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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638889 times)

Anysy

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #300 on: May 02, 2012, 03:16:10 PM »

im so slow :(

I totally blame the class I had that morning. Totally.
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Okim

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Re: Project Ironclads, version 2.4 (0.51a with campaign)
« Reply #301 on: May 02, 2012, 09:49:50 PM »

Lets imagine that your message was the last that made me actually go and download the patch and that you participated in this little update i have today.

So Ironclads 2.5 are out. Here is the archive: http://www.okim.nickersonm.com/SF/ACM25.rar

Here is the list of changes:

1. added abandoned base to campaign. Free 'trade' feature as in vanilla.
2. added Scavenger baseship for pirates.
3. created scavenger fleets that supply Pirate base with new ships and weapons each 2 weeks. Fleets are relatively small, but can be a problem even to an experienced player. Scavengers bring some ISA and RSF weapons as well as alien blasters to Pirate`s base.
4. modified the majority of variants to utilize the fifth weapon group. Most of RSF and ISA ships have their weapons divided into banks (mainly large ships).
5. replaced player.faction file in order to be able to set your color. Currently it is grey, but i`ll experiment in the future with various colours.
6. replacement of this file also allowed me to add ISA frigate as a starting ship. There are now two equally powerful ships available to player from start, though it is a random choice.

Lictuel

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #302 on: May 03, 2012, 12:25:36 AM »

Hello Okim,

I just downloaded V2.5 of Ironcalds and played around with it for a bit.

Thats when i stumbled upon this:
[Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [supplyfleet] not found for faction [PIRATE]
java.lang.RuntimeException: Fleet id [supplyfleet] not found for faction [PIRATE]
   at com.fs.starfarer.loading.return.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.corvus.PIRATEConvoySpawnPoint.spawnFleet(PIRATEConvoySpawnPoint.java:39)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.A.ÕøÒ000(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)

I am using 0.52 and your newest version. Is Ironclads by chance still only compatible with 0.51a? If not it seems i stumbled upon a small bug :)
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Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #303 on: May 03, 2012, 12:33:26 AM »

Thanks. That`s a pirate scavenger fleet that i forgot to rename...

Here is a little hotfix: http://www.okim.nickersonm.com/SF/PIRATEConvoySpawnPoint.java

Put it into acm/data/scripts/world/corvus/ folder.

Please report any possible bugs - this way i can faster smash them (i have little time to play-test my own mod, damn it).
« Last Edit: May 03, 2012, 12:36:58 AM by Okim »
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Heavy Weapons Pony

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #304 on: May 03, 2012, 12:35:56 AM »

I've already found a bug...
That link don't work, son.

EDIT: Your Ninja edit did not go unnoticed.
« Last Edit: May 03, 2012, 12:38:03 AM by Heavy Weapons Pony »
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I am Admiral Luna and this is my favorite game on the Internets.
"Captain! Pilum Missile's detected at 18 degrees starboard!"
"Thank you ensign, but I'm quite sure our Burst PD array can handle that"
(Chuckles around the bridge)
"It seems to be a volley of thirty-two, sir"
(Dead silence) ~ Zaga

Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #305 on: May 03, 2012, 12:37:22 AM »

Fixed :) Was .coN instead of .coM...

Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #306 on: May 03, 2012, 12:40:09 AM »

Just a quick note:

ISA frigate + 4 heavy blasters + 2 ugr launchers + 1 ugr battery + augmented engines + a wing of either A110 or SU57 = death to any pirate raider fleet regardless of how many Raiders, Reapers of fighters they have :)

Need to test RSF frigate a bit more.

Heavy Weapons Pony

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #307 on: May 03, 2012, 02:21:46 AM »

I've found that the EMP Laser cannon thing is pretty damn powerful on its own.

