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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638512 times)

K-64

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #780 on: September 25, 2012, 03:32:29 PM »

Britannia would probably sound better
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WKOB

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #781 on: September 26, 2012, 03:04:11 AM »

Albion Class is also an option.
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #782 on: September 26, 2012, 03:18:23 AM »



Here is a new RSF SU-74 heavy multirole fighter.

Weapons are:

2x 14mm dual guns
Mosquito missile
Wasp missile
Arrow missile launcher

Flies in a wing of 3 crafts
It also uses manoeuvring jets as the rest of RSF fighters.
« Last Edit: September 26, 2012, 03:48:54 AM by Okim »
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Sproginator

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #783 on: September 26, 2012, 03:20:29 AM »



Here is a new RSF SU-74 heavy multirole fighter.

Weapons are:

2x 14mm dual guns
Mosquito missile
Wasp missile
Arrow missile launcher

Flies in a wing of 3 crafts

Sweet
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TheHappyFace

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #784 on: September 26, 2012, 05:01:18 AM »

Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?

Okim wants to use EU country names for UIN ships.
what about the "flying" dutchmen  ;)
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CrashToDesktop

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #785 on: September 26, 2012, 06:11:02 AM »

Love it! :D

We all must decide on a name for the new Capital Ship of the UIN.  Kingdom-Class, Britannia-Class, or Albion-Class.  I'd say Kingdom or Britannia would win, just because they're epic names. 8)

EDIT:
Anyways, found a few bugs, or not.

*The rear 14mm Defense cannon on the TU-620 (the one with the 125mm Battlecannon) has no traverse, unlike the TU-610, which does have traverse.
*The 14mm Dual Cannon has Kinetic damage while teh 14mm Defense Cannon has fragmentation
*Rarely does PD ever do it's job, only in large numbers can it actually take down a missile.  Suggest that you make PD a bit more accurate (all the flak guns are fine as of now), especially the PD Rotary gun (the one that the ISA uses)
« Last Edit: September 29, 2012, 07:21:56 AM by The Soldier »
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #786 on: October 02, 2012, 03:50:44 PM »

Update 3.1 is ready. The link and changelog are on the main page.

Soldier, the only bug listed is TU`s rear gun. Fixed it.

14mm dual is a support/anti-fighter defence weapon. 14mm defence cannon is an anti-defence cannon. Both suck at their roles are the majority of defence weapons. The good thing - they are quite cheap.

Accuracy is not the only thing that influences how good you ship is at shooting down rockets. Its also crew based, based on target and firing ship speed and some other factors. Look at how Vickers fires - it has almost none deviation, but it still fails to score a hit. In contrary a 2-5 degree deviation increases the likelyhood of your pd weapons to score a hit. That`s why 14mm quad gun is so good at shooting missiles.

P.S.: that`s the last update until i get myself to the point where playing XCOM or even thinking of it will produce a huge desire to bring back my meal :)

That`s probably means that by this time Starfarer will get more than skills...

silentstormpt

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #787 on: October 02, 2012, 03:54:49 PM »

Cant blame you, its been quite these days, maybe even too quite
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CrashToDesktop

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #788 on: October 02, 2012, 03:59:04 PM »

Well, guess I'll have to get more flak cannons and 14mm Quad Guns. :) Anyways, no updated sprites? :( I wanted to see that epic B-202 bomber in action.

And eh, forums tend to die and then revive when the next patch comes.  If this mod gets terribly destroyed in the next update and Okim isn't here, I'll step in for the time being.

EDIT:
Ne're mind, the new sprites are in.  Just part of Okim's "7. some othr stuff i can`t recall :)" list. ;D
« Last Edit: October 02, 2012, 04:14:08 PM by The Soldier »
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #789 on: October 02, 2012, 09:24:14 PM »

Ah, yeah. I`ve updated ISA and UIN fighter sprites. And added in a crawler, SU-74, 2 fighters for UIN, a frigate for UIN and lots of weapons.

BTW, new UIN missiles seem to be a bit displaced to the bottom of the launchers. Probably not so critical and can wait till the next update, yeah?

Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #790 on: October 03, 2012, 06:42:43 AM »

Re-imaging of the ISA Indiana destroyer. New sprite is larger, more colourful and made in the similar way to the other new sprites.



Old sprite / new sprite

Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #791 on: October 03, 2012, 06:58:19 AM »

The same destroyer in game:


Weapons are left the same as before. 5 medium universal and 5 small universal turrets. Though this ship now has a small turret on its back to fend off pirate missiles.

Two yellow lights are docks that represent hangar space. No combat landings are allowed during the combat, so this is not a carrier.
« Last Edit: October 03, 2012, 07:00:27 AM by Okim »
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CrashToDesktop

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #792 on: October 03, 2012, 11:53:45 AM »

Much better!  Will all the ISA ships get the same treatment?

EDIT:
My only gripe about this mod so far is that the RSF seem to lack a carrier (the Scimitar is a PRIVATE ship) and the Ark (the 3-fight deck dedicated carrier) is a bit to unwieldy.
« Last Edit: October 03, 2012, 01:10:04 PM by The Soldier »
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I am officially an epoch.
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Cypher

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #793 on: October 03, 2012, 01:14:11 PM »

just a question, is the federation gone forever?

(it was my favourite for clear reasons)
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #794 on: October 03, 2012, 01:28:10 PM »

Um, what? RSF is still there, but with new updated sprites.

EDITED: just realized that you meant Federation dread...

It is in game in one of the missions. You can`t control it as you have to fight it.

You can drive it through dev mode if you wish, but the amount of the turrets and corresponding arcs of fire makes it very laggy.
« Last Edit: October 03, 2012, 01:45:24 PM by Okim »
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