Fractal Softworks Forum

Starsector => Mods => Topic started by: ValkyriaL on December 13, 2012, 09:41:22 AM

Title: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: ValkyriaL on December 13, 2012, 09:41:22 AM
(http://i.imgur.com/HJb7X.png)

- This mod is no longer supported, and I wish for it to stay that way.

Spoiler
https://www.youtube.com/watch?v=4lsB8thMbTY
 
- This mod requires LazyLib, the mod will not work without it.
http://fractalsoftworks.com/forum/index.php?topic=5444.0
- This mod requires ShaderLib, the mod will not work without it.
 http://fractalsoftworks.com/forum/index.php?topic=7958.0

- The mod is Exerelin Compatible

- DELETE the old mod folder when you update this mod.

Lore

Spoiler
The Valkyrians are an Independent military superpower that today are settled throughout the star cluster.

They were once part of the Domain of Man, a small piece in a great puzzle, after many years of studying domain ship design and coming up with their own, They were starting to become a rather well respected adversary in the design world, with vessels far exceeding the potential of private companies and naval design bureaus, however, simply studying blueprints and making something better was not enough for them, and with increasingly more advanced technology being hidden away or encrypted, their fanatical search for superiority made them go to ever more drastic measures of acquiring it, eventually they broke off due to huge conflicts in the development sector and threats from the Domain's seat of power once it was obvious that they were a threat and intent on destroying anyone in their way to power.

After the collapse of the stargates, they devoted all their development into producing ship borne gate drives,
allowing the Valkyrians to warp without the use of stargates as long as a super-capital ship with this gate drive installed was present in the system,
they now inhabit large portions of space, some of it being worlds lost after the collapse and undiscovered systems.
They eventually found their way to Corvus and established their base of operations, now they fight amongst the others for control over the civilization that remains.
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Faction

Spoiler
The faction itself consists of a mixed low to high tech nation devoted to military superiority and absolute control over everything, they consist of mostly of women using hand held beam weapons in the form of medieval lances and a shield able to deflect any form of weapon, in space, they rely heavily upon fighters, missiles and vast amounts of firepower, as part of their standard military doctrine, all ships are bristling with AA weaponry, capital ships are also a rare sight as they are very expensive to deploy due to their size, even cruisers and destroyers are massive compared to normal designs, which tends to scare off anyone trying to fight against them.
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Pro's/Con's
Spoiler
Faction Strengths

- Near impenetrable point defence.
- Most weapons don't do that much damage.
- But makes up for that with the sheer number of weapons they have.
- Offers a wide variety of rapid-fire weapons and high alpha strike weapons for every situation.
- Very useful hull mods.
- Very well made premade variants, if you can't figure out a loadout, simply use those.
- Very straightforward, thus a good choice for casual players.
- Uses ballistic converted energy weapons, giving other low-tech factions the ability to mount energy weaponry.

Faction Weaknesses

- Ships are usually very slow and don't turn that well.
- Very large ships, thus an easy target for hard hitting weapons and bombers.
- Horrible shield upkeep, shields are hard to manage.
- Extremely high supply cost.
- Very high repair cost.
- VERY expensive faction weapons and ships.
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List Of Contributors
Spoiler
SniZupGun Sounds.

LazyWizard, Scripts

Tartiflette, Code, Scripts, Remade the mod from scratch.

Cycerin, Sounds, Scripts.

Dark.Revenant Scripts.

ValkyriaL Sprites, Scripts, Mod Author.
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Image of all ships in the Faction
Spoiler
(http://i.imgur.com/YqBpflr.jpg)
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Compatibility
Works with all non TC mods.
Works With Exerelin.

Changelog
Spoiler
Code
#Version 1.4

- The Valkyrians have finally received their own star system. no longer will they operate from their weird asgard inspired planet in corvus with TO many stations to keep track off.

- Valkyrian Royal Armada has received a makeover, they auto win against all AI fleets, making them immune to death-kiting, they also have unlimited command points, allowing them to have the battlefield advantage regardless of the current situation.
- Their attack level can be modified in their boss file script, in case you think they are annoying or attack too early, their current attack level is 30.

- Made Changes to the Chasing Memories mission.
- Added a few new missions.

- longer cooldown for scorpion MRM and its pod version as well as reduced flight time.
- Slightly nerfed all ballistic point defence.
- Slightly Reduced damage on certain cruise missiles.
- Slightly increased ammo on certain cruise missiles.
- Buffed the Lancer family of weapons.
- Fixed double damage bug on Ether Drive and Ice-Lance cannons.


- All Military variants removed.
- Valkyrian Fleets no longer use Vanilla weapons. balancing them even further.
- Most small Valkyrian point defence for cruisers and capital ships is now built-in, to prevent their exceptional amount of weapon slots from being abused by players, thus much improved faction balance.
- Reduced Ordinance Points for all ships Destroyer class or larger.
- Corrected Supply/day usage of ships.
- Corrected Repair/day usage for ships.

- Decorative blinking lights on Vatican Mk.III, Heron, Almire Mk.II, Almire Mk.III.

- Added NX-K.Max series prototype PD weapon, #made by Maximillianyuen.#
- All high tier fighters have new weapons, greatly balancing them.
- Corrected Supply/day usage of fighters.
- Reduced the size of the ASF fighter.

- All Nirvana class ships now have the Infernium Drive system.
- Burst Drive Replaced with Infernium drive, #made by Cycerin.#
- Incendiary ammunition replaced with Overcharge. increases damage and flux dissipation, but generates hard flux at a very fast rate.
- Added negative effects to the Vessel Modernization hull mod, it was simply an extremely good mod with no drawbacks. increases ship supply and repair per day by 10%.

- Legion Plasma LRM added. #Dark.Revenant modification#
- Removed Herald Destroyer (very old ship that never saw the light of day, a few people may have noticed it in the sprite folder under the name of "Limbo".)
- Almire Mk.III added. (last "combat" ship in the mod, no more will be added, i have too many ships as it is.)
- 2 rear small PD on Yoshura II removed, slightly new engine and hull design, all small PD is built in.
- Almire Mk.II changes: -2 large mounts, +2 medium mounts.
- Sequence added.
- Heron remodeled.

#Version 1.3C

- Removed a whole bunch of sound files that has been either replaced or simply not been used, should shrink the size of the mod considerably.

- Added shader support for Valkyrians, the mod now requires Shaderlib. (will be listen in the OP)
- Valkyrians now have their own engine sounds. (although they dont work properly because SS dosn't fully support this yet.)

- Added relations to all the wonderful new mods and factions out there, Valkyrians, once again, hate everybody.
- Updated Convoy shopping list.
- Updated Boss fleet reward list.

- New Mission: King's bane, very similar to sinking the bis'mar, but considerably harder.
- New mission: Battle for Heaven's Gate, fairly difficult mission that requires you to keep a close watch on the tactical screen and avoid losing ships to win.

- Added lore for Yoshura Mk.II ships that have served with the faction. found at the bottom of the ships codex.

- Prototype variant of Nirvana MK.II part of royal armada.
- Remade some variants to include the ether driver.

- Altered micro burn drive a little bit, there is a slight drift after the burn is over that graduably goes back to the ships own top speed from 50% of the burn speed, alowing you to move around the battlefield much faster.

- changed gun facing on radiance's 2 large side turrets, all 3 could shot straight forward.
- Remodeled Lightning Assault Fighter.
- Added Firefly Laser Fighter.
- Remodeled Ancord into a heavy bomber, old ship removed.
- Further improved Infinity ASF Fighter. (its big...very big)

- Several new sounds on standby.
- New sounds for Laser Blasters.
- New sound for Cruise missile's launch stage.
- New Sprite for Antiproton Laser Battery.

- Slightly reduced projectile speed and rate of fire on all weapons.
- Increased OP on Wraith missile from 5 to 6 to balance it, it was simply a much stronger harpoon for the same cost.
- New weapon PTR-GT Laser, for Certain Frigates and fighters.
- New Missile: Sunfury Torpedo.
- New Missile: Shadow LRCM.
- New weapon: Ice-Lance (dosn't work the way its supposed to.)
- Reduced damage on AP Mega beam cannon by 200.

- Changed large mount on Nirvana Mk.III to a medium mount.

#Version 1.3B

- Prefixes are done. compatebility for everybody! (and holy *** did it take a long time, remind me never to do that again.)

- Decorative blinking lights on Nirvana Mk.II. (Yay Cycerin)

- frigates costs the same as before to deploy.
- Super-capitals costs the same as before to deploy, "such decisive weapons should not be squandered."
- repairs are doubbled in accordance to the 6.2 update, and CR to deploy has been lowered on "most" ships,

- Vatican Mk.III has recieved a facelift (cheers MShadowy) 2 hangars added. it now shares the equal highest flight deck count with the Astral and the Hildolfr(Neutrino).

- added a description to what the Command-Relay system does, as it was rather shady before.

- Added another built in hull mod, Electronic Superiority, makes Super-Capital ships immune to EMP damage. (for now, supposed to stop scripted E-War, like my ECM Jammer)

- Increased the cost of Yoshura Mk.II to half a million credits.
- Increased max Hull by 1000. "27500 -> 28500"
- Increased Top Speed for Yoshura Mk.II from 20 to 25SU/s
- Yoshura Mk.II AI will activate its shipsystem at 60% remaining hull instead of 50%, to give it a bigger chance of surviving.
- Yoshura Mk.II has recieved a facelift (cheers MShadowy) Badassness on a whole new level.

