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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1645941 times)

Tommy

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3540 on: January 07, 2015, 12:37:54 PM »

If there's anything I'd like to see in IronClads, is a way to "finish" the game. The taking over part. Planets, stations, etc.

Not just drifting aimlessly into space, with the biggest baddest fleet, having nothing to do but kill stuff over and over.
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Gabriel_Braun

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3541 on: January 07, 2015, 02:13:36 PM »

If there's anything I'd like to see in IronClads, is a way to "finish" the game. The taking over part. Planets, stations, etc.

Not just drifting aimlessly into space, with the biggest baddest fleet, having nothing to do but kill stuff over and over.

Spoiler
Think that it is the right time to post my current TO-DO list:

1. derelicts
2. rock fly husks
3. planet outposts, abandoned station reactivation
4. production facilities, outpost trading
5. ship conversions
6. ship and weapon ordering
7. alien / AI tech components
8. journal
9. investment in local market economy
10. loot / scrap adjustment, cargo scanner, salvage skills
11. new alien and AI ships
12. new FFS ships
13. AI replicator / alien mothership / RSF dreadnaught bosses
14. ship scrapping adjustment, ship scrapping at scrapyards
15. canteen options
16. station / planet invasions and take over
17. more events
18. news (enemy spotted / market improved / production mods)
19. hybrid weapons / ships
20. scrambler device (avoiding rep hits after combat, reducing inspection results)
21. relationship system adjustments
22. prober ship system autoscans
23. XP / money balancing, bounties balancing
24. bank account / loan
25. raids / invasions impacting markets

NOTE: most of these things require heavy coding (like diving deep into salvage output scripts), some of these require excessive work with rules.csv, others may be eventually introduced into the vanilla game - so modding all of these these things in may not happen.
[close]

Edit-  By the way Okim did you notice that the Laswis omnifactory has been updated to current version compatibility?  Don't know if your going to be slipping it back in as I remember it being either in IC or compatible some time ago?
« Last Edit: January 07, 2015, 02:41:03 PM by Gabriel_Braun »
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Tommy

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3542 on: January 08, 2015, 09:54:27 AM »

Hey, thanks Gabriel. I read all the upcoming plans. Must've missed the taking over planets part.
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Gabriel_Braun

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3543 on: January 08, 2015, 11:05:41 AM »

Yeah no worries Tommy;  points 3, 4 and 16 on that list are the ones you're probably going to group together to get the endgame/domination scenario feature but it's all total speculation as to the likelihood of them being incorporated in IC before arriving in vanilla as a mechanic...

If that's the kind of gameplay mechanic you're thirsty for then you're in luck-  The Exerelin and Vaccuum mods both used to provide this functionality but I'm not sure if they are still active/being updated to the current version of SC or have been consigned to necroposterity?  It's just a question of what Okim's willing to spend his time on-  creating a dynamic universe is an awesome direction to take ironclads but I feel what he says about time wasting and Alex's development plans-   Don't forget how long it took Okim and others to get working trade economies implemented before Alex dropped the current economy bomb on the players to hate loath endure...     I'd rather the community spend time making awesome content than trying to do something that's going to be obsolete in time anyway?

Having said all that though, It'd be totally nerdgasmic if he did adapt the Exerelin code for conquest in IC after he's done putting all the missing content back in from the previous version!

In the meantime, download Lazywizard's omnifactory mod and declare war on every faction if you want a good war :D
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Tommy

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3544 on: January 08, 2015, 11:29:44 AM »

No full conversion mod other than IC and SS+ are currently updated. That's why I was hungry for a bit of a change. For something to do end-game.

In the meantime, download Lazywizard's omnifactory mod and declare war on every faction if you want a good war :D

I usually do this and keep Templars as friends. For this run, I declared war on all of them. I'll "haunt" space and kill a bit more before starting a new one, with the Omnifactory :)

Also, I agree about developers making content that won't get obsolete in a few months.
« Last Edit: January 08, 2015, 11:32:51 AM by Tommy »
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Gabriel_Braun

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3545 on: January 09, 2015, 06:06:24 AM »

Okim I've still not seen a single Astrakhan either for sale or more importantly in a faction fleet spawn-  Has it been omitted for now?
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Okim

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3546 on: January 09, 2015, 06:20:04 AM »

Okim I've still not seen a single Astrakhan either for sale or more importantly in a faction fleet spawn-  Has it been omitted for now?

Hm. Look in the faction`s file and see if the Astrakhan is there.