I.E: LOL was that your baseship, pirates? I didn't see it there through all the "so-and-so weapon deactivated's"
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I am Admiral Luna and this is my favorite game on the Internets.
"Captain! Pilum Missile's detected at 18 degrees starboard!"
"Thank you ensign, but I'm quite sure our Burst PD array can handle that"
(Chuckles around the bridge)
"It seems to be a volley of thirty-two, sir"
(Dead silence) ~ Zaga

Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #308 on: May 03, 2012, 03:08:48 AM »

Yes, ion cannon is a powerful weapon. It misses most of the time though. And it should miss even more.

Just came here to post some info on current progress:

1. added Whale-shark MIRV missile with 6 standard homing warheads and 6 heatseeker warheads. This one puts target`s PD into chaos.
2. added Barracuda mk.2 missile with proximity detonation system. (Original Barracuda produces area of effect explosion only on impact). This missile is set to target any type of target including fighters.
3. added some descriptions. These now cover all RSF ballistic weapons and ALL missile weapons in the mod.

EDITED: set Ion canon to a fixed 12 deviation value. It now should not be a sniper weapon :)
« Last Edit: May 03, 2012, 03:11:19 AM by Okim »
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Heavy Weapons Pony

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #309 on: May 03, 2012, 04:53:53 AM »

Muhahaha!

I just realized that the Abandoned Station can store anything you want it to, and so I'm using it as my outpost for keeping stuff until I get enough stuff to fill fuel tanker and the cargo ship and making trading runs with my undercrewed near-useless trading vessels!
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I am Admiral Luna and this is my favorite game on the Internets.
"Captain! Pilum Missile's detected at 18 degrees starboard!"
"Thank you ensign, but I'm quite sure our Burst PD array can handle that"
(Chuckles around the bridge)
"It seems to be a volley of thirty-two, sir"
(Dead silence) ~ Zaga

Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #310 on: May 03, 2012, 05:11:43 AM »

That`s what it is meant to be in original game. I just ported it into mod ;)

Another quick update: created a Porcupine torpedo. This is the RSF advanced torpedo that contains 24 small one-shot 35mm cannons attached to its hull. Each cannon fires a kinetic projectile when torpedo gets close enough to the target. There are 4 salvoes of 6 projectiles each. After all the projectiles are fired the torpedo proceeds to its target. It deals less damage than the Club torp it is based on.

This way it has some chances to either overload the enemy target prior to impact or overload it upon impact so that follow-ups can finish it off.

Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #311 on: May 03, 2012, 06:23:20 AM »

Whaleshark MIRV missile.



Deadly weapon against any ship be it ISA, RSF, Pirate or Alien. Heatseekers move around the target in opposite directions while direct strike missiles harass one of the sides.  So you can`t shield against them all  :)


Porcupine topredoes.



Porcupine currently behaves ugly - its projectiles face the target upon creation and they are created not from the missile sprite, but around it at some distance. This all make it look a bit weird especially when torp misses its target and projectiles face it and travel in another direction (strafe of some sort).

Never-the-less it is a good weapon. It can overload destroyers alone and overload cruiser when paired and all projectiles hit. A salvo of these can damage shields, overload and cripple a heavy cruiser or even battleship.
« Last Edit: May 03, 2012, 06:45:39 AM by Okim »
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Vandala

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #312 on: May 03, 2012, 06:33:14 AM »

Now that is a cool idea.  :o

Upgradecap

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #313 on: May 03, 2012, 06:39:10 AM »

Now that is a cool idea.  :o

Yeah, i agree.

Though could you possibly make the Porcupine look like it's going to suicide the ship before launching the smaller missiles? :D
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Okim

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Re: Project Ironclads, version 2.5 (0.52a with campaign)
« Reply #314 on: May 03, 2012, 06:47:45 AM »

What do you mean by 'suicide the ship'? It is already a standard torp with 1500 HE damage with a neat feature of launching 18 projectiles with 40-50 kinetic damage each.

Originally it launched 24, but that number was too large and actually the last salvo wasn`t always played before detonating (cutting out the last stage of the torp with HE damage).
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