- Radiance has recieved a facelift (cheers MShadowy) +2 medium mounts and moved large mounts forward. 2 medium and 2 small missiles removed, replaced with 2 large foward facing cannons.

- Implemented beam particle effects. (Yay Cycerin)
  
- +2 small ballistics to Elysium, both foward facing.

- the light A.P beam cannon is now a medium weapon (was intended to be so from the start)

- new suppression weapon, Twin HI-IR Laser, long range and a steady fire rate.
- New drone model for Valkyrian combat drones.
- Renamed "Desperate Defence" to "Valiant Defence"

 (both of these are very much WIP, and are on hold, dont expect them to show up any time soon)
- New model for Infinity in the making. (currently only in the simulator and in one of the missions, VERY overpowered)
- New heavy bomber in the making.

- Further increased supply cost of all ships.

- Increased the cost of Azmodaeus to 7.5 million credits. (supposed to be unattainable)

- I think i wrote some stuff in the previous versions list by mistake, so if something is new there, it should have been here. =)

#Version 1.3

- Wrote some more lore on the faction, it was rather short and confusing before, might extend it further.

- Blinking lights are blue for now, considering others.
- Decorative blinking lights on Yoshura Mk.II. (Yay Cycerin)
- Decorative blinking lights on Nirvana Mk.IV. (Yay Cycerin)
- Decorative blinking lights on most frigates and all Corvettes. (Yay Cycerin)

- Increased supply cost for most ships.
- Increased repair cost for most ships.

- Removed 1 medium mount on Eclair and Nirvana-III.
- Removed 2 small missile mounts on Nirvana 1 and II.
- Removed 2 small mounts on Almire II

- Increased OP on Storm Lancer to 30 from 25, it was just a better weapon in every way compared to the Storm Needler, now they are equal.

- Light and heavy laser blasters complete, added. slightly weaker and stronger version of the heavy blaster, with all its negatives and positives included.
- Light Antiproton Cannon is now a beam weapon and in the game alongside its bigger brother, could not be aquired in the previous versions.
- Several new/reworked variants featuring these weapons.

- Balance check on older weapons being done, starting with the heavy siege cannon, it shots slower, has increased range and costs much more flux, also gave it another sound, to make it sound more like a proper battleship main gun. (Yay Cycerin)
- If you think that some of the weapons from the old days feel to strong or to weak for todays standards, please speak up.

- Changed projectile for Ether Driver, you can actualy see where it shots now.
- More than halved the ammo on Ether Driver, because of its very impressive range of 1350SU, perfect accuracy and its ability to ignore shields.
  Increased its damage to 1000 from 900 to make up for the "lack of ammo" aswell as the rather high OP cost of this weapon compared to other weapons of similar fashion.

- New Sounds for Lancers. (Yay Cycerin)

- Prefix for sprites and ship IDs, for better compatebility, is being worked on.
- Graphics fix on Nirvana Mk.III. (it had 2 bridges stacked ontop of eachother)
- Completed Nirvana Mk.IV.
- bridge changed to Super Capital bridge on Vatican Mk.III.

- Semi-Added Infinity SSF Wing (far from complete.)

- Longer cooldown for cruise missiles and future large caliber missiles/torpedoes.

#Version 1.2B

- Valkyrian Super-capitals are the devils of the battlefield both in logistics and warfare... you need a fleets worth of supplies to back these beast's up.
- Valkyrian Capital ships begin to see the effect of being massive, their repair cost is immense, deployment cost is slightly above average.
- Valkyrian Cruisers and many other ships of this size have very high repair costs, but moderate CR cost.
- Valkyrian Destroyers barely cost any CR to deploy, so fill your fleet with em!
- Valkyrian high tier fighters and corvettes are better than most other currently out there, they are extremely expensive and costs massive amounts of reasources to deploy.
- Valkyrian low tier ships and fighters are moderate on the CR side, and have average repair costs.

- minor changes in certain stats for cruisers, to give them more defined roles instead of just being the exact same ship with a different number of weapons.

- Extended Descriptions for some ships, more to come.

- Hyperspace, no home planet.

- Azmodaeus mostly complete, mission "star destroyer" updated.

- Several fixes.

#Version 1.2A

- Copied old sounds over from Vanilla,

- New sound for Quad machine gun.

- Increased speed for all Fighters.
- Significant buffs to both Helia and Excalibur Corvettes.
- Significant Increased cost for both Helia and Excalibur Corvettes.
- Increased cost for Azgard Heavy Fighters.

- Acceleration/deacceleration changed for all frigates. (they all accelerated/deaccelerated to fast/slow) (im not done yet)

- Vatican Mk.IV turns and accelerates/deaccelerates twice as fast. (dosn't mean its faster tho, its still a snail.)
- EMSW generator system for Vatican Mk.IV now has a more visible force ring when it explodes.

- Desperate Defence Shipsystem now increases flux vent by 15%, up from 12.5%.
- Increased flux vent rate and stronger shields for Yoshura Mk.II.
- Increased top speed for Vatican Mk.III and Yoshura Mk.II.
- Increased mass for Yoshura Mk.II.

- Royal armada has 425 FP instead of 375, to account for my huge ego and new modded factions making their apperance.
(real reason, the fleet barely had any fighters/frigates whatsoever, now they do, should make minimal difference however.)

- Heron only has 1 flight deck now, instead of 2...because it only has 1 flight deck...

- Morgiana Interceptors and Azgard Heavy Fighters have laser weapons instead of machine guns, to stick with the laser theme of the Valkyrians.

- Updated Sprite and layout for Elfheim Destroyer.
- Updated Sprite and layout for Radiance Battleship.
- Added a bridge to Eclair.

- Added 2 blaster type energy weapons.
- Finished Beam weapons.

- weapons not intended to be system taged are now not system taged.
- All weapons used by the faction are now on the convoy resupply list. (hopefully)

#Version 1.1

- Increased Acceleration/deacceleration for all Super-Capital ships.
- Reduced projectile speed for all prolonged burst weapons, single fire and single burst weapons are unaffected.
- Added initial inventory to all stations.

- Laser projectiles are thicker.
- All laser projectiles travel slower.
- Increased range for "Light Lancer"
- Decreased range for "Storm Lancer"

- Organised Weapon_data.csv with different types of weapon classes, much like the ship_hull.csv
- Added a short lore document
- New Description in Mod_info.json

- Reduced Damage, reduced Range, reduced Flux/P/S and reduced projectile speed for Ether Driver.
- Reduced Damage for the following weapons: All Lancers, IR-PD Cannon.
- Reduced Accuracy for all Lancers.
- Slightly reduced maximum Ordenance points for all Cruisers and Capital ships, Super-Capitals not altered.

- Slightly increased speed for helia Corvettes.
- Slightly better turn rate on some Fighter/Corvette class ships.
- Slightly increased armor for some Frigates

- Flux Vent on Vatican Mk.IV increased to 1550 from 1250.
- Vatican Mk.III Fleet Points cost reduced to 35 for 40.

- Added xangle13's weapon smoke script.
- Added Cycerin's projectile explosion script "Exclusive to RW-BS Plasma cannons".

- 2 new "Cruise" missiles.
- 1 new medium ballistic.

- New sprites for "Light Antiproton Beam cannon" "Quad Heavy MG" "Heavy Antiproton Beam Cannon"
- Royal versions of the weapons above, Royal = (Red/gold paint) Default = (Silver/Red)

- New Sprite for Vatican Mk.I.
- New weapon mounts on Nirvana Mk.III, -2 large mounts but replaced with +2 medium mounts.

- Nirvana M.IV in the making.
- Yoshura Mk.II Added. "In The Game" "Sprite recieving constant changes"
- Eclair-Class Destroyer in testing. "In the game"
- Topaz-Class Tanker added.

- New Shipsystem "Desperate Defence" currently exclusive to Yoshura Mk.II.
- Micro Burn Drive system on Inquisitor Heavy Frigate fixed.

- new sound for Antiproton Laser Battery.
- lowered volume for some weapons.

- New variant for elfheim destroyer.
- New variant for Nirvana Mk.II and Mk.III.
- Remade variant and updated sprite for Vatican Mk.IV

- New decorative for Jenova, activates when its ECM shipsystem is used.

- 2 New Hull mods.

- Boss fleet Fleet Points increased to 375, to account for ship hull/size variations, the amount of ships in the fleet remains the same.

- 3 Completely new missions, all 3 previous missions removed. (will recieve further changes)

- New Dialogues, the old ones were crap and had lots of bad grammar.
- Descriptions has recieved a grammar makeover.

- Added Custom Ship names, "no more >VKS Hopeless Vagabond< or things like >ISS Rainbow-Unicorn"

#Version 1.0

Ships

- 2 new frigates, 1 with experimental decorative weapons . "Inquisitor, Jenova"
- 1 new capital ship. "radiance"
- 1 new cruiser. "Almire Mk.II"

Weapons

- 1 new missile.
- 1 new small ballistic.
- 1 new large ballistic.

Systems

- ECM Jammer "reduces the vision radius of any enemy ship in range by 80% " AI supported

Misc

- 100%+ max turn/turn rate on all capital ships.
- 50%+ max turn/turn rate on all cruisers.
- 25%+ max turn/turn rate on all destroyers.

- Boss fleet will chase you down more effectively.

- Boss fleet will reward the player with a Vatican Mk IV and 2 Excalibur wings when defeated.
- Boss fleet XP reward increased to 125.000 up from 50.000.