I`m not sure when the 'large carrier' is supposed to be created for faction fleet, but i have doubts that AI fleets never use some particular roles.

Gabriel_Braun

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3547 on: January 09, 2015, 07:08:00 AM »

Yeah it's in as both rsf4-cr-astrakhan_support and rsf4-cr-astrakhan_variant but as you say, no idea about when it uses large carrier as a choice...

-Edit

Have finally seen one replacing a Moscow in a raiding battle fleet while in ISF space but they must be crazy rare if it's taken me this long to spot one...   Still haven't seen any for sale though :(
« Last Edit: January 09, 2015, 07:47:16 AM by Gabriel_Braun »
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Okim

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3548 on: January 12, 2015, 06:50:08 AM »

Aliens.



Frigate, Destroyer, Combat Carrier. First two use teleporters, carrier is using phase jump.

Frigate carries two blaster, destroyer has a single heavy blaster and 3 beams, carrier has 4 dual lasers and 2 missiles. Carrier also has 2 bays.

The fighters will also be reworked. The basic one will be 18 per wing with 6 being piloted crafts each having 2 drones. All armed with lasers. No shields or other defense systems.
Bombers will fly in wings of 2 each having 2 drone escorts. Bombers will have just 1 missile. No defenses, but a bit more HP.

Mothership will be left aside for the far future when I will actually make some end-game stuff.
« Last Edit: January 12, 2015, 06:55:03 AM by Okim »
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Gabriel_Braun

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3549 on: January 12, 2015, 09:29:22 AM »

Aliens...
The basic one will be 18 per wing with 6 being piloted crafts each having 2 drones
18 per wing
18

 :o


Red-6: "There's... too many of them!!!111"
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Okim

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3550 on: January 12, 2015, 09:43:11 AM »

Too many you think? :)

The funny part is that they will have differences between host ship and drones and as you know killing a host kills all it`s drones.

Mazuo

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3551 on: January 12, 2015, 11:26:08 AM »

I thought I had read that drones in fighter wings freak point defense systems out badly, but if that's not the case or you found a way around it it still sounds really cool.  Looking forward to another update.
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Okim

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3552 on: January 12, 2015, 12:00:16 PM »

People here complained that AI and Aliens are too easy to deal with. So if that config will mess with the pd system - it is their problem :) They get what asked for.

Silver Silence

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3553 on: January 12, 2015, 12:06:53 PM »

I'm okay with it freaking out PD. Fighters have miserable success rates in general regardless of what mod you play because they can be targeted by main guns and non-main guns alike which coupled with low HP/armour and minimal shielding means they get massacred if anything much more than a non-combat ship so much as breathes in their direction. Drones could act effectively as ablative armour, distracting guns and taking hits otherwise destined for the fighter itself. Guns in general aim for the first thing that comes into range, which tends to be a drone as drones circle their host. When targets are knocked out, they switch to whatever target is quickest to start shooting at. So they could keep chewing through a mass of drones instead of attack the fighter itself unless you actually mark them a target and turn the attention of ALL your guns on them. Okim's method is also a clever way of fielding more than the 6-wing limit in one group. I've a question, Okim, what's the full complement to be? Will it be those 6 piloted ships and once they're all out, that wing is out? Or will they have a few replacements?


Aliens are pretty horrible to engage until you're in a sturdy capital. The frigates often have the firepower, speed and range to dictate the engagement. They can swoop in, unload on another frigate or destroyer then back off, having taken little to no return fire. However, when you're a capital, you're also probably high level and then you have numerous benefits stacked in your favour. I know from experience that a leveled battleship of any faction can more than capably handle an alien fleet by itself with the only time you really need to pay attention being the Mothership's terrifying volleyed firepower which often is on par with your own range if you use mass drivers or beam lasers, or outrange you quite handily if you have 408mms or some other array of "traditional" guns.

EDIT: Usually, by the time the Mothership is bearing down on you, the rest of the alien fleet has been wasted because she's a slow beast. Otherwise, there might be a heavily damaged frigate which'll probably be destroyed by your rear guns as you engage the Mothership.
« Last Edit: January 12, 2015, 12:09:22 PM by Silver Silence »
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Mazuo

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Re: Project Ironclads TC 8.4.1 (28/12/2014) [0.65.1a] hotfix
« Reply #3554 on: January 12, 2015, 12:13:06 PM »

Haha, pretty much agreed.  Should be interesting to see how effective the swarm of fighters is.
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