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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645764 times)

az879

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2775 on: June 06, 2014, 02:45:52 AM »

*Plays Russian national anthem...


"Today comrades, we will put an end the the capitalist missle and fighter threat. We will use our newest and greatest weapon to destroy our enemy with its unprecedented firepower and use its impenetrable armor coupled with numerous point defenses to remain invinceble. Glory to the motherland! UUURAA!"
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Sabaton

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2776 on: June 06, 2014, 02:51:18 AM »

Why not include a RSF mission where your flagship is the dreadnaught?
It would take place at an earlier point before they were all destroyed, sneak in a little more history of the war between ISA&RSF.
And what kind of system would this monster have?
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SCC

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2777 on: June 06, 2014, 03:45:05 AM »

And what kind of system would this monster have?
I think it would be pointless giving it any system, as it is big and strong enough to defeat any fleet. Such power does not need any shipsystem, it's got guns and more guns!

Also: Okim, does 408mm shrapnel cannon work properly? It deals little damage to shields...

Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2778 on: June 06, 2014, 03:59:46 AM »

It has powered armour (that prevents players from snapping shields on it) and 6 built-in heavy guns, numerous large ballistic turrets, some flaks and pretty large laser beam defence coverage (including tri-beams).

I`m considering to give it flares just for fun. Imagine how cool a flare fireworks would look with such a huge ship...

EDIT: look for the last few pages to find an answer regarding 408 shrapnel...

EDIT2: nope, i don`t want this ship to have any built-in weapons... And having too much beams renders any missile attach almost completelly ineffective, so the number of pd beams will be reduced to 5 tri-beams.
« Last Edit: June 06, 2014, 04:29:08 AM by Okim »
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RAMJB

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2779 on: June 06, 2014, 07:26:16 AM »

I heard the Emperor cancelled his plans for yet another death star. Instead he started building one of those bestial things. And Darth Vader approved.

Holy jeeze, that's going to be a monster.
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2780 on: June 06, 2014, 07:30:28 AM »

I can`t defeat this thing in battle. It eats every single salvo of whatever i throw at it and blows up any assault fighter/bombers before they can strike...

With a massive assault from 3 directions i`ve managed to drop the Federation just to 35% of HPs before it devastated all my forces...

BTW, its so funny to ram the DN with torpedo frigates. The frigate is doomed of cause, but it can suck the PD fire long enough for a couple of torps tearing a hole in DN`s armour.
« Last Edit: June 06, 2014, 07:32:50 AM by Okim »
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ValkyriaL

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2781 on: June 06, 2014, 07:32:54 AM »

I can`t defeat this thing in battle. It eats every single salvo of whatever i throw at it and blows up any assault fighter/bombers before they can strike...

With a massive assault from 3 directions i`ve managed to drop the Federation just to 35% of HPs before it devastated all my forces...

LONG LIVE THE MOTHERLAND!!!
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az879

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2782 on: June 06, 2014, 07:41:16 AM »

I heard the Emperor cancelled his plans for yet another death star. Instead he started building one of those bestial things. And Darth Vader approved.

Holy jeeze, that's going to be a monster.

Plot for Star Wars VII revealed: Russia to anex Endor, a referendum on seperating from the Galactic Empire for all Ewoks will be held.

I sure hope it wil be playabe in campaign or mission and are there rumours of the ISA starting a dreadnaught program of their own?
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Gibster

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2783 on: June 06, 2014, 08:06:25 AM »

I heard the Emperor cancelled his plans for yet another death star. Instead he started building one of those bestial things. And Darth Vader approved.

Holy jeeze, that's going to be a monster.

Plot for Star Wars VII revealed: Russia to anex Endor, a referendum on seperating from the Galactic Empire for all Ewoks will be held.

I sure hope it wil be playabe in campaign or mission and are there rumours of the ISA starting a dreadnaught program of their own?

All hail Galactic Emperor Putin VI! Endor is too scarred of the dreadnought to fight back and its neighbors don't want another galactic war.

Ok, I better stop there before things get a little too politicized and Okim yells at us for bringing the subject up. I still hope that it gets added to the campaign, please :3?
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Sabaton

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2784 on: June 06, 2014, 08:12:30 AM »

With a massive assault from 3 directions i`ve managed to drop the Federation just to 35% of HPs before it devastated all my forces...

 Still, I can only imagine the repair cost for that, the CR recovery cost, the crew replacement, the maintenance and fuel usage for such a big ship.
 Yea, I'm starting to see why these were discarded, bigger can be better but it can also ruin your bank account.
« Last Edit: June 06, 2014, 08:29:42 AM by Sabaton »
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SCC

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2785 on: June 06, 2014, 09:02:32 AM »

Still, I can only imagine the repair cost for that, the CR recovery cost, the crew replacement, the maintenance and fuel usage for such a big ship.
 Yea, I'm starting to see why these were discarded, bigger can be better but it can also ruin your bank account.
But it is so powerfull it would destroy whole defense fleet of star system, if given some support (like something to repair this monster fast and some crew transports for replacements). Then auxiliary RSF forces could salvage helpless planets with ease. One ship to destroy them all... :P

az879

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2786 on: June 06, 2014, 09:03:28 AM »

Is the Astrakhan class RSF carrier supposed to cost 16 logistic points? Most other ships and carriers cost far less logistic points.
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Sabaton

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2787 on: June 06, 2014, 09:35:38 AM »


But it is so powerfull it would destroy whole defense fleet...One ship to destroy them all... :P

 Thats what they said about the Bismark, and it din't stop it from being hunted down, swarmed and sent to the bottom of the sea as Cthulus new chew toy.
 Theres strength in numbers as well.
« Last Edit: June 06, 2014, 09:46:03 AM by Sabaton »
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Okim

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2788 on: June 06, 2014, 10:10:04 AM »

Oh man. I just can copy paste your replies and set up a lore for the dreads from these bits.

Speaking of logistics - i still can`t figure out what exactly was changed after it was introduced. For example these 16 points of logistics. What do they do? Eat up your logistics preventing from supporting other ships? And this repair cost thingy - i recall it being removed and unified for all ships. So how it works now?

CrashToDesktop

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Re: Project Ironclads TC 7.1 (2014/5/5) [for 0.6.2a]
« Reply #2789 on: June 06, 2014, 10:24:15 AM »

The Logisitics is how many supplies per day the ship uses.  The repair cost is on a per-ship basis, "repair cost" in the xml file (note that this is the "total" repair cost, from 0% hull).  You can also modify how much per day a ship repairs, "repair %/day" in the xml file.  These two combined give let you modify how long it takes to repair a ship.  For example, the Conquest repairs at 2% per day, and takes a 1000 supplies to fully repair.  Takes 50 days to get a 0% hull, 0% CR Conquest to 100% fixed.  It also uses 20 supplies per day.
« Last Edit: June 06, 2014, 11:13:33 AM by The Soldier »
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