- Incendiary ammo now has 50% damage taken instead of 75%, and AI will hopefully use it better.
- Vat III Command relay system is fixed. AI will hopefully use the system.

- New descriptions for some ships.
- New engines for the entire faction.
- New hull mod specific for the Excalibur corvette, you cannot use it.
- Reworked variants for quite a few ships.
- New variant for the Nirvana II, featuring prototype weapons.
- Will attempt to sort out a new convoy system, did plan for 1 huge convoy to supply all stations with specific items for each one instead of 3 convoys supplying all 3 with whatever.
- boss fleet will reward you with a Vatican IV and a pair of Excalibur's when defeated.

- Reduced hull and armor for all cruisers and some capital ships to get them more in line with vanilla ships (eagle and conquest as guidelines) Max flux/vent not altered, your gonna have to give me your opinion on this once released.

- A whole lot of minor stuff i've lost track off.

#Version 0.98

All fighters and corvettes have been completely remade.

Valkyrie B is reinstated, will appear in small fleets and convoys, while heron appears in larger ones.

- Vatican III no longer has drones, it now has a command aura that buffs other ships, truly giving it a support role.
- Changing all ships .ship files since as observed, they have changed a little.
- Sahara is now a bomber wing.
- Corvettes now provide their own hangar space.

- Going to add more portraits, as soon as i find suitable ones.
- Changing a few weapons about.
- Fixed my "guardinan" typo, its now Guardian like it should be.
- Some new descriptions.

- New sprites for the following weapons, Ether Driver, Anti proton laser, IR-PD Cannon, IR Burst laser, check OP for new apperance.
- New weapons include,

Light lancer
Heavy Lancer
Ultra heavy Lancer (no file yet)

- Valkyrians are now hostile towards Shadow Order. ( to save poor Justin in his LP should he wish to update. )
- Valkyrians are now Dark Red instead of Pink on the system map.
- Greatly reduced cost for Ether driver.

- Maximum number of fleets reduced to 8 from 12.
- working on a custom AI for the incendiary ammo system, so it won't just kamikaze in your face, if it doesn't work, I'l remake the entire system
- Proper Military/Advanced variants for the new Yuusha frigates.
- Vatican I and Vatican II taken out of service, can be bought from the station instead, Replaced by the Yoshura-Class Battleship.

- Changed some fleet compositions and sizes.
- Cleaned up the simulator, it had way to many ships.

#Version 0.97

- A 300 FP boss fleet Featuring the Vatican Mk.IV

- Fuel convoy composition changed, it will contain a Prometheus instead of a phaeton.
- The faction will no longer supply weapons from other mods.
- Convoys will now spawn from the bottom right corner of the map, this is also where the Boss fleet is located.
- Changed the Vatican II and III Health back to their original values.
- Morgiana, Sahara, Azgard and Lightning Fighters cost less FP
- Yuusha Mk.II, "will only appear in the royal armada and the system guardian fleet."

- Ether Driver, large weapon that replaces the Gauss cannon on the advanced Vatican I variant.

- Reduced the FP for the "Fighter Command Fleet" to 90 and limited the amount of destroyers to 4.
- Changed a few angles on the guns for Almire and Nirvana III.
- Changed the Support variant for Vatican III

- Fixed a typo on the .faction file that could cause a crash to people using Linux OS.
- Fixed typo in the Vatican II description.

- Capital ship health returned to normal values.

#Version 0.96

-Vatican Mk.I = 12.000 HP " N/A "
-Vatican Mk.II = 17.500 HP "+ 2.000"
-Vatican Mk.III = 25.000 HP "+ 2.500"
-Vatican Mk.IV = 30.000 HP " N/A "

-Buffed Vatican Mk.IV's HP to 30.000 from 27.500 (If you feel that it is unnecessary/to much, please speak up)
-Gave it a unique custom ship system (Thank you Lazywizard)

Ships

-Vatican Mk.IV Dreadnought
-Nirvana Mk.III Heavy Cruiser
-Yuusha Frigate/Scout

Systems

-Incendiary Ammunition : Increases ballistic damage by 50%, but due to high flammable risks, you take 75% more damage.

Misc

-Changed fighter command fleet setup, they now actually have more fighters than frigates.
-All fleets has a chance to contain Yuusha-class frigates.
-Nirvana Mk.I can only be found in convoys and the station because its so outdated.
-Vatican Mk.IV added to simulator.
-Yuusha Frigate added to simulator.

Weapons

-IR PD Cannon

#Version 0.95

-New large missile, the IBCM, a Kinetic version of the MIRV.
-New Large Ballistic, the heavy siege cannon, Its built in on the VAT III.

-Added 2 more stations for future purposes, all fleets will now spawn from the planet, defense fleets will defend the planet to give coverage to all 3 stations
-Convoys supply all 3 stations, so check all of them for new stuff once the convoys come in.

-Added comments in the spawn files so i can more easily change the spawn rates in case i have to, as of now, large fleets have 5% spawn rate, medium sized ones have 10% and small fleets have 20%.
-Sorted out the top fleets (thank you for finding that Lazywizard), they didn't spawn correctly and had a chance to crash the game.

-Added shield drone ship system.

-Tesladora Mk.II will now use shield drones instead of standard ones
-Slightly altered Tesladora Mk.II.

-Added a new heavy destroyer using the shield drone system.
-Herald-Class Heavy Destroyer

-Added a new large "ballistic mounted" energy weapon, and a Vatican I variant featuring this weapon. the design is not complete yet.
-Antiproton laser Battery

-Nerfed IR burst PD, it was to good.
-Gave the LR flak less ammo.
-All universal mounts are now ballistics.

-increased the amount of active drones on the Guardian drone swarm to 30 from 25 and its max drones to 60 from 50, if you feel that this was to much of an increase, i will revert it back.

-Made a sprite for a new energy PD weapon, but i'm not showing it yet because i'm evil.
-Greater balance throughout the faction. (Thank you Reshy)

-A 180 FP fleet that only defends the station, with 1 Vatican Mk.III as its flagship.
-Changed the load out on the Mk.III a coupe of times because believe it or not, it couldn't even kill a destroyer, the problem is probably that the ship is so large and has so many weapons that the AI doesn't know what to do with it.

-Added a ballistic mounted burst pd laser (yes...ballistic mounted O.o) to create some diversity between light flak, light/heavy mgs and now a third pd type.
-Nerfed the flak weapons a bit, because they one shot every single missile type, including reapers and MIRV's.

-Nerfed the shields on all ships and flux dissipation on cruisers and capitals.
-Added another mission.

#Version 0.9

-Added more engines and a drone launch bay to the Elfheim.

-Mark II variant of the Nirvana (can still change).

-Some minor changes in coding.

-Overhauled the Almire completely, its now a heavy cruiser. (can/will change, and wont be added yet.)

-the "Elysium" will now appear in campaign fleets!  
-Overhauled the Elysium, Since it looked way to much like the Sunder

-Fighter wings had cargo holds, which made no sense, fixed.

-Changed weapon stats.

-Adding more missions! "since i have 3 more icons for them laying about"

-All ships with the drone_pd now have Mid line drones instead of high tech.

-The Valkyrie Mk.II light carrier will no longer be deployed in fleets, hence its description, however, you can still buy it from the station.

-Added a new defense platform, the Tesladora Mk.II

-Removed the Ancord's side weapon mounts, it will now have 1 medium while the Helia has 2 small

-Decreased the Guardian fleet's FP from 180 to 160.

#To old to have any significant relevance#

#Version 0.8
#Version 0.7.5B
#Version 0.7.5A
#Version 0.6
#Version 0.5
#Version 0.4



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Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: TheHappyFace on December 13, 2012, 09:56:33 AM
Looks good valkyrial, nice to finally see what you were making.
Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: Sproginator on December 13, 2012, 10:08:54 AM
Brilliant
Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: Thule on December 13, 2012, 10:52:39 AM
Wow nice, are you maybe planning on colorchange them?
I think it would help making the faction more iconic.
Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 13, 2012, 10:54:42 AM
I'm not really good at coloring ships, but nothing says i cant try, what color did you have in mind?
Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 13, 2012, 12:06:52 PM
OK, I'm done with descriptions, taking a look at anything else i might have forgot.
Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: Thule on December 13, 2012, 01:40:09 PM
What color do you "feel" when you think of your faction?
Is the logo actually black? What colors did you try?
Maybe you can look up some meanings of colors and get inspired?
What type of govermental system does your faction have? is it a monarchy (royal blue, ultramarine, red etc)
or is it a theocracy (violet, dark blue, even white?)

Spoiler
i tried something dark greenish, with some color variations and black, with greyish metalic variations. But i was not that inspired so i didn't even save the sketches
[close]

Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 13, 2012, 02:03:11 PM
Other logos i made
Spoiler
(http://i.imgur.com/zzlqX.png)
(http://i.imgur.com/AuIeA.png)
[close]

The blue one gave the the best feeling, seeing as valkyrs had blue flames envelop them, color wise...hmm light blue?... i don't really know.. the color they have now but blue stripes maybe? i should replace the red hangars on the Valkyrie and the Vatican, they don't fit in with the heron.
Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 13, 2012, 05:00:04 PM
Fixing pointers/added new material updating OP once its all done

Overhauled the Elysium, Since it looked way to much like the Sunder
Spoiler
(http://i.imgur.com/xuF6h.png)
[close]

Removed the wings and some other small details on the Almire to create some more difference between the 2 cruisers (still needs more changes)
Spoiler
(http://i.imgur.com/DamHj.png)
[close]

Added a new defense platform, the Tesladora Mk.II
Spoiler
(http://i.imgur.com/IbDj6.png)
[close]

Removed the Ancord's side weapon mounts, it will now have 1 medium while the Helia has 2 small
Spoiler
(http://i.imgur.com/tT9X9.png)
[close]

Decreased the Guardian fleet's FP from 180 to 160.

