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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1502038 times)

Pushover

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3975 on: November 24, 2015, 12:59:31 AM »

I'd be happy to help, but I probably can't help you with the initial issues. I'd be happy to mess around with balance and ship/hull variants, or help hunt down bugs after you can get something working.
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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 #3976 on: November 24, 2015, 11:10:24 AM »

Well.

I ruled out starsystem issues, script issues, hullmod issues and event issues that caused campatibility problems.
 Now i`m stuck with 'rules' file that has quite a lot of stuff changed in it... It will take time to find and add all the new dialogue opitions and ensure that Ironclad-modified ones are also updated.

Hoping this this is the last issue on the way of making the mod at least run.

DanRowan

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3977 on: November 24, 2015, 12:35:40 PM »

Really looking forward to playing this mod again, thank you for all your hard work!
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Oathseeker

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3978 on: November 24, 2015, 02:19:45 PM »

Well.

I ruled out starsystem issues, script issues, hullmod issues and event issues that caused campatibility problems.
 Now i`m stuck with 'rules' file that has quite a lot of stuff changed in it... It will take time to find and add all the new dialogue opitions and ensure that Ironclad-modified ones are also updated.

Hoping this this is the last issue on the way of making the mod at least run.

Wow you're really going to town on this thing. Good job so far, and good luck with the rest!
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Toxcity

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3979 on: November 24, 2015, 02:38:55 PM »

Can't wait to see this in 0.7! Keep up the good work.
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shuul

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3980 on: November 24, 2015, 02:43:54 PM »

Actually, due to new Investigation system you will be force to go hostile to one of faction, that is super cool, always wanted to fight RSF from the beginning.
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Toxcity

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3981 on: November 24, 2015, 02:49:22 PM »

The investigation event actually makes more sense here than in vanilla too! It might need to be changed a bit though, due to the whole UIN-ISA and RSF-XLE alliances.
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Mealstrom

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3982 on: November 24, 2015, 07:09:36 PM »

Well.

I ruled out starsystem issues, script issues, hullmod issues and event issues that caused campatibility problems.
 Now i`m stuck with 'rules' file that has quite a lot of stuff changed in it... It will take time to find and add all the new dialogue opitions and ensure that Ironclad-modified ones are also updated.

Hoping this this is the last issue on the way of making the mod at least run.

glad to know you had the same issues XD tried to fix neutrino corp and let me tell you... spent two days trying to fix things XD I really got stuck on so many things lol, I guess I wasn't wrong when i thought it was hard! Anyway, good luck man :P Also, your mod is defenitely one of the most unique in any game at the moment! You could almost sell it... I mean, if you abandon it at one point, not only would we loose such a gem... but damn was it a ride to play this mod since it started... heres a bit of nostalgia for you guys XD
Spoiler
https://www.youtube.com/watch?v=53ByQ9yvIFQ  wrong link lol, ill just leave it if you wanna watch my vid XD its actualy pretty cool :P
[close]
but here https://www.youtube.com/watch?v=-SdOUOkQREA :P

this looks like a COMPLETELY different mod now XD

« Last Edit: November 24, 2015, 07:17:52 PM by lilstrip »
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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 #3983 on: November 29, 2015, 05:40:16 PM »

Really looking forward to seeing this updated. How's it coming along?
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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 #3984 on: December 06, 2015, 03:12:07 PM »

Ironclads 10 has been released: https://yadi.sk/d/lMkyhG39m34RT

NOTE!
This particular release is a bare bones of what it needs to run stable. I haven`t checked all the features yet and some of the IC specific station interactions may not function properly (ship ordering, for example).

Also factions are defaulted to a generic set of rules, options and music. Expect oddities like pirates investigating your fleets or aliens forcing you to turn on transponders... Will adress these later when fine tuning will be in order.

Right now you can hire officers (which ARE using unique faction portraits), you can utilise 4 options in campaign, you can run IC specific player generator, pirates/AI/aliens properly switch off transponders (as well as RSF/FFS/ISA assault fleets) and so on.

Toxcity

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3985 on: December 06, 2015, 03:22:53 PM »

I haven't played this mod in a while. Time to fix that (thanks for the update).
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shuul

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3986 on: December 06, 2015, 04:07:42 PM »

Nice, will give it a try now. spasibo
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Mealstrom

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3987 on: December 06, 2015, 07:54:53 PM »

Ironclads 10 has been released: https://yadi.sk/d/lMkyhG39m34RT

NOTE!
Expect oddities... ...aliens forcing you to turn on transponders...

LOL
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Jonlissla

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Re: Project Ironclads TC 9.1 (21/3/2015) [0.65.2a] - new RSF 'doctrine'
« Reply #3988 on: December 06, 2015, 10:00:13 PM »

or aliens forcing you to turn on transponders

That's hilarious.
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elmarko123

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Re: Project Ironclads TC 10 (7/12/2015) [0.7.1a] - stable, hopefully...
« Reply #3989 on: December 07, 2015, 01:53:53 PM »

Just getting into this great mod, a quick question tho - how on earth do i salvage the wrecks on the map, mine or salvage the abandoned stations.
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