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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1644476 times)

OOZ662

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2910 on: August 07, 2014, 08:27:12 AM »

Have an Indiana-class and 30 low-tech components in the hold, but no option to upgrade to a Mauler-class on a pirate start.
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2911 on: August 07, 2014, 09:23:38 AM »

Odd, will look to it.

Lord0Trade

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2912 on: August 07, 2014, 03:25:19 PM »

Archive for 7.2 goes 404

downloaded the zip though. dunno if it will work. Cheers!

The requested URL /other/Sector/ironclads7.2.rar was not found on this server.

Apache/1.3.41 Server at www.lordsofthestars.com Port 80



BTW any help for 32 bit users?
« Last Edit: August 07, 2014, 04:33:20 PM by Lord0Trade »
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Dwarf892

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2913 on: August 07, 2014, 09:43:34 PM »

I'm getting Error 404 as well, oh yaaa first post ;D
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2914 on: August 07, 2014, 09:44:10 PM »

Fixed. There is no rar version - only zip.

EDITED:

Quote
BTW any help for 32 bit users?

Nothing can be done here. I hope that 0.65 will address these issues. There are supposed to be 4 new star systems in the core game which brings the game to the number of 6 populated stars. It means that there is a chance that people will get the same issues we have now with Ironclads.

By the way - after 0.65 the map of Ironcladverse will get shrunk a bit and the amount of fleets will be a bit fewer.
« Last Edit: August 07, 2014, 11:25:10 PM by Okim »
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2915 on: August 08, 2014, 04:30:48 AM »

Guys, don`t use heavy autoblaster - its broken (forgot to reset in to 'alternating' from 'linked' - so it fires 8 shots instead of 4).

OOZ662

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2916 on: August 08, 2014, 04:48:01 AM »

It's certainly tricky outfitting an FFS fleet with only 10 of each weapon. ;D

The E-Beam has "no description" as its role; dunno if this affects its point defense properties.

Deploying FFS fighters is agonizing from a CR and supply usage standpoint, though this may be intended since they're nomadic.

The Order-class's description calls it an "Orger." "Skirmishes" is misspelled.

Out of curiosity, who should one attack if playing a UIN game? XLE would be the sensical choice, but the message you get about only attacking war enemies when joining the Navy and the two not technically being at war kinda confuses me.
« Last Edit: August 08, 2014, 04:50:53 AM by OOZ662 »
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2917 on: August 08, 2014, 05:02:44 AM »

Get a Scrambler Device and start your rampage on whomever you wish. Or hunt down FFS, alien and pirate fleets.

XLE and UIN are not at war with anyone. The is one one war in Ironclads - between RSF and ISA.

Fixing reported errors, thanks.

OOZ662

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2918 on: August 08, 2014, 06:31:09 AM »

Equipped an Assault Gauss Cannon to a Bulgaria mod.2 and it won't fire. It charges and discharges as if it were firing but uses zero flux and doesn't launch anything. Thought maybe it needed more flux to fire than my capacity, but my calculator says it shouldn't.
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2919 on: August 08, 2014, 06:45:20 AM »

AGC needs 400x6 flux to fire. Codex is not showing all the info needed to figure out how a gun operates. I for one can`t even understand how it calculates 3-burst-fire weapons.

Jojo Raiel

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Re: Project Ironclads TC, version 7 with hotfix (0.6.2a)
« Reply #2920 on: August 08, 2014, 07:54:58 AM »

Hi, i've get this white background bug that i've also noticed mentioned on other forums, but nobody seems to have a fix. When i load the mod everything is fine, but once i load a save, all of the black stars and space that make up what i've heard called the "starfield" goes a bleached white. This also occurs in battles an the only way to get out of it is by going into the warp. When you return to a normal system however, it goes white again. Any ideas on how to fix this? (please)   :(

I used to have this issue, more often while running larger mods. Alex fixed it two? versions back. Or at least it's fixed on my system.

Hi, just bought this game and downloaded this mod and WOW.... love it. Unfortunately I get the inverted space background too with this mod installed. It is just the background, and all the colours are inverted, including the planets. UI stays the same and menu screens. Even the game menu at the start is normal... Any help yet?

Without the mod, the game works as it should.

Cheers....
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2921 on: August 08, 2014, 08:04:51 AM »

Can`t help you with this. Try to look at support forums.

My guesses is that your PC has problems with storing textures, which are quite huge in Ironclads.

OOZ662

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2922 on: August 08, 2014, 08:43:59 AM »

I feel kinda dumb asking this but the search function isn't very helpful. I seem to recall someone saying that scrambler devices "stack," am I correct? i.e. two scramblers will hide 100pts worth of fleet. One is just enough to hide a few frigates, maybe a destroyer. I'd like to be able to wield the nice heavy stuff. ;D

Is the UIN's destroyer-class carrier supposed to have a burn speed half that of the rest of its class? At only 2.0 it feels like it really gimps any fleet it's included in unless I'm missing something. Makes the cruiser-class experimental carrier more worthwhile since it goes 4.0, I guess.
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2923 on: August 08, 2014, 09:15:48 AM »

Scrambler hides regardles of your fleet size. The fleet size limitation is only for the repreat option which scrambler provides. And it does not stack.

As for UIN DE-carrier - that`s not supposed to be so. It should be the same as other destroyers.

OOZ662

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2924 on: August 08, 2014, 09:38:50 AM »

Oh, I think I made a mistake. Looking in the ship data file, I see there's an Italy-class carrier in with the rest of the DEs that burns at 4.0 and the Germany "battlecarrier" that burns at 2.0 along with the battlecruiser. I've never seen an Italy and the Germany looked a bit small, so I guess I mistook them for each other.

As I go through the day, I wish more and more that the Codex would get an update with better filtering and more info.

EDIT: Ah, but the Italy is the experimental one, that's why I've never seen it. So the UIN doesn't have a DE-class carrier to begin with as far as I can tell.
« Last Edit: August 08, 2014, 09:44:36 AM by OOZ662 »
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