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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1643970 times)

Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #150 on: March 06, 2012, 12:37:18 AM »

Its arguable. A flat decked carrier provides enough space for several fighter wings to take off immediately rather than launching them one-by-one (those can be prepared when the ship is in hyperspace by moving them into positions by rails, magnetic clamps etc and attaching to power/life support feed for the rest of the travel).

It can also help to gather the flights for faster retreat by sticking all the fighters to the deck via the same clamps. Later when the threat is over those can be tugged inside the carrier for repair/refuel/rearm etc.

Destructomonkey

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #151 on: March 09, 2012, 06:57:43 PM »

eagerly waiting for when you see it in campaign

These ships are well designed, your capital ships' third-level gun turret mounts are actually arranged so you can do a proper broadside on either side of the ship, like a WWII battleship

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Okim

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Re: Project Ironclads, version 1.5 (0.5a)
« Reply #152 on: March 10, 2012, 08:57:53 PM »

Ok. I think that campaign is ready for upload.

Here is a new 2.0 version of the mod (info can be found here, though it is not much).

rada660

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #153 on: March 10, 2012, 09:32:24 PM »

2.0 does nto work :( first of all, there always only the grey mist mission, and when i try to start a new campaign... fatal error : null

41715 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.corvus.Corvus.generate(Corvus.java:21)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0oO.ØO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.new.ØO0000(Unknown Source)
   at com.fs.starfarer.campaign.save.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.ui.T.o00000(Unknown Source)
   at com.fs.starfarer.super.for.while$super(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
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Okim

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #154 on: March 10, 2012, 10:12:19 PM »

Ironclads is not compatible with any other campaign mods.

And there is only one mission available.

Okim

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #155 on: March 10, 2012, 10:38:21 PM »

Updated the first post. It now includes some descriptions.

rada660

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #156 on: March 11, 2012, 10:27:29 AM »

aww cmon :( many other mod was allowing ironclad especially for the weapon, i guess ill stay with the 1.5 to have the weapon in the campaign with timcorp and gunrunner oh well...

anyway i also tried the dam mod alone ... same error... so figures...
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Upgradecap

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #157 on: March 11, 2012, 10:33:05 AM »

I'm guessing the incompatibility comes from you changing the original sector.gen file or the now corvus file?
To make it compatible with other mods campaign, you have to make a own file and change/add lines for it.
Simple.
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Okim

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #158 on: March 11, 2012, 10:39:24 AM »

Works fine for me. The problem is on your end. Perhaps a bad download or install.

Yeap, thats the reason for incompatibility. Wont bother changing it until i finish modding in all sprites, ships and weapons.

What is the need to use various mods simultaneously? Except for expanding the already large enough choice of ships and guns i see no proper reason. And that`s not a solid enough for me, honestly.

Okim

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #159 on: March 14, 2012, 01:04:16 AM »

Hi guys.

I found the problem with the mod. I missed the 0.51a version of the Starfarer :)

Okim

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #160 on: March 14, 2012, 01:49:41 AM »

Can someone please upload an original 0.51 sectorgen.java file? I`ve overwritten the original by incident and have troubles re-downloading the patch (workplace have an unstable connection).

arcibalde

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #161 on: March 14, 2012, 02:17:42 AM »

Here you go  ;D

[attachment deleted by admin]
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Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

Okim

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Re: Project Ironclads, version 2.0 (0.5a campaign)
« Reply #162 on: March 14, 2012, 03:13:15 AM »

Thanks a lot!

Okim

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Re: Project Ironclads, version 2.1 (0.51a NO campaign)
« Reply #163 on: March 15, 2012, 02:18:00 AM »

Attention!

There is a new version of mod (v2.1) available on the first page.
It removes the campaign mode due to it being broken by JSON merge thingy introduced in 0.51a. I currently see no way to make a standalone mod and i don`t want to add my 3 factions to the existing Corvus. So... no campaign until i figure out how to remove original factions from corvus.

The 2.1 version brings back Beast Hunt and Ironclads missions. Aliens are now even more deadlier...
« Last Edit: March 15, 2012, 05:24:47 AM by Okim »
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Psiyon

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Re: Project Ironclads, version 2.1 (0.51a NO campaign)
« Reply #164 on: March 15, 2012, 01:13:53 PM »

Attention!

There is a new version of mod (v2.1) available on the first page.
It removes the campaign mode due to it being broken by JSON merge thingy introduced in 0.51a. I currently see no way to make a standalone mod and i don`t want to add my 3 factions to the existing Corvus. So... no campaign until i figure out how to remove original factions from corvus.
While I'm not certain about removing factions entirely, it's simple enough to remove their spawn points.

Go into the corvus.java file, and get rid of all the spawn-related stuff:



Should be easy to populate the world afterwards with your own factions.

Hope this helps :)

Edit: Be aware that you have to start a new game for a lot of campaign-related changes to take place.
« Last Edit: March 15, 2012, 01:17:26 PM by Psiyon »
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