And tommorow comes the coding to implement all of this.
Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 15, 2012, 07:47:20 AM
Overhauled the Almire completely, its now a heavy cruiser. (can/will change, and wont be added yet.)
Spoiler
(http://i.imgur.com/1bCO6.png)
[close]

the "Elysium" will now appear in campaign fleets!  ;D

Fighter wings had cargo holds, which made no sense, fixed.

Changed weapon stats.

Adding more missions! "since i have 3 more icons for them laying about"

All ships with the drone_pd now have Mid line drones instead of high tech.

The Valkyrie Mk.II light carrier will no longer be deployed in fleets, hence its description, however, you can still buy it from the station.

Update coming "Soon™"

Feels like i'm the only one commenting here, forever alone thread much?
Title: Re: Project Valkyrie V0.8 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 16, 2012, 07:14:21 AM
Added more engines and a drone launch bay to the Elfheim.
Spoiler
(http://i.imgur.com/2x9lU.png)
[close]
Mark II variant of the Nirvana (can still change), Both this and the new Almire will be added when i update.
Spoiler
(http://i.imgur.com/8dtYZ.png)
[close]

Some minor changes in coding.

Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 16, 2012, 08:26:08 AM
Valkyrian's Updated, download the mod again to receive current features.

What's next?
I was planning to ask Lady wizard if he could help me give the faction 3 separate stations, one for ships, one for weapons/crew and one for various supplies, if its not possible, I'l just continue fixing what errors/bugs people run across.
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: silentstormpt on December 16, 2012, 09:48:20 AM
Valkyrian's Updated, download the mod again to receive current features.

What's next?
I was planning to ask Lady wizard if he could help me give the faction 3 separate stations, one for ships, one for weapons/crew and one for various supplies, if its not possible, I'l just continue fixing what errors/bugs people run across.

Hum, you know how to add one right? The only difference is that when you addcargo or addmothball, you specify the station, also, you can create 3 supplyfleets or just one with a cargo and delivery location based on a Math.random
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 16, 2012, 10:25:59 AM
I know how to add a station and a convoy to it, but i got some wired error that didn't have a cause when i did it myself, so i though I'l ask someone better at coding than i am (probably anyone ;D) to help me or look at the files themselves so they know what they are dealing with.
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: Reshy on December 16, 2012, 03:31:02 PM
The download doesn't seem to work.
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 16, 2012, 03:46:40 PM
It works perfectly fine when i download it, anyone else having the problem?
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: Thule on December 16, 2012, 03:48:37 PM
not working for me either
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 16, 2012, 03:52:20 PM
I'l look into it, could have something to do with Google drive, not sure.
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: Thule on December 16, 2012, 03:57:16 PM
i can recommend mediafire. Drag and drop into browser, wait for upload, click share, done
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 16, 2012, 04:02:29 PM
I just downloaded dropbox, basically same thing right? i'l do this tommorow since its getting late.

Does the file format matter BTW? RAR or ZIP?

Meanwhile while i look into it and get it working, contact me on Skype and i'l send you the mod manually. valkyria3000 is the name.
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ssthehunter on December 16, 2012, 06:52:46 PM
Nice mod, love the ships, but im just going to say one random thing. AHH! SPACE CRUSADERS!
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 16, 2012, 10:26:35 PM
Well you are right in a way, while at the same time wrong. ;D
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: Reshy on December 17, 2012, 09:52:27 AM
All windows computers can open .ZIP but you need special programs to open .RAR and .7z files.
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 18, 2012, 02:40:53 AM
Link fixed, the mod should be downloadable again.
https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip

Rebuilt the Elysium...again, because people didn't like it, its now a heavy destroyer.
Spoiler
(http://i.imgur.com/AJSQn.png)
[close]

Nerfed the shields on all ships and flux dissipation on cruisers and capitals.

Added another mission.

Please report anything odd/unbalanced, and dont hold back, it will make me very happy.  ;D
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: Thule on December 18, 2012, 05:25:18 AM
Cool, i think this is my favorite so far. Bulky and really heavy feel to it.

i tried a variation on the front part transition

(http://i.imgur.com/mfEvA.gif)
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 18, 2012, 05:59:49 AM
I like that, keep that image up and i'l might use that instead.. for now.... a little secret, Vatican Mk.III is on the way... and it is massive. ;)

Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: Uomoz on December 18, 2012, 07:22:29 AM
The Elysium work is what I'd like to see from this mod. Keep it up!
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 18, 2012, 07:51:03 AM
Made further changes to it since Thule inspired me.  ;D

Spoiler
(http://i.imgur.com/3NEQq.png)
[close]
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: Reshy on December 18, 2012, 10:48:18 AM
Do we need another even more overpowered ship?
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 18, 2012, 11:20:38 AM
How is that ship overpowered exactly?
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 18, 2012, 03:08:39 PM
I've finished the artwork for the Vatican Mk.III, probably just needs a little fixing here and there, will most likely be the last ship if nobody says otherwise, going to focus on making shipsystems, weapons and other things.
Spoiler
(http://i.imgur.com/Ceten.png)
[close]
I'm posting this in the spriters judgement thread as well.
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: arcibalde on December 18, 2012, 03:33:49 PM
That shape reminds me of something  ::)
But it looks nasty  ;D
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 18, 2012, 03:42:38 PM
The Faithoper in Relics or the Voyager from star trek? take your pick :P

Made a sprite for a new energy PD weapon, but i'm not showing it yet because i'm evil. ;)

Next update contains:

The ships above.

Greater balance throughout the faction. (Thank you Reshy)

A 180 FP fleet that only defends the station, with 1 Vatican Mk.III as its flagship.

Anything i have said it will contain previously.

EDIT: Changed the load out on the Mk.III a coupe of times because believe it or not, it couldn't even kill a destroyer, the problem is probably that the ship is so large and has so many weapons that the AI doesn't know what to do with it.

Added a ballistic mounted burst pd laser (yes...ballistic mounted O.o) to create some diversity between light flak, light/heavy mgs and now a third pd type.

Nerfed the flak weapons a bit, because they one shot every single missile type, including reapers and MIRV's.
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 19, 2012, 08:09:57 AM
Added a new missile weapon to replace the harpoon, because some of my ships have 4 or more harpoon pods and that is more than a little overkill.

these move and turn faster, but deals half the damage.
(http://i.imgur.com/DuSuN.png)

and this is the IR burst pd laser, deals less damage and has shorter range, but recharges faster.
(http://i.imgur.com/L4DKJ.png)



Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 19, 2012, 08:46:33 AM
Valkyrian's updated, download the mod again to receive new features.

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip?m (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip?m)
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: theSONY on December 19, 2012, 10:13:11 AM

Spoiler
(http://i.imgur.com/Ceten.png)
[close]


this is great, bit much with the wep mounts on the side but it looks great , something like Roman gladiators blade "gladius"
Spoiler
(http://www.medievalcollectibles.com/images/Product/icon/AH-6251B.png)
[close]
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 19, 2012, 10:52:32 AM
removed 6 mounts on it, look at spriters comment thread.
Title: Re: Project Valkyrie V0.9 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 20, 2012, 05:58:28 AM
New large missile, the IBCM, a Kinetic version of the MIRV.
(http://i.imgur.com/ot1Ii.png)

New Large Ballistic, the heavy siege cannon, Its built in on the VAT III.
 
EDIT: TheHappyface helped me sort of the looks of this gun, it looks allot better now.
(http://i.imgur.com/0rg0l.png)
Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 21, 2012, 10:34:53 AM
All universal mounts are now ballistics.

increased the amount of active drones on the Guardian drone swarm to 30 from 25 and its max drones to 60 from 50, if you feel that this was to much of an increase, i will revert it back.

If not already changed, all capital ships will have their movement speed and maneuverability decreased (why? because they are freaking huge. O.o)

Oranoron will attempt recoloring my ships, so we might just see a major change in the faction soon when he is done with them. ;D

Will attempt creating a second drone system, featuring shield drones, with dedicated drone carriers also appearing to fit the role of launching them.

Updated mod info, its now correct. :-\
Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: oranoron on December 21, 2012, 11:51:39 AM
Here is the recolour sample with your description if I understood it right. If you choose have me me recolour the rest I want to be listed as a contributor in the mod and main post  :P

[attachment deleted by admin]
Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 21, 2012, 12:06:32 PM
I like it a lot! but i think i would prefer stripes instead, could you do one with stripes so i have something to compare with? What do other people think?

Actually, could you do red stripes? because that would fit with the IR burst PD. blue doesn't really make sense anymore. since i made that comment when the faction had like 6 ships and only vanilla weapons.

While on the matter, Have the red striped curved slightly backwards, with 2 on small ships, 4 on medium sized and 6 on large ones, i'l make a bad image as an example, editing when i'm done.

"small" ship example
Spoiler
(http://i.imgur.com/hw9e9.png)
[close]
"Medium" ship example
Spoiler
(http://i.imgur.com/mny3K.png)
[close]
"large" ship example
Spoiler
(http://i.imgur.com/5L9KK.png)
[close]

although transparency so you can see the ship underneath would fit in nicely.

