Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 253 254 [255] 256 257 ... 281

Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642930 times)

SnafuSanfu

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3810 on: March 17, 2015, 09:19:45 PM »

Sweet.

It was pretty OP back then when you can build a fleet consisting of just 3 Michigans, fill them with long range lasers and Devilfish LRMs and the rest of the space with A110, F135 and B202 bombers.

Also, is the Idaho only suppose to have 3 hangar slots? It does seem balanced once we factor in the fact that apart from its large missile slot you're also afforded three medium universal slots which you can fit with either more Barracuda/Devilfish or Micro missile batteries (guns and lasers on a destroyer is bad when you can't fit a targeting core) giving it a nastier ship v ship capability compared to the Astrakhan (Which is more of a true carrier with a very defensive layout and system).

While this is nice, it bugs me that the ISA don't really have a 'true carrier', I know it's just 1 hangar slot difference, but the difference is considerable, being able to service two wings of B202 at a time effeciently with 4 slots vs. only one B202 or one F135 wing with 3 slots (along with other wings with 3 or less craft), servicing wings of A110 with 4 craft is tricky and any other wings sizes like it.

At any rate, great mod it's the only mod I've played so far that feels somewhat complete.

« Last Edit: March 18, 2015, 01:07:08 AM by SnafuSanfu »
Logged

TrashMan

  • Admiral
  • *****
  • Posts: 1325
    • View Profile
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3811 on: March 18, 2015, 02:50:00 AM »

Say Okim, where do you define the difficulty of a bounty and the ship you get as a reward?
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3812 on: March 18, 2015, 02:54:13 AM »

In a PersonalBounty script which resides in a jar and can`t be used outside it.

Pushover

  • Captain
  • ****
  • Posts: 292
    • View Profile
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3813 on: March 18, 2015, 07:56:52 AM »

Ship rewards are based on character level, as far as I know.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3814 on: March 18, 2015, 11:18:34 AM »

He means the fleet composition and rewards for Ironclad-specific bounties. All these are inside the jar and can`t be accessed directly.

Pushover

  • Captain
  • ****
  • Posts: 292
    • View Profile
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3815 on: March 18, 2015, 11:49:07 AM »

It's fairly easy to find a decompiler to examine the code. Looking at the code, it looks like some of the bounty ships are unobtainable, since a person's BountyEventData level is hardcoded to never exceed 10.

EDIT: Also, I was wrong, bounty amounts are based on the number of bounties you have completed.
« Last Edit: March 18, 2015, 12:00:33 PM by Pushover »
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3816 on: March 18, 2015, 12:38:43 PM »

Didn`t know about the hardcoded level limit.

DatonKallandor

  • Admiral
  • *****
  • Posts: 718
    • View Profile
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3817 on: March 18, 2015, 08:41:16 PM »

Some of the proximity bursting guns are unable to score hits from certain angles (they'll explode out of range of the AoE) - is that intentional? It's especially noticeable with the Vickers on fighters - when they get an angle where they can hit they are fantastic, but often they'll make an attack run and do no damage at all despite hitting dead on.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3818 on: March 18, 2015, 10:14:41 PM »

AOF weapons use target`s collision radius which is a basic circle around the center point of the sprite. Long ships and large ships have larger CR, so some weapons detonate too far away from the hull.

Can`t really do anything here except for making AOF weapons to have greater explosion range (which will make Vickers to act like flaks).

frogbones

  • Lieutenant
  • **
  • Posts: 55
    • View Profile
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3819 on: March 19, 2015, 05:57:51 AM »

Love the steady progression. I play this TC allot on my laptop while in between classes, or on lunch at work. since it doesn't use all the shader libs and such my LT runs it just fine.
Logged

TrashMan

  • Admiral
  • *****
  • Posts: 1325
    • View Profile
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3820 on: March 19, 2015, 06:51:03 AM »

In a PersonalBounty script which resides in a jar and can`t be used outside it.

Well bollocks.
Any chance you'll put them outside of the .jar?
Logged

DatonKallandor

  • Admiral
  • *****
  • Posts: 718
    • View Profile
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3821 on: March 19, 2015, 08:47:58 AM »

AOF weapons use target`s collision radius which is a basic circle around the center point of the sprite. Long ships and large ships have larger CR, so some weapons detonate too far away from the hull.

Can`t really do anything here except for making AOF weapons to have greater explosion range (which will make Vickers to act like flaks).

Does Starsector use separate burst range and damage range stats? If you decrease the trigger radius while leaving the AoE the same they'd explode closer to the target right?

Well unless SS only has the ability to set the AoE and trigger radius to the same value.
Logged

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3822 on: March 19, 2015, 12:59:02 PM »

AOE weapons already deal damage over larger area than the radius at which they are triggered. While it is ok with large weapons (like blast plasma, 408 family etc) it wont work for anything that has it`s area of effect smaller than the collision radius of the ship they are targetting).

Increasing AOF for small and medium weapons will overpower them. Tried that already and had to leave the current values for small and med guns.

Okim

  • Admiral
  • *****
  • Posts: 2161
    • View Profile
    • Okim`s Modelling stuff
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3823 on: March 19, 2015, 01:00:28 PM »

In a PersonalBounty script which resides in a jar and can`t be used outside it.

Well bollocks.
Any chance you'll put them outside of the .jar?

AFAIK these can`t work outside the jar, so i can`t do anything here.

Pushover

  • Captain
  • ****
  • Posts: 292
    • View Profile
Re: Project Ironclads TC 9 (8/3/2015) [0.65.2a] - ship requisition system
« Reply #3824 on: March 19, 2015, 03:50:03 PM »

In a PersonalBounty script which resides in a jar and can`t be used outside it.

Well bollocks.
Any chance you'll put them outside of the .jar?

AFAIK these can`t work outside the jar, so i can`t do anything here.
If you want to look at the code, you could decompile it (fairly easy to find), especially if Okim is okay with you decompiling his code for the purpose of understanding how his mod works.


EDIT: Side note: Looks like you earn reputation with the ISA for killing Marauder fleets within Midline.
« Last Edit: March 19, 2015, 04:27:12 PM by Pushover »
Logged
Pages: 1 ... 253 254 [255] 256 257 ... 281