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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638745 times)

az879

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2925 on: August 09, 2014, 12:19:57 PM »

Did you reduce the amount of items available in the military grade stations? I find it hard to get the weapons I want now.

Also, is the Russia class capturable?
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frogbones

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2926 on: August 09, 2014, 01:36:48 PM »

Maybe I've missed somthing?

I'm trying to upgrade a second station to a supply one, but it always says I don't have enough resources...when I have more than plenty.

THe options stay "greyed out" and in red it says I don't have enough resources.

Though, I have another station upgraded to mine.

is it bugged?

Thanks
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OOZ662

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2927 on: August 09, 2014, 01:46:32 PM »

There used to be a bug where stations required double resources but only consumed the correct amount, but I would assume it's dead by now.
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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.

frogbones

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2928 on: August 09, 2014, 03:12:50 PM »

YES it took double stuffs.

Thanks

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Toxcity

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2929 on: August 11, 2014, 07:56:22 AM »

How do I get  valuables as a pirate? I've destroyed a few cargo haulers and a military convoy and haven't found any.
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OOZ662

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2930 on: August 11, 2014, 09:03:58 AM »

I generally find them in the Civilian [Escorted] Shuttles. Though I think there was one odd time that one of the big tanker fleets had some.
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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 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2931 on: August 12, 2014, 01:03:10 AM »

The easiest way is to buy them from civilians. In this case you`ll have to first make them neutral to you (at security station by paying a fee). Valuables are sold at trading station or at financial center - I can`t remember which one of these I`m using to sell valuables.

There is quite a bunch of 'escorted shuttle' fleets running between stations. All of them carry valuables. There is also a trading fleet that runs between different factions` trading stations. It is supposed to contain some valuables too. If you wish to get a better loot (and increase your chances of getting valuables after combat) - you`ll need to invest into salvaging skill and obtain a cargo scanner.

About station upgrades. That`s odd - I do remember fixing that particular issue with 'double stuffs'. I`ll check it once again when I get home.
« Last Edit: August 12, 2014, 01:06:07 AM 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 #2932 on: August 12, 2014, 01:18:28 AM »

Did you reduce the amount of items available in the military grade stations? I find it hard to get the weapons I want now.

Also, is the Russia class capturable?

There is a script that randomly generates weapons and ships for each station at the start of the game. It has multiple parameters - weapon/ship type (civilian/military/high tech), faction, amount of items to generate. Military stations usually have all 3 types of guns of the owning factions and a bit less of their allies. Focus is made on military type weapons (all these which are not used in civilian fleets and a not prototype/joint project/high tech).

You can end up with random useless stuff at military station - its an absolutely normal situation.

If you wish to get your hands on more high-tech toys (like, for example, plasma weapons for ISA or Kazan drone carriers for RSF) - you`ll need to visit a research station. Each faction has one.


Regarding Russia. It is capturable. But the thing is - it spawns once in 99999 days )
« Last Edit: August 12, 2014, 01:21:10 AM 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 #2933 on: August 12, 2014, 03:01:29 AM »

Guys.

Currently all possible and reasonable (lore-wise) roles for RSF light crafts (escort, missile support/strike, energy support, heavy duty frigate) are already used by numerous RSF gunships. However, I wish to create a new version of the Omsk with a completely different focus (like Bulgaria-class ships for UIN or Colorado/California/Connecticut frigates for ISA).

Current Omsk is a heavy all-rounder ship that is mostly a multi-role combat ship rather than anything specialized. It is good, but I wish a more specialized ship among RSF light crafts.

So, your ideas? It should not be a carrier. It should not be a drone ship. It should not be a clone for any UIN/ISA/XLE ships (i.e. no single large ballistic/energy/missile mounts). A bit tough choice, isn`t it?

Wyvern

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2934 on: August 12, 2014, 09:22:15 AM »

Strike force command.  Lightly armed, better than normal shields, average mobility, low deployment cost.  Ship system increases weapon range of all allied frigates and fighters by 10% & sensor range by 25% for 10 seconds (with two charges, charges regenerate at 1/minute).
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Wyvern is 100% correct about the math.

CrashToDesktop

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2935 on: August 12, 2014, 09:35:36 AM »

Ah, a Command Omsk. :) Nice reminders of that Command Cromwell from Company of Heroes 1...

Seems like a really cool idea.  Although I might make it more of a passive ship system, not really a "burst" type of thing.  You turn on the ship system, all allied ships gain those buffs (perhaps within a large radius of the Command Omsk), but it comes at the expense of not having the 0-flux boost and disabled shields (due to redirecting power to communications, perhaps).
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haibeo

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2936 on: August 12, 2014, 09:39:00 AM »


How about a dedicated PD frigate?

The lay out would be something like (as a different version):

1, 1x medium missile, 6x small ballistic.

2, 1x medium ballistic, 6x small ballistic.  and the "special" is instead of flare, it would increase rate of fire of weapon

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OOZ662

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2937 on: August 12, 2014, 09:39:45 AM »

Nice reminders of that Command Cromwell from Company of Heroes 1...

And now you've got me thinking of Nexus: The Jupiter Incident.

It'd be interesting to have some sort of pursuit vessel. Think kinda like the Marauder small ships, or perhaps something that can aid in pursuits like launchable sensors.
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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.

haibeo

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2938 on: August 12, 2014, 09:59:40 AM »



It'd be interesting to have some sort of pursuit vessel. Think kinda like the Marauder small ships, or perhaps something that can aid in pursuits like launchable sensors.

maybe a ninja ship? kinda like: AI invisible + 3x 220mm rocket launcher, no shield (or worst than normal shield), better speed, less armour.

that would be quite fun to pursuit the enemy
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Toxcity

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2939 on: August 12, 2014, 10:56:27 AM »

Maybe some sort of semi-prototype ship like the Denver.
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