Now how you wish to proceed is up to you, your the one actualy doing it after all, and if im still not satisfied for some reason, i will lay in a good word for you to other moders, seeing that you repainted my heron like that really shows that you have talent. ;D
Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 21, 2012, 06:55:29 PM
Added shield drone ship system.

Tesladora Mk.II will now use shield drones instead of standard ones

Slightly altered Tesladora Mk.II.

Added a new heavy destroyer using the shield drone system.

Herald-Class Heavy Destroyer
Spoiler
(http://i.imgur.com/pOdTl.png)
[close]

Added a new large "ballistic mounted" energy weapon, and a Vatican I variant featuring this weapon. the design is not complete yet, but it looks like this right now.

Antiproton laser Battery
(http://i.imgur.com/3jKBk.png)

Nerfed IR burst PD, it was to good.

Gave the LR flak less ammo.


Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: Hyph_K31 on December 23, 2012, 01:33:47 AM
Hey there, I've just noticed something whilst playing with the mod. The scorpion missile is half the strength of the harpoon, (but a bit faster?) and yet has the same amount of OP. to me, as soon as you get a Valkyrie ship you never use scorpions, because harpoons have twice the yield for the same amount of OP.

I would suggest lowering the OP requirement of the scorpion to around 8 and lowering the amount of OP on all ships that use them to match.
Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: Dr. Death[Lexx] on December 23, 2012, 05:11:50 AM
Great mod, Val...am playing and testing the hell out of it and could also pretty much agree with Hyph. Anyways, awesome, Val...keep up the great work. :)
Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: Reshy on December 23, 2012, 05:31:42 PM
You stole my idea Val.
Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 24, 2012, 06:28:26 AM
I though i had the scorpions balanced already, in exchange for doing half the damage, they have 100% more ammo and move/turn faster than the harpoon, but i lowered the OP to 8 on the pod and 4 on the rack, lets see if you like it better, also lowered the max OP on all ships to match.

And i didn't really steal your idea Reshy, I've had the drone shield idea for a while, and it varies a bit from yours, from what i understood, you wanted a layered shield, with a large shield inside/outside your own kind of like a safeguard in case your own shield overloads, rather than drones orbiting your ship, and the extra shields has been around for a long time in quite a few mods, i'm sorry if you feel like i stole it from you.

Anyway, i did the changes, i fixed the top fleets and some other minor things and went to bed around 7:00 AM, woke up 3 hours later, had Christmas with my dad all day and slept about 4 hours after that. head was a complete mess, putting up a new version in a bit, just doing a check so everything is ready to go.
Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 24, 2012, 07:34:13 AM
Last minute things.

Added 2 more stations for future purposes, all fleets will now spawn from the planet, defense fleets will defend the planet to give coverage to all 3 stations

Convoys supply all 3 stations, so check all of them for new stuff once the convoys come in.

Added comments in the spawn files so i can more easily change the spawn rates in case i have to, as of now, large fleets have 5% spawn rate, medium sized ones have 10% and small fleets have 20%.

Sorted out the top fleets (thank you for finding that Lazywizard), they didn't spawn correctly and had a chance to crash the game.
Title: Re: Project Valkyrie V0.95 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 24, 2012, 08:11:10 AM
New version, Check out OP or download it below, this one is most likely not save compatible.

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip)
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: theSONY on December 24, 2012, 08:51:36 AM
umm... so i was wondering when it could be possible to buy Vatican Mk.III & Vatican Mk.II  ?
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: TheHappyFace on December 24, 2012, 09:03:58 AM
(http://i.imgur.com/WCLr9.png) (http://fractalsoftworks.com/forum/index.php?topic=5066.0)

why dont you use this one in your signature instead ;)
picture which directs to this page on click
(quote to copy)
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 24, 2012, 09:43:46 AM
Thanks Thehappyface. ;D My signature is the link now.

You have to capture them SONY, i will make the Vatt II buyable since its not the latest ship anymore, however, to get the Vat III, you have to capture it, i thought that was reasonable so you can't just buy the biggest baddest ship in the house after farming pirates for 10 minutes, or does that not make sense? capturing it is easy enough if you kill of a system fleet and letting the vat escape, then damaging it little by little without killing it until it runs out of crew.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ssthehunter on December 24, 2012, 02:23:51 PM
you know what they need to do? add boarding parties, uses marines as ammo (10 per shot) and randomly removes units between 1-15 marines(give or take a few) or 10-25 crew. also, love this mod, but I'm still standing with my original post, SPACE CRUSADERS! (XD)

Also, i saw a Vatt 3 solo half of a full strength pirate armada O_o
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 24, 2012, 02:51:27 PM
Have you looked at the Vat III's load out and ship system "up close"? ;D that is what you would expect from the faction's strongest ship.

And yes...they are crusaders.... in space ships. :P
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ssthehunter on December 25, 2012, 11:51:15 AM
yes, yes I have, and it was an epic battle vs my omega class dreadnought :D So many explosions @[email protected] (2vs1)
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: conorano on December 25, 2012, 11:58:32 AM
omega dreadnought?! where from? is it big?? how many guns?!
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ssthehunter on December 25, 2012, 12:11:10 PM
originally from omega's minimash, i took it and added it to my base game, it has 11 large energy, 24 med energy, 26 small energy, and 8 med missiles, I added the fortress shield subsystem to it, because it didn't have one originally.  It also has 80 hanger space and 3 flight decks, and no, i have no clue how huge it is, but its larger then an onslaught. Just a note, this mat or may not be accurate, because I modded basically everything except for the 8 med missiles to universal mounts for myself, not sure if the types i gave are accurate, all i can be sure of is that it has 11 large mounts, 24 med mounts, and 26 small mounts, and 8 med missiles,not sure what type they are :/
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Dr. Death[Lexx] on December 25, 2012, 12:14:43 PM
The Omega is the ship at the bottom...the very big one.
Spoiler
(http://fc09.deviantart.net/fs70/f/2012/107/e/d/omegas_minimash_1_83_by_snake40000-d4whdyj.png)
[close]

Thanks for the rebalance, Val. Appreciated.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 25, 2012, 12:38:04 PM
NP Dr.death, and while actually here, check your PM
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Dr. Death[Lexx] on December 25, 2012, 12:40:12 PM
Will do Val asap. Need to get something done first, stay tuned. :)
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: conorano on December 25, 2012, 12:54:33 PM
that ship looks ridiculously awesome, care to upload it for me maybe? ive always wanted to fight or fight with something big but no one seems to be making huge ships...
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Dr. Death[Lexx] on December 25, 2012, 01:00:31 PM
Follow the link. http://fractalsoftworks.com/forum/index.php?topic=1885.0

And Val, I already replied but the PM's on the site are awfully slow.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 26, 2012, 09:05:53 AM
And now i'm very happy, I've found myself a VERY good painter, And also i came up with new content talking with him, The faction is going to get an "Royal Elite Guard" section featuring... well the royal Valkyrian navy. Here are the 2 samples i chose from the ones he gave me, when he is done (give him time, since its Xmas and soon new years eve and all), The ships will look like this, with the Elfheim as an example.

Standard Valkyrians:
Spoiler
(http://i.imgur.com/XClDN.png)
[close]
Elite Guard Valkyrians:
Spoiler
(http://i.imgur.com/1CjtD.png)
[close]

To him, those were a simple 20 minute work, and not even close to what they will look like. I'M SUPER EXITED!!! ^_^
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Dr. Death[Lexx] on December 26, 2012, 10:13:42 AM
Damn, Val...whoever made those, I'm impressed.  :D Keep up the overall good work tho. Kudos to you.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 26, 2012, 05:30:17 PM
Mhm, and you are going to have even more work ahead of you, because I'm unveiling this..

The Nirvana Mk.III
Spoiler
(http://i.imgur.com/maIYG.png)
[close]

And a much larger ship... which will remain in mystery for now...
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: conorano on December 27, 2012, 01:37:58 AM
will you make mk variants of every ship? i would love to see a cruiser sized defence platform.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on December 27, 2012, 05:20:17 AM
We will see, i did plan to have about 1 or 2 marks of every ship with some having up to 5, with only the first or second mark purchasable, any mark above II, you HAVE to acquire by fighting them, you can't buy them, it would give a player a goal like "I want that ship" much like you set a goal that you want to defeat the System Defense Fleet.

I thought the Tesla II was big enough of a defense platform ;D, their objective really is to keep you engaged until the main fleet arrives, not destroy you, but I'l see if i can puzzle together something.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: DNAz on December 28, 2012, 06:05:58 AM
Awesome! ;D

TOP SECRET

(Aww. Guys show some more enthusiasm for this mod and post in the thread for ValkyriaL.)
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Psiyon on December 31, 2012, 12:09:55 PM
I have to say, although I'm not a huge fan of kitbashes, these are pretty good. I played around with some of the ships in devmode a few days ago and generally liked them as well. Looking forward to the new color scheme they'll be getting.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 03, 2013, 12:40:53 PM
Made a new PD weapon to replace the dual mg's on advanced variants. its based on the Ascendancy Mgun/VLI-ASD-3.
(http://i.imgur.com/oSR98.png)

Vatican Mk.IV, you cannot obtain this ship in any way right now until the elite guard comes out. which will be when Lexx has the sprites finished. And then, it will only be attainable by defeating it. Its about as hard to kill as the vat III in case you wonder. You can train against it in the simulator for now.
Spoiler
(http://i.imgur.com/qCVft.png)
[close]

More ships now have *Advanced* variants, basically they only have high grade weapons and PD.

