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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645540 times)

PerfectDeath

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2745 on: June 03, 2014, 11:58:32 PM »

Okay, my Michigan class ISS Raiden just took on an RSA fleet of 1 Battleship, 2 Crusiers, 1 Carrier, 2 Destroyers, 1 Gunship, and 4 fighters (two heavy torpedos and 2 mig interceptors).
I could only deploy 95 points at the begining but my destroyer support cost 15, so even with a single com point giving me 14 points during the fight. So it was just my battleship and 6 fighter groups vs all that. O_o

Took a huge hit from the battleship which arrived late (likely deployed after I instantly destroyed his 2 cruisers). He caught me chasing his carrier and I couldn't evade his incoming bombardment completely. Didn't have any missiles, tried to use them to take out the carrier. Good thing I slapped 4 assault guass cannons on it! =P

I was worried high tier combat wouldn't be that tense since I had been doing a lot of steam rolling.
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2746 on: June 04, 2014, 01:40:05 AM »

Loading Novgorod with Laser-Tribeam would significantly improve it`s PD capabilities against Tigersharks. ISA BB has 4 of such missiles and 4 Whaleshark MIRVs agains which tribeam isn`t so effective. I need to put a proper description for the Tribeam i guess :)

Bulgaria EMP might eventually get nerfed a bit by reducing its range and rate of fire.

As i said - the next update would bring in targetting cores for Novgorods, Barnauls and Moscows making them more dangerous in combat.



« Last Edit: June 04, 2014, 01:41:49 AM by Okim »
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PerfectDeath

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2747 on: June 04, 2014, 08:28:51 AM »

I equipped powered armour onto a ship and I can still activate my shield even though it says I should have none. However, the ship I tested this on has an omni shield, powered armour seems to reduce it to being a fixed shield.
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DePriest

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2748 on: June 04, 2014, 12:10:10 PM »

I'm loving the Illinois class prototype destroyer, this ship can take on a battleship and win with careful use. Only way to make this thing better in my eyes is being able to remove the omni shield in favor of a fixed forward, though that might make the ship a bit over powered in a players hands.
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2749 on: June 04, 2014, 12:18:30 PM »

You can do that already via hull mods.

Regarding power armour: thanks to Alex this issue is now fixed. PA now correctly switches off any available shields and has some bonuses slightly buffed.

Regarding 408mm shrapnell cannon: it now correctly spawns shrapnel in 360 arc. In addition the amount of shrapnel is now randomised between 100 and 150 pieces. 408mm is now an absolute shield breaker weapon as it was originally intended.

While working on 408 SC i decided to add a new ballistic weapon - a Shocker Cannon. It fires a single shell with EMP generator mouted inside it. If it hits shields it does kinetic damage as a usual slug. If it hits unshielded ship it spawns EMP arc like if it was a basic UIN EMP Cannon. The gun will probably go to FFS. Eventually it may end up in 408mm family - i haven`t decided yet.

OOZ662

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2750 on: June 04, 2014, 12:29:40 PM »

Is there a method to get FFS ships other than boarding? I've only investigated their patterns a bit, but they seem to spawn from "nowhere" so I assume they don't have a station of their own.
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2751 on: June 04, 2014, 12:30:46 PM »

They will get their own space once Starsector will allow for larger maps to be created. For now they are just as other 'guests' like AI, Flies and Aliens.

DePriest

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2752 on: June 04, 2014, 12:56:24 PM »

You can do that already via hull mods.

If your talking about the Illinois, you can't mount the front arc shield mod. It's red for me at least no matter how much Op available.
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2753 on: June 04, 2014, 01:04:19 PM »

Hmm. I`ll see to it.

EDITED: Illinois can switch it`s omni to frontal fixed shield via hull mods. Carefully read the hull mods` descriptions, please...
« Last Edit: June 04, 2014, 01:26:51 PM by Okim »
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OOZ662

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2754 on: June 04, 2014, 07:47:46 PM »

You can do that already via hull mods.

If your talking about the Illinois, you can't mount the front arc shield mod. It's red for me at least no matter how much Op available.

To expand on that, make sure you're looking at the Front Shield Emitter (locks the existing omnishield forward and expands it) and not the Front Shield Generator (juryrigs a small front shield on a ship with no stock shield system). I sat staring confused at those the first day I played Starsector myself.
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2755 on: June 04, 2014, 11:25:57 PM »

Renamed both mods for the next update to 'Fixed-to-Omni Shield Convertion' and 'Omni-to-Fixed Shield Convertion'. Fixed Shield Emitter left as it is now.

OOZ662

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2756 on: June 04, 2014, 11:31:08 PM »

Just as a preemption, it's "conversion." ;D

And while I'm on nitpicky things, I noticed the Tanker model of the Crawler is slightly off to the right and more blurry when compared to the cargo model, at least in the refit window. Though if I ever see mine of the battlescape it'll probably be hard to see through the flames.
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2757 on: June 04, 2014, 11:37:12 PM »

Strange. I see no difference in quality between the two.

az879

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2758 on: June 05, 2014, 09:18:50 AM »

Bug report: My abandoned space station with supply base upgrade does not consume industrial equipment, instead it produces/duplicates it along with producing supplies. It does however still require some industrial equipment to start the process. Also it does not produce any fuel, just supplies contrary to the description.

On a side note, why does the RSF Kerch prototype have such a low max burn compared to other destroyers? Shouldn’t it be faster because of AI tech?
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2759 on: June 05, 2014, 09:32:53 AM »

Thanks for reporting it. Fixed both issues. Keep the feedback comming ;)


And here is a little something i`m working on right now... I think you all can guess what this is.

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