN already posess quite a range of ballistic smalls.

JonMW

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3411 on: December 16, 2014, 11:21:59 PM »

Amusingly, I just had my ships scanned my a UIN fleet. Their commander was named "Bots AI" (he looked right, at least).
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Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3412 on: December 17, 2014, 12:04:35 AM »

Really? That`s odd :)

JonMW

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3413 on: December 17, 2014, 05:00:33 PM »

My Catapult layout:
Spoiler

(That's one Devilfish Battery and two Devilfish Launchers)
[close]
All this fits in the base 50 ordinance points exactly with no increases, and it is rude as hell.

Ramblings:
Spoiler
It'll immediately wipe ~2 enemy ships off the map, then I make it retreat to be reloaded for the next engagement. With a little support to spot the enemy and protect it from fighter wings, I can easily hit-and-run large fleets with impunity - the CR loss is low enough to be redeployed many times against a single opponent without rest.

On the other hand, I'm now thinking that most of the extra missiles in the Devilfish Battery never get launched, even with the Accelerated Missile Racks (the active system). Perhaps it would be better to downgrade the Battery to a third Devilfish Launcher, then spend the spare OP on three Hunter MRMs on the front (which also have a 5000 range), Amplified Sensors, and a good PD weapon in the turret.

I even tried a couple of these (with HE weapons, obviously) on a Rockfly. That didn't work so well, some shots did hit but I didn't seem to be doing enough damage to take it out before I had to stop and recover CR - which let it repair the armour and recover all the damage I did.
[close]
« Last Edit: December 17, 2014, 05:06:05 PM by JonMW »
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Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3414 on: December 17, 2014, 11:39:06 PM »

I`m considering to move extended mags/racks to some higher skill levels to make them balanced. Currently all of them are providing +100% increase in ammo capacity which is too high for relatively low-level skills.

I`m aware that the next vanilla update is going to get rid of ammo for the majority of launchers and ALL ballistic weapons. Ironclads will, however, retain the original ammo capacity as most of the guns in ballistic range use this parameter to get some difference.

TrashMan

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3415 on: December 18, 2014, 02:49:42 AM »

Vanilla is getting rid of ammo?
I believe ammo amount could use some improvements, but I don't see removing it as a good move.
Glad you're sticking to ammo.
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Gabriel_Braun

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3416 on: December 18, 2014, 05:40:09 AM »

Yeah don't forget that vanilla is nothing like ironclads...   In vanilla the long battles and up being bruiser brawls that take forever-  Ironclads at least gives huge value to tactical strikes so ammo is important as most battles don't last longer than 5 minutes per stage :)


Also just a courtesy question Trashman:  Do you mind if I use your work as a framework to implement a couple of Keptin's ISF ships as a Japanese subfaction?  It's only for my personal use so I don't see a problem but it's always polite to ask?

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Okim

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3417 on: December 18, 2014, 07:53:50 AM »

Lol. A mod that mods a mod that mods a mod )))))))

Gabriel_Braun

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3418 on: December 18, 2014, 08:32:40 AM »

Haha Okim, it's really ModCeption now :D
I'm asking because I never got as far as trashman with importing those ships myself and used to rely on importing just one hull and setting it as a spawning ship which was pretty gay but that was before the .65 release lol

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TrashMan

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Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« Reply #3419 on: December 18, 2014, 09:53:20 AM »

Yeah don't forget that vanilla is nothing like ironclads...   In vanilla the long battles and up being bruiser brawls that take forever-  Ironclads at least gives huge value to tactical strikes so ammo is important as most battles don't last longer than 5 minutes per stage :)


Also just a courtesy question Trashman:  Do you mind if I use your work as a framework to implement a couple of Keptin's ISF ships as a Japanese subfaction?  It's only for my personal use so I don't see a problem but it's always polite to ask?

Anyone can do anything they want with my stuff.
The internet is for porn creativity. Or so I've been told.

Quote
Haha Okim, it's really ModCeption now

We must go deeper. I'll mod your mod once it's done modding over my mod which mods Okims mod.

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