The stations are now closer to the planet.

Added relationships to every single non TC mod/faction i know of. So now they pretty much know everybody. ;D

Update will be out when i have all the sprites from Dr.death.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Spardok on January 03, 2013, 05:59:17 PM
Yet another menacing capital ship :0. It looks like you removed most of the missile bays though and it's been downgraded to one hanger bay?
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 03, 2013, 06:14:33 PM
Mmmm, it doesn't need more hangars than one tho, since there are more ships than this one on the field that is bound to be a carrier, as it is a dreadnought, it focuses more on firepower than support as the vat III does.

and yes, it has lost a good 80% of all its missiles, but it has "allot" more turrets to compensate, which skyrockets its flux usage, and its twice as slow as the vat III, which is already a snail in a wheelchair, so it really can't do much without support.

And i really have to focus on smaller ships now, huge capitals require so much effort to think out a desired shape and then attempt to put something together to match that image while looking good at the same time. I'm thinking of making another frigate, because the longinus shape is so mainstream, there are so many kit bashes that look almost identical.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 04, 2013, 07:24:14 PM
Changed OP to match the new name change of this game.

Added a new frigate that was completed by Psiyon. Yuusha-class (blah) frigate, will most likely get a mark II.
(http://i.imgur.com/hdGOZ.png)

Changed The loading screen title and moved the loading bar down a bit because it was in the middle of the logo.

Added a new ship system, <Incendiary Ammunition> High energy focus, but for ballistic weapons ;)

Trying to figure out how to add blinking lights to ships, >.> probably won't be there until Trylobots editor has that covered.

Changed a few fleet setups.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Chronosfear on January 05, 2013, 07:02:15 AM
Vatican Mk.III is awesome ship, captured one. Can’t wait to get my hands onto those Mk.IV
Will the Mk.IV have some "Heavy Siege Cannon"?

personal favorite ship of your mod is the "Nirvana Heavy Cruiser"

great and fun mod.
Thank you.





Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 05, 2013, 07:20:51 AM
Spoiler
(http://i.imgur.com/8BIon.jpg)
[close]
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: conorano on January 05, 2013, 08:09:12 AM
how much flux capacity does it have?
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 05, 2013, 09:08:04 AM
30k, so it can only fire all its guns for a few seconds.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ianianian on January 05, 2013, 11:48:00 AM
30k, so it can only fire all its guns for a few seconds.

How often do you find a ship like that surrounded on all sides? At most it will probably be using ~40% of its guns at one time, which lets it fire much longer then you perhaps thought. I also don't see many ships surviving that kind of burst firepower. So many large mounts! Throw Heavy Maulers into every one of those and Needlers into the medium slots - NOTHING will survive the first 10 seconds of engagement.

On another note, I love your mod! Like Davidoff's ship addon, I like the look and feel of your ships. I wish the Mark 4 had a more elegant shape though. Maybe wider at the bottom? SO it looks a little bit less like a brick.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 05, 2013, 12:41:13 PM
One broadside will cap its flux, no need for it to be surrounded. and the AI doesn't use 40%, it fires everything its got to ensure it kills you while you are still there. because the ship itself is so slow that it cannot move itself into a defensive position before you circle around it.

Finding/making parts for a ship this large is very hard, remember that i kit bashed the whole thing together, but i guess it could be improved, but more space means more gun mounts needs to be placed/moved, and i don't want more guns that it already has, because i cannot assign them in the editor.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 05, 2013, 04:00:06 PM
Well Anyway, your going to have the chance to test that out yourself! because I'm doing an early release.

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip)

Things added (Hope i diden't forget anything. ;D)

Ships

-Vatican Mk.IV Dreadnought
-Nirvana Mk.III Heavy Cruiser
-Yuusha Frigate/Scout

Systems

-Incendiary Ammunition : Increases ballistic damage by 50%, but due to high flammable risks, you take 75% more damage.

Miscellaneous

-Changed fighter command fleet setup, they now actually have more fighters than frigates.
-All fleets has a chance to contain Yuusha-class frigates.
-Nirvana Mk.I can only be found in convoys and the station because its so outdated.
-Vatican Mk.IV added to simulator.
-Yuusha Frigate added to simulator.

Weapons

-IR PD Cannon

And please people.. some feedback and screenshots would be appreciated, since i have received very little or next to none other than people thinking its a great mod, which is very good in itself, but I can't really fix anything if nothing is reported as being wrong. :-\ or perhaps there is nothing unbalanced whatsoever? ;D
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Chronosfear on January 05, 2013, 04:14:25 PM
Ok ..
I personally dislike the sound effect of the "LR Heavy Flak Cannon" , i think it doesen´t fit in well atm. :)
but thats just me :)

Now , I´m going to get that Mk.IV :) ..

keep on the great work.


Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 05, 2013, 04:18:36 PM
the Mk IV is not in any fleet yet, i was waiting for the new ship sprites before i included it in the actual campaign, since i planned it to be the "Last Boss", but you can still fight against it in the simulator, Do you want it captured that badly? ^_^
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Chronosfear on January 05, 2013, 04:32:12 PM
Well i can wait :)
Just owned it with my Mk.III in the Sim, char focused on combat and tech makes big ships OP :)

Movie : http://www.youtube.com/watch?v=XMrzBxBjFsU&feature=youtu.be (http://www.youtube.com/watch?v=XMrzBxBjFsU&feature=youtu.be)

Not really a boss :P

Edit : Quick movie added ^^
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Spardok on January 05, 2013, 04:32:52 PM
Do you want it captured that badly? ^_^
Yes, yes we do :D.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 05, 2013, 05:11:45 PM
Well, that died fast... luckily i have lazy working on a unique ship system for it, and you have player skills backing up your ship, wait until the AI gets their skills... blood will float... :P
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Spardok on January 05, 2013, 08:51:47 PM
Well I didn't get a video of it but...

Spoiler
(http://i.imgur.com/Cm1Hf.jpg)
[close]

As you can see... it didn't even make a dent rofl. This was a Mission Sim, so I had no character points at all. I think the ship may need a bit of a buff ;).

Looking at that idle % I think my computer could use a bit of a buff too haha.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 05, 2013, 09:18:34 PM
Changes

-Buffed Vatican Mk.IV's HP to 30.000 from 27.500 (If you feel that it is unnecessary/to much, please speak up)
-Gave it a unique custom ship system (Thank you Lazywizard)

Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Spardok on January 05, 2013, 09:45:43 PM
I just re-downloaded it again thinking that you updated the file >< lol. I want to pwn the upgraded version damnit!
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 05, 2013, 09:54:45 PM
Oi oi, let me and wiz fix the system first, ;D there are a few bugs here and there that needs attending to, I'l upload it soon.

EDIT: you people are going to love and hate this new system, i guarantee you. ;)
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Spardok on January 05, 2013, 10:03:33 PM
Well good to know I'll get to take a whack at her before I go sleep! Though in the meantime my F5 key may snap right off :p.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 05, 2013, 10:52:09 PM
OP Updated Download patch below or original post.

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip)

Break a leg on that Vat IV people, I'm of to bed.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Spardok on January 05, 2013, 11:52:26 PM
Mission Simulation again, no Character stats.

Spoiler
(http://i.imgur.com/BMM12.jpg)
[close]

Well I can certainly say that subsystem caught me off guard, and it *** all of my drones :'( poor drones. Honestly it's hard to tell, I could prob annihilate a Vat MK3 with it myself. It seems the problem is the ship doesn't go at me with broadside, instead it just comes head-on then starts to turn broadside.

I just unload on it with the cannons (normally I would have set needlers/maulers to diff weapon groups) and once I hit a certain soft flux just disable all weapons other than PD and wait for it to soft flux cap, then unload with missles/cannons and overload it or force it to shut down its shields resulting in the missiles doing crazy damage and disabling most of the weapons. Then boom!

Btw I love those IR Burst PDs I always hated small ballistic mounts because I normally use them all for PD. Honestly I find all the vanilla small ballistic PD horrible, doesn't matter how good the damage is if it can't hit the target once. I'm looking at you dual mgs!
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Lordzias on January 06, 2013, 01:40:27 AM
When I try to load the mod I get:

Spoiler
(http://img96.imageshack.us/img96/4813/76343758.jpg)
[close]

When i tried checking the log file it had over 500 pages in M$ Word...

EDIT: Ok, got it! I just had to upgrade my Star... sector...
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Dark on January 06, 2013, 06:22:05 AM
yea i got the same error as the previous comment not a clue how to fix it
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Lordzias on January 06, 2013, 06:26:04 AM
Download the newest 0.54.1a version of the game from the site and it will work just fine.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: arcibalde on January 06, 2013, 06:37:52 AM
Vatikan mkII i think, the nasty big ship but not biggest... Well... slow...So slow i got feeling it's not moving at all. Yea, i know, big ship should be slow but still, that thing is just to damn slow. For my taste ofc  ;D

And they got little HP - big ships. Ship 3x time bigger than Paragon got same HP...
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 06, 2013, 07:13:37 AM
Just because they are massive does not mean they need 50-60k HP, vat II is hard to kill despite being slow and having low HP, its got a fair bit of armor for a battle cruiser and a lot of firepower, if i gave them more hp, it wouldn't really be balanced anymore, but sure. the HP gap between vat II and III is rather large so i could bump it up a little on both mark I and II.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: theSONY on January 06, 2013, 07:21:09 AM
big ships. Ship 3x time bigger than Paragon got same HP...

no room for armor or hull points with all these weapon slots   ;D
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 06, 2013, 07:45:24 AM
Exactly, most of the room is spent on ammunition/missile storage, and TBH, do they even need more hp? some people have told me that some of the ships can take damage like a freaking tank and still put up quite the fight.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: arcibalde on January 06, 2013, 07:47:21 AM
no room for armor or hull points with all these weapon slots   ;D
;D  HP, for me, is ships "meat". That weapon slot do not exist in thin air. They are part of ship.

