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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1642031 times)

Silver Silence

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3870 on: April 03, 2015, 02:08:40 PM »

Unless you mean Ironclads in general, which can be found here. Okim is not in the habit of a big flashing DOWNLOAD HERE button.
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Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3871 on: April 03, 2015, 05:44:37 PM »

More generally, Okim links to where he posted the latest version in the 'INSTALLATION' section of his original post:
INSTALLATION

The latest version is 9 (21.3.2015). Here you can get the archive and see the changelog: http://fractalsoftworks.com/forum/index.php?topic=431.msg157156#msg157156

Current version is meant for Starfarer 0.65.2a. It may wont work with 0.65.1a older versions, but not with any older versions. Note! Major features of this new update are NOT compatible with the old saves (economy changes). You can load the old saves, but economy wont change in this case.
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Black Crag

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3872 on: April 05, 2015, 11:33:16 AM »

Is there a way to get a capital ship? I would be greatful of any replies. Also, is there a wiki for ironclads?
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Black Crag

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3873 on: April 05, 2015, 11:49:53 AM »

And also, my ironclads doesnt look like RAMJB's does, mine have no freighter fleets, no more then normal pirates and the map looks way different. also the stations doesnt have the same options, no flags to collect and sell and stuff like that.  Is this supposed to be? or is it a wrong installment by me?
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CrashToDesktop

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3874 on: April 05, 2015, 12:02:44 PM »

I think RamJB's playthrough is outdated by now, isn't it?  That was way before one of the many major patches that forced a complete redo of the game, pretty much.  Moreover, the last episode was made in July of 2014.
« Last Edit: April 05, 2015, 12:07:07 PM by The Soldier »
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Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3875 on: April 05, 2015, 02:50:57 PM »

There should still be trade fleets that spawn, consisting of primarily freighters.

The only way to get a capital ship, other than defeating a fleet and capturing one, is to become cooperative with a faction and purchasing one from the regional capital (Vella for UIN, Khabara for XLE, Vostok for RSF, Danbridge for ISA). There's no wiki for Ironclads, but the Codex ingame is not bad, combined with the Starsector wiki for the general mechanics of Starsector.

It looks like the Flag items are still in the code, but aren't dropped or have the ability to be sold to another faction anymore.

The different pirates spawn in the Midline system (Marauders) and Pax system (Black Widows Raiders). Marauder fleets fly over to debris heavy areas (such as the Grant system) and salvage things for days, and then return home with ship parts and such. The Black Widows fly around, and end up with Luxury Goods, Recreational Drugs, etc if they raid and survive long enough, then return home. Marauders generally feature a larger focus on missiles, in general their ships are crappy, but are nasty offensively. Black Widows focus on energy weapons, although they pack a number of the ISA's Barracuda LRMs and use them when you get close to overloading.
« Last Edit: April 05, 2015, 03:12:05 PM by Pushover »
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Black Crag

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3876 on: April 05, 2015, 03:00:52 PM »

Okay, thanks for the replies, been searching for a capital ship for so long now. And also thanks for the other good info.  :D
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boskoro

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3877 on: April 06, 2015, 05:31:09 AM »

Hey Everyone, Just wanted to say thanks to Okim for this great mod.

I do have one suggestion (don't know how doable is within the constraints of the game though), I think you should only be allowed to have as many fighter squadrons in the fleet as docking bays on your carriers.
or at least have the fighters consume no fuel while in hyperspace, but have to have them "docked" on the carrier while in hyperspace (thus limiting the number of squadrons you can carry without having the high numbers of carriers and the costs associated with running such a fleet)
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CrashToDesktop

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3878 on: April 06, 2015, 07:41:07 AM »

@boskoro
That's more of an engine limitation than a modding thing.  There used to be something similar to that in terms of Hanger Space, where fighters would drastically slow down a fleet if it couldn't store all the fighters within a ship, but that was removed.  Not sure if it still applies in the current version of the game, though.  Would be a nice feature, I'll admit - adds an extra layer of logistics to take care of.
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adecoy95

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3879 on: April 06, 2015, 04:38:37 PM »

plasma blast cannons are really powerful, kinda a bit too powerful. at first i was pretty thrilled with the illinois class destroyer, but after playing with it a while i think its kinda broken my game, its a rather soft ship but that does not really matter when anything smaller than a cruiser dies instantly to its guns, with cruisers overloading and dying in two volleys
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Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3880 on: April 06, 2015, 05:34:53 PM »

The Illinois is simply the best ship in the game. I more or less ignore getting one, it was fun for a while, but is clearly broken.

There are a number of very powerful Large Energy weapons. The Heavy Beamer can outrange other ships very easily, and takes almost no flux. The Plasma Blast Cannon has a huge burst of damage. The Laser Turbo Cannon has good range as well as good alpha damage. The Laser Tri-Beam has extremely high DPS.
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Black Crag

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3881 on: April 06, 2015, 06:27:25 PM »

Just one more question for anyone willing to reply, Is there any way to join the military if so, how?
And how do i bring up the codex? A huge thanks to anyone who feel like leaving a reply for my stupid questions.  ;D
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Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3882 on: April 06, 2015, 08:20:21 PM »

There is no way to 'join' a military, you just decide to murder all of the enemies of that faction.

The codex is available by pressing escape from the campaign screen, and then selecting codex, or from the main menu, via the codex option there.
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Gabriel_Braun

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3883 on: April 21, 2015, 06:23:53 AM »

Not much activity here lately, have you been busy Okim or have you got something up your sleeve?  :)
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Okim

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3884 on: April 21, 2015, 08:42:32 AM »

Yeah. Got my attention switched to Space Engineers for the past several month. Made these weapon mods recently for the game: http://steamcommunity.com/sharedfiles/filedetails/?id=429053416&tscn=1429629164
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