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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638496 times)

Typo91

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Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3150 on: November 13, 2014, 04:37:33 PM »

hey just asking cause it says 0.6.5a compatible, and current version is 0.65.1a

So is this mod updated? because the version seems way off the one we are getting.
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CrashToDesktop

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Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3151 on: November 13, 2014, 04:52:49 PM »

Yes, it's compatible.  Otherwise there wouldn't be a download link about 3 pages back. :)
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Typo91

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Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3152 on: November 13, 2014, 06:07:10 PM »

why not update the first post?
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CrashToDesktop

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Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« Reply #3153 on: November 13, 2014, 06:18:22 PM »

why not update the first post?
It is.  Have you actually tried downloading it and playing it?

Besides, the title is just a typo.  Just remove the second period, and it's 0.65a compatible - the the hotfixes, such as 0.65.1a don't break mods.
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Quote from: Trylobot
I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Okim

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Re: Project Ironclads TC 8.0 (12/11/2014) [0.65.1a compatible]
« Reply #3154 on: November 13, 2014, 09:53:07 PM »

Updated the OP.

And no 0.65 and 0.65.1 are not the same for Ironclads. Actually, Ironclads were the reason why 0.65.1 brought so much love for total conversions with it ;)
« Last Edit: November 13, 2014, 11:12:32 PM by Okim »
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Okim

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Re: Project Ironclads TC 8.0 (12/11/2014) [0.65.1a compatible]
« Reply #3155 on: November 14, 2014, 11:27:50 PM »

Version 8.1 is ready: http://www.lordsofthestars.com/other/Sector/ironclads8.1.zip

It mainly fixes economy issues and visual oddities with some planets. It also brings some new sprites.

Full changelog: http://www.lordsofthestars.com/other/Sector/readme.txt

WARNING! New game is required as this version has some markets being merged, adjusted, replaced or added.

As usual - report anything you may consider out of place except for these:

- ftg using pirate ships
- ghost fleets (that are vanilla problems)
- patrol vs pirate strength (as these are totally random and not directly mod-related)
- events that tell you about trade disruptions DO NOT mean that traders are killed exactly in the system
- independents posting person bounties (as this is vanilla code, not mine)
- being overloaded with 23mm defence guns ;)
« Last Edit: November 14, 2014, 11:29:26 PM by Okim »
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Nanao-kun

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3156 on: November 15, 2014, 12:28:24 AM »

Gonna test this soon.
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jupjupy

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3157 on: November 15, 2014, 03:00:26 AM »

I've noticed that the Slayer Drone wing for the ISA has a ridiculously long CR recovery time. At 1% per day, and 3% per fighter deployed, thats 9 days if no fighters were lost at all. And considering the fact that they're a green crew, you cant even deploy them beyond 1 battle before they start spontaneously exploding.

The heavy bombers and assault craft also take about 6 days to recover, and considering that theres no way we can modify this, I was gonna suggest a skill that perhaps buffed this (and maybe we could add hull mods that modify flight decks, like number, or efficiency or something).
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You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
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Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3158 on: November 15, 2014, 03:16:04 AM »

There is something in 0.65.1a that probably was changed regarding CR recovery in general, so i just need to tune things a bit. I haven`t touched the balance yet - just only weapon costs.

dmaiski

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3159 on: November 15, 2014, 04:02:09 AM »

found bug!

- only 1 tug applies itself to capital ships
(tried to have 3 tugs pulling a rus battleship, but it only recived +1 to burn speed (+5 in total from tech and drive bonuses))
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

OOZ662

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3160 on: November 15, 2014, 04:09:41 AM »

found bug!

- only 1 tug applies itself to capital ships
(tried to have 3 tugs pulling a rus battleship, but it only recived +1 to burn speed (+5 in total from tech and drive bonuses))

That's a feature of vanilla 0.65.
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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 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3161 on: November 15, 2014, 04:25:42 AM »

Hm. But descriptions for the tug and it`s system are probably taken from the Ironclad`s file, so it may be misleading...

dmaiski

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3162 on: November 15, 2014, 04:39:27 AM »

also you have several planets with 10million food on them at price 1
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Okim

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3163 on: November 15, 2014, 04:55:48 AM »

Should not happen in the new version. What are these planets?

dmaiski

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Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« Reply #3164 on: November 15, 2014, 05:07:30 AM »

ah im using 8.0 :P
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!
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