I do not know how you calculate HP for your big ships, I use very simple method.
Low tech = Onslaught
Mid tech = Conquest
High tech = Paragon

SHIP HP = how many O/C/P (depending of what tech ship is) can you put "in" it and then [number of ships] * [HP of that ship]


It was Vatikan III not Vatikan II. I run Vatikan mk III vs Vatikan mk IV (simulation). And, fight was over before it began. I was checking weapons and speed (it's sooooo slowwwwwwwwww  ;D ) and BAM!!! Vatikan mkIV just sneaked up front and blast me in like, dunno, 10 seconds (maybe less).

I like your ships but i couldn't force myself to fly III or IV. To slow for my taste.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 06, 2013, 11:26:54 AM
With the amount of guns those ships have and considering the shells they fire and the amount of shells they send downrange, any ship would be destroyed in seconds, in RL, a single cruise missile can sink an entire carrier if it cannot shot it down(perhaps a bad example in this case).

And considering that a ship of this size would probably weight hundreds upon thousands of tons, i consider its speed to be quite reasonable. Besides, they don't need to be faster, i see them more as a massive support ship/flagship to hide behind if things get tricky.
(advised not to hide behind Mk.IV as its shock wave hits friendly ships as well.)

I give my capitals a set number of HP, i start at the vanilla equivalent (say 10k), then add 5k for every ship that is bigger and then adjust it +/- to the point it neither feels overpowered nor underpowered.

I've boosted their HP a little except MK.I (doesn't need a buff) and IV because i don't want to give it more than it already has, since i boosted it in the last patch, they will come in like this.

-Vatican Mk.I = 12.000 HP " N/A "
-Vatican Mk.II = 17.500 HP "+ 2.000"
-Vatican Mk.III = 25.000 HP "+ 2.500"
-Vatican Mk.IV = 30.000 HP " N/A "

Better?
Now, if you feel that it was unnecessary or to much of a boost, please speak up.

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip) <---- with new stats, OP also changed.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Spardok on January 06, 2013, 12:13:51 PM
I honestly felt the Vat 1-3 had a large enough HP pool for where they stood. Considering they all have a buttload of armor on top of it.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 06, 2013, 12:19:58 PM
Those 3 have armor equal to a Venture --> Dominator --> Onslaught, and i think i should wait with increasing/decreasing something in the future, 1 persons opinion cannot stand for the whole crew, am i right?

Although i believe that the HP boost they just received won't affect the outcome of a battle very much, 1 shell from 2 siege guns deals about 900 damage to an unarmored hull, and they fire 1 shell per second.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Chronosfear on January 06, 2013, 04:02:13 PM
I honestly felt the Vat 1-3 had a large enough HP pool for where they stood. Considering they all have a buttload of armor on top of it.
I agree.
They are tough enough.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 06, 2013, 04:12:31 PM
Okay, I'l revert them back to the next release, If you really want them stronger, i can't really stop you from changing the stats yourself =) trying to pick out a new background right now. ;D

Anything else i should change on them while I'm at it?

As for the backgrounds,

Spoiler
(http://i.imgur.com/OycFP.jpg)
[close]
Spoiler
(http://i.imgur.com/nwJbq.jpg)
[close]

Which one do you guys like best? or should i find another one? myself i really like the top one, fleet rings stand out more and looks better in-game than the other one.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Spardok on January 06, 2013, 05:11:44 PM
Yea the first one is much better for the exact reasons you've said, you can't really make them too bright or colorful or you will not be able to see other fleets that clearly if at all. Especially if you change them for in-combat, there's a few that Thule put in his mod and you can't even make out your weapon line.
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: Thule on January 06, 2013, 05:37:13 PM
i toned down the backgrounds already ;P
Title: Re: Project Valkyrie V0.96 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 07, 2013, 07:23:02 PM
New Update! Check OP or download it below.

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip)

This will contain some later planned features that this mod was intended to contain due to an LP which Justin (aka Axiege) is going to start recording, the LP is going to be showcasing our fantastic modding community, featuring: Uomoz Corvus and all the mods it contains, Gedune, And the Valkyrians. He has planned to start it Wednesday.

Added

- A 300 FP boss fleet Featuring the Vatican Mk.IV( this fleet will sit at the edge of the system, waiting for you to get stronger or until you feel ready to engage it, once you hit level 30, it will attack you despite you being ready or not and turn every valkyrian against you, you have to defeat this fleet for the valkyrians to become neutral again.)

NOTE Only the player can defeat this fleet, it will flat out crush any fleet of any size through autoresolve to prevent it getting weaker and it cannot capture anything, thus preventing it from getting stronger, this is an End-game fleet, thus intended to be balanced against a player with high level and skills and a fleet to match.

- Fuel convoy composition changed, it will contain a Prometheus instead of a phaeton.
- The faction will no longer supply weapons from other mods.
- Convoys will now spawn from the bottom right corner of the map, this is also where the Boss fleet is located.
- Changed the Vatican II and III Health back to their original values.
- Morgiana, Sahara, Azgard and Lightning Fighters cost less FP
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: Chronosfear on January 08, 2013, 08:57:04 AM
Done on my 2nd attempt :
Spoiler
(http://i16.servimg.com/u/f16/16/69/23/02/th/vat4ca10.jpg) (http://www.servimg.com/image_preview.php?i=41&u=16692302)
[close]
Movie of the 1st attempt if you want to have a look.
Spoiler
http://youtu.be/quhCVXDQA3U (http://youtu.be/quhCVXDQA3U)
[close]

Loved it :) but the battle at this point was not that hard ;)

It was hard to get there because the fleet is hunting you around.
It´s slow but watch out where you fly if you aren´t ready to take the fleet :)

Cool idea with switching valkyrians to hostile at level 30 and back to friendly ( whoo i feel like the surrendered to me :) )

Thanks ValkyriaL!

Chronosfear
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 09, 2013, 05:26:20 AM
As the recording is delayed because of personal matters, I'l take my time to throw in a little extra update i thought I weren't going to make in time.

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip)

Added

- Yuusha Mk.II, "will only appear in the royal armada and the system guardian fleet."
Spoiler
(http://i.imgur.com/RuciQ.png)
[close]

- Ether Driver, large weapon that replaces the Gauss cannon on the advanced Vatican I variant.
Spoiler
Turret(http://i.imgur.com/YC5o3.png)Hardpoint (http://i.imgur.com/uGDX6.png)
[close]

Changes

- Reduced the FP for the "Fighter Command Fleet" to 90 and limited the amount of destroyers to 4.
- Changed a few angles on the guns for Almire and Nirvana III.
- Changed the Support variant for Vatican III

Misc

- Fixed a typo on the .faction file that could cause a crash to people using Linux OS.
- Fixed typo in the Vatican II description.

Please report anything odd or if something is to strong.
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: conorano on January 09, 2013, 06:23:58 AM
could you maybe tone down the amount of fleets attacking other factions. becouse 5 of them are currently circling around blackrock drive yards and are obliterating anything that passes by.
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 09, 2013, 06:46:36 AM
I can't chose what fleets attack others factions, if they are hostile, they will attack them, i can reduce the total amount of fleets however.
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: Upgradecap on January 09, 2013, 06:56:05 AM
I can't chose what fleets attack others factions, if they are hostile, they will attack them, i can reduce the total amount of fleets however.

Yes you can. Just have to set it in the factions relationship files/geberators, methinks.
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: conorano on January 09, 2013, 10:52:47 AM
i think rreducing the amount of fleets would be good. it currently sends out 5 and it seems they are following eachother
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 12, 2013, 04:19:33 PM
The first video of the new series will be released on Monday! check Axiege plays starfarer thread for more info,

The videos will use the current version of the mod too prevent the saves from being ruined by save compatibility.

Changes for the next release.

- Maximum number of fleets reduced to 8 from 12.
- working on a custom AI for the incendiary ammo system, so it won't just kamikaze in your face, if it doesn't work, I'l remake the entire system
- Proper Military/Advanced variants for the new Yuusha frigates.
- Vatican I and Vatican II taken out of service, can be bought from the station instead, Replaced by the Yoshura-Class Battleship.
Spoiler
(http://i.imgur.com/artH4.png)
[close]
- Changed some fleet compositions and sizes.
- Cleaned up the simulator, it had way to many ships.
- Rearranging the OP post, since I'm getting allot of ships now. :-\

EDIT: Computer crashed while changing the OP... derp... ;D
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 22, 2013, 12:52:43 PM
The new sprites are near completion, a little sneak peak at the largest guy around here.

