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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642088 times)

Drglord

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4095 on: April 16, 2016, 07:09:00 PM »

This mod sound really interesting but there is little detail about what is all about?
Is it compatible with any other mod or do you just run this one only?
Does it have a victory condition like exelerin?
I am guessing it has it's own factions right so you can't use any other mod right?
There is really too little information about what is this all about.
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Blaze

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4096 on: April 17, 2016, 03:41:18 AM »

Planet surveying doesn't seem to work; I took 5 probers and turned up nothing after 15 planets.
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Mr. Nobody

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4097 on: April 17, 2016, 05:24:55 AM »

Why does it says that the mod is updated for 0.7.3 when the latest version is 0.7.2a?
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Drglord

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4098 on: April 17, 2016, 01:06:40 PM »

Just the 5 cents from a guy that has finished exelerin about 20 times now. This is a great idea but really poorly executed i guess. Does most weapons have ammo as i have seen so far?
Is there a reason everything is so slow i found the worst part of the game that it took ages to go somewhere and even frigates have burn 6 on this one? Is there a reason?
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SpacePoliticianAndaZealot

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4099 on: April 18, 2016, 01:01:41 AM »

Just the 5 cents from a guy that has finished exelerin about 20 times now. This is a great idea but really poorly executed i guess. Does most weapons have ammo as i have seen so far?
Is there a reason everything is so slow i found the worst part of the game that it took ages to go somewhere and even frigates have burn 6 on this one? Is there a reason?


The mod retains some of the older game mechanics and it works pretty well IMO. Burn levels on frigates vary from 6-10, starting "frigates" are actually armed shuttles (hence the "gunship" in their names) and are meant to suck. Starting out is pretty hard and the mod is hard overall.
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Drglord

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4100 on: April 18, 2016, 03:06:54 AM »

I am not talking about starting ships. Cruisers have burn level 6 and 5 etc.
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Duloth

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4101 on: April 18, 2016, 08:39:31 AM »

Pros:
Many many more star systems to explore.
Have to plan out trips across space; might not be able to make it across the map through hostile territory! This genuinely makes sense!

Cons:
Spent over a year of in-game time without encountering a single horrific space monster, AI, or alien(actively looking for them throughout doing active scans and just floating in their territory)
Over multiple games have yet to see a military world for the Marauders or Widows; meaning the only way to get their capital ships is to be their enemy and capture them. Signing on with the Marauders isn't a good idea.

Suggestions:
Give an established homeworld to everyone, with the 3 alien  factions being outside normal map range?



I still strip down and throw away most ammo-using light weapons; they just eat through ammo so quickly that a bullet-based gunship is out of ammo before it can kill an energy-based gunship. Thats been around since the beginning though almost.
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Okim

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4102 on: April 19, 2016, 10:04:52 PM »

Quote
Spent over a year of in-game time without encountering a single horrific space monster, AI, or alien(actively looking for them throughout doing active scans and just floating in their territory)

They may not actually be in mod yet. Need to check.

Quote
Over multiple games have yet to see a military world for the Marauders or Widows; meaning the only way to get their capital ships is to be their enemy and capture them. Signing on with the Marauders isn't a good idea.

Black market is the way to get their ships. Both factions are agressive isolationists by default. They are not supposed to have military markets.

Quote
I still strip down and throw away most ammo-using light weapons; they just eat through ammo so quickly that a bullet-based gunship is out of ammo before it can kill an energy-based gunship. Thats been around since the beginning though almost.

All ballistinc ammo-using weapons REGENERATE ammo. Use extra magasines to expand the time of the initial efficiency of these guns.

Chronosfear

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4103 on: April 20, 2016, 10:28:36 AM »

Bug or intented with 0.7.3 ?
Officers max level is 10 ( could count as not a bug )
but
They only get 1 skill point per level, not 3 as vanilla
« Last Edit: April 20, 2016, 10:31:01 AM by Chronosfear »
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Okim

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4104 on: April 20, 2016, 03:08:27 PM »

Bug or intented with 0.7.3 ?
Officers max level is 10 ( could count as not a bug )
but
They only get 1 skill point per level, not 3 as vanilla


Both officer related stuff is intended.

Deshara

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4105 on: April 23, 2016, 12:41:16 PM »

I hate to be this guy but I have extremely limited time to sit down and play games and as such I never install mods that don't describe their features in the OP and, if they have ships and weapons added in, don't have at least a screencap of a bunch of them to give you a feel for the level of polish and cohesion. Juuust so you know. Especially when people are posting about how hard it is to start this mod
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Okim

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4106 on: April 23, 2016, 01:34:25 PM »

I hate to be this guy but I have extremely limited time to sit down and play games and as such I never install mods that don't describe their features in the OP and, if they have ships and weapons added in, don't have at least a screencap of a bunch of them to give you a feel for the level of polish and cohesion. Juuust so you know. Especially when people are posting about how hard it is to start this mod

When i`ll feel that the mod is once again ready to be played - not just 'beta' tested - there will be descriptions and such :)

Piemanlives

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4107 on: April 23, 2016, 02:42:17 PM »

Oh *** I hadn't even realized the OP was essentially gone!
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TrashMan

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1.2. random colony redistribution for all factions in their respective sectors
1.3. random amount of colonies per faction

Shouldn't this be more controlled?
IIRC, in your canon the number of colonies factions have is mentioned.

Or at the very least, the ratio is enforced. Restricted randomisation.
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Smoq2

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Re: Project Ironclads TC 11 (15/4/2016) [0.7.3] Huge Randomised Universe
« Reply #4109 on: April 29, 2016, 04:27:40 AM »

0.7.3?? How so?

Also, is there some feature description other than the change log? Graphical content? Gameplay vid? Screenshots?

Cheers!
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