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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1644608 times)

Vandala

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #360 on: May 20, 2012, 11:55:31 PM »

Jesus Christ what a beast!!

Beautiful.

rada660

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #361 on: May 21, 2012, 09:36:17 AM »



That ship turned out to be far too large...

It has 800 OPs (just enough to fit all the weapons + some mods), it has 2 large missile launchers (to deal with support ships), 16 large mounts and tons of medium mounts. No small at all. Launch bay can support up to two fighters/wings.

There will be a single mission where you as ISA strike fleet commander are up against that monster with a few escorts. It will also be available in campaign as a SDF fleet with no respawn.

no small weapon?! blasphemy! every large ship must have small weapon, because its awesome :P
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Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #362 on: May 21, 2012, 09:58:33 AM »

Each medium weapon is considered as a 'small' one on this ship. 14mm quad guns and 88mm flaks are ideal PD weapons for this ship.

rada660

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #363 on: May 21, 2012, 11:38:20 AM »

oh yea true dat
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Okim

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #364 on: June 01, 2012, 12:39:04 AM »

New version is available (ACM 2.7). You can download it from the first page.

List of changes:

1. added RSF Federation-class Dreadnaught.
2. added a new mission where small ISA forces are fighting RSF dread.
3. changed 14mm quad cannon to fire from all its 4 barrels simultaneously with deviation per barrel.
4. changed shrapnell gun to fire its pellets in more chaotic way.
5. changed 6 Whaleshark warheads to EMP type (6 explosive + 6 EMP).
6. made Porcupine torpedo a cluster-bomb type weapon that releases 12 warheads.
7. added dread to RSF SDF fleet in campaign.
8. made laser weapons more accurate and plasma less accurate, but more powerful.
9. added alien carrier and alien beam weapon. It can be seen in campaign and in Beast Hunt mission.

IIE16 Yoshi

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #365 on: June 01, 2012, 04:27:57 AM »

Will the ISA be developing a monstrosity to counter the RSF's own?
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #366 on: June 01, 2012, 04:30:06 AM »

Nope. They prefer carriers and fighters over monstrosities. Play "The Fall Of The Federation" mission to see how deadly a carrier with A and B wings can be :)

IIE16 Yoshi

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #367 on: June 01, 2012, 04:33:09 AM »

True, them A-110 wings are awesome at ripping stuff up.



EDIT:
Will either faction be getting any symmetrical ships? You have no idea how much the offset placement of all those antennae bugs me.
« Last Edit: June 01, 2012, 04:38:03 AM by IIE16 Yoshi »
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #368 on: June 01, 2012, 04:42:29 AM »

Emm. No. I see no reason to change that - tiny antennas and some other elements placed asymmetrically is ok to me.

Aliens the only ones that are going to be 100% symmetrical. But they are unplayable ;)

IIE16 Yoshi

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #369 on: June 01, 2012, 07:45:41 AM »

Are they? I've never fought them enough times to roll a chance at capturing one, so I've never really looked at them in great detail, do they have massive crew requirements or something? Or zero OP?
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #370 on: June 01, 2012, 08:14:15 AM »

I mean that you can`t take control of them in mission and it is nearly impossible to capture them in campaign (1. you need to defeat them. 2. you need some luck for them to be salvagable. 3. you need to capture them). So far i managed to capture 2 frigates and i was very lucky once to get a salvageble mothership. But i failed to capture it.

Shoat

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #371 on: June 01, 2012, 08:44:01 AM »

I mean that you can`t take control of them in mission and it is nearly impossible to capture them in campaign (1. you need to defeat them. 2. you need some luck for them to be salvagable. 3. you need to capture them). So far i managed to capture 2 frigates and i was very lucky once to get a salvageble mothership. But i failed to capture it.


Last time I played (2.6) it was really easy to capture a mommaship (after defeating it, that is) as it had only 1 crew.


The only difficult thing afterwards was finding enough large energy weapons to equip it with.
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IIE16 Yoshi

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #372 on: June 01, 2012, 10:01:37 AM »

Keep fighting other mommyships and get their TachLances.
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WarStalkeR

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Re: Project Ironclads, version 2.6 (0.52a with campaign)
« Reply #373 on: June 01, 2012, 11:25:45 AM »

That ship turned out to be far too large...
That's what I call a Battleship! Will ISA have one like this too? :)
With this ship RSF surely will be able to put good fight against Hierarchy :)
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Okim

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Re: Project Ironclads, version 2.7 (0.52.1a with campaign)
« Reply #374 on: June 01, 2012, 12:08:55 PM »

Its a hell to manually controll such a beast. I`ll rework the Alien`s mothership some day, but no more huge ships, not for ISA, not for any other race.
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