Vatican IV
Spoiler
(http://i.imgur.com/WUGFUwd.png)
[close]
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: Spardok on January 22, 2013, 03:32:49 PM
The new color scheme looks pretty good, gives it a lot more metalicy feeling.
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 23, 2013, 11:51:19 AM
The new sprites are done, many thanks to Lexx for doing this. I have gathered them all in the family for you all to witness! ;D
Spoiler
(http://i.imgur.com/Klq4iz9.jpg)
[close]

If i'm adding more stuff, it will be in this comment for now!

All fighters and corvettes have been completely remade.

But oh? what is that? a new ship? indeed it is!

Excalibur-Class tactical Corvette.
(http://i.imgur.com/NnCwnIA.png)

Valkyrie B is reinstated, will appear in small fleets and convoys, while heron appears in larger ones.

Now... i have a long evening ahead of me changing the OP...

Further changes

- Vatican III no longer has drones, it now has a command aura that buffs other ships, truly giving it a support role.
- Changing all ships .ship files since as observed, they have changed a little.
- Sahara is now a bomber wing.
- Corvettes now provide their own hangar space.

- Going to add more portraits, as soon as i find suitable ones.
- Changing a few weapons about.
- Fixed my "guardinan" typo, its now Guardian like it should be. ;D
- Some new descriptions.

- New sprites for the following weapons, Ether Driver, Anti proton laser, IR-PD Cannon, IR Burst laser, check OP for new apperance.
- New weapons include,

Light lancer
Spoiler
(http://i.imgur.com/ZINTXES.png)
[close]
Heavy Lancer
Spoiler
(http://i.imgur.com/UKe0sVm.png)
[close]
Ultra heavy Lancer (no file yet)
Spoiler
(http://i.imgur.com/sdIuw3A.png)
[close]

- Valkyrians are now hostile towards Shadow Order. ( to save poor Justin in his LP should he wish to update. )
- Valkyrians are now Dark Red instead of Pink on the system map.
- Greatly reduced cost for Ether driver.

I'm going to need balancing checks once this is out.

I will release when i get my new computer, as everything is stowed away for file transfer, which will be this weekend hopefully.
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: Lordzias on January 23, 2013, 12:30:27 PM
Woooo! They look cool! Now just release the new version. :P
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on January 27, 2013, 08:41:29 AM
I cannot think of anything else to add for now, so here is the new version. ;)

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip)

Go000oo Craazzzeeey!! ;D

I do expect some balancing issues, but i hope you guys will find those for me. ::)
Title: Re: Project Valkyrie V0.97 [0.54a - Vanilla Balanced]
Post by: Radradrobot on January 27, 2013, 10:17:50 AM
I cannot think of anything else to add for now, so here is the new version. ;)

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip)

Go000oo Craazzzeeey!! ;D

I do expect some balancing issues, but i hope you guys will find those for me. ::)

Yeah!  I've been waiting for this update to play with your mod again for 24 hours!  So much sadness crossed my face when I tried to download yesterday and I couldn't.  Now, it's tears of joy.  Thanks!
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Kommodore Krieg on January 27, 2013, 07:56:57 PM
Those are some very high quality ships you've put together, I'll try this tomorrow.  Very nice work.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Cycerin on January 28, 2013, 09:12:15 AM
The new detailing adds a lot of flair to the ships - a great touch.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Radradrobot on January 29, 2013, 06:37:16 AM
You have a done it again.  You've 1 up'ed your mod again.  Getting better all the time.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: SainnQ on February 08, 2013, 07:12:51 PM
So, uhh yeah.

What's it take to get a boarding chance on one of those Royal Armada Super dreads. I've savescummed 3 times so far with over 600 Marines and got no boarding yet. D:
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 09, 2013, 04:29:36 AM
Drain it of crew by engaging it multiple times without killing it. 
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: zakastra on February 09, 2013, 04:44:05 AM
Does it have supply capacity for that to work?
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: LazyWizard on February 09, 2013, 04:53:10 AM
Does it have supply capacity for that to work?

The boss fleet has infinite supplies.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: SainnQ on February 09, 2013, 06:02:21 AM
Drain it of crew by engaging it multiple times without killing it. 

Well I don goofed, I decided to mess in DevMode to see if I could find a way to steal it, and accidentally quick-saved over my save that had it spawned. :/

Good to know tho.

How would I go about engaging it in such a way tho, are there particular weapons known for anti-crew capacity? Or would I just beat it down to like half hull, then try and retreat from the battle?
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: LazyWizard on February 09, 2013, 06:04:56 AM
Well I don goofed, I decided to mess in DevMode to see if I could find a way to steal it, and accidentally quick-saved over my save that had it spawned. :/

If you haven't saved again since then, you should be able to recover your old save by renaming campaign.xml.bak to campaign.xml in your saves folder.

How would I go about engaging it in such a way tho, are there particular weapons known for anti-crew capacity? Or would I just beat it down to like half hull, then try and retreat from the battle?

The last one, though I would allow the opponent to retreat instead to avoid autoresolve damage.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: SainnQ on February 09, 2013, 03:06:26 PM
Does the royal armada stop repairing itself after a certain level of destruction is done to it?

I've got it down to one frigate and the super dread itself in an attempt to "farm" it for fleet vessels.

The frigin superdred has like 15% hp I can't force it to retreat
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: zakastra on February 10, 2013, 06:06:28 AM
15% of a superdread's HP is still a lot of HP in real terms, you'll probably need to nibble on it a bit more.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: SainnQ on February 10, 2013, 12:47:02 PM
15% of a superdread's HP is still a lot of HP in real terms, you'll probably need to nibble on it a bit more.

One volley from my Hegemony Capital ship kills it. :(
I gave up, I couldn't get it to retreat and or drain it of crew well enough.

Frigin aggrivating.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: zakastra on February 10, 2013, 11:21:39 PM
Assign your weapon groups more carefully, or turn autofire off for the majority, Use Kinetics to break the shield and do low damage to the armour/hull. As long as you are not using the main guns or HE/Frag weapons you should be able to do chip damage and bring it down to about 5% without too much trouble.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Lucian Greymark on February 12, 2013, 01:20:29 AM
Me gerd. So many turrets o.o. Downloaded.

*Insert take my money meme here*
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Pelhamds on February 12, 2013, 01:23:16 AM
Me gerd. So many turrets o.o. Downloaded.

*Insert take my money meme here*

Granted
(http://weknowmemes.com/wp-content/uploads/2011/12/shut-up-and-take-my-money.jpg)
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 19, 2013, 02:43:43 PM
For next release will add more as time progress

-Ether driver no longer regenerates ammo, instead, it has a set amount of 100 ammo.
-Anti proton laser does 150 damage per shot, down from 200.

- "storm lancer" or ultra heavy lancer as i call it, is being worked on. ;D

- position lights. (maybe, things get outside my area of knowledge in weapon making here. :-[)
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: TheHappyFace on February 19, 2013, 10:44:16 PM
just wanting to say i found your mod on the chinese community ^^
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 20, 2013, 04:22:41 AM
...HUUUH!? Show me right now! this is is fantastic news! ;D
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: TheHappyFace on February 20, 2013, 06:18:54 AM
http://tieba.baidu.com/p/2097009303
here and somewhere else i saw that name pop up.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 20, 2013, 07:39:51 AM
Woah, that is some old content right there. i did a little searching myself a while ago and found that page you linked, doesn't seem to be any download tho. :-\
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: TheHappyFace on February 20, 2013, 07:41:29 AM
there is a link posted to this site ,so.... thats something ^^
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 25, 2013, 09:45:21 AM
- 100%+ max turn/turn rate on all capital ships.
- 50%+ max turn/turn rate on all cruisers.
- 25%+ max turn/turn rate on all destroyers.

- Boss fleet will chase you down more effectively.

- Boss fleet will reward the player with a Vatican Mk IV and 2 Excalibur wings when defeated.
- Boss fleet XP reward increased to 125.000 up from 50.000.

On the works

- Incendiary ammo now has 50% damage taken instead of 75%, and AI will hopefully use it better.
- Vat III Command relay system is fixed. AI will hopefully use the system.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Sandremo on February 28, 2013, 09:17:08 AM
And i came here hoping to see Battle Maidens flying in space and shooting lazer beams... i leave dissapointed... u_u

Btw how many times does your avatar twitch her ears in a second? :D
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 28, 2013, 10:15:07 AM
I did try to achieve that with the avatars, not good enough?

OT: About twice a second.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Sandremo on February 28, 2013, 10:21:00 AM
I did try to achieve that with the avatars, not good enough?

OT: About twice a second.


NO! I want to play with them in starsector and they should make nasty "KYAAAAAAAA!" sounds when they fire their beeemz. :D

Edit: Congratz on your 900th post btw
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Sandremo on February 28, 2013, 11:53:19 AM
Valkyrial save me! I'm cursed! Every single weapon sprite i create always ends up being too small! DX (http://i239.photobucket.com/albums/ff92/Finlander/Static_Turret_zps81aaaf1c.png) <- is supposed to be a large turret. XD
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 28, 2013, 01:02:17 PM
(http://i.imgur.com/nAkc7g8.png) Use vanilla weapons as a guide line for size
Lexx managed to turn an old round turret of mine into this.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Sandremo on February 28, 2013, 03:35:11 PM
^^ does it fire beams? Beam weapons are the love of my life in gaming! XD If it fires massive beams it's my kind of thing.

Oh and speaking of valkyries
Spoiler
http://www.google.fi/imgres?imgurl=http://file5.ratemyserver.net/mobs/1751.gif&imgrefurl=http://ratemyserver.net/index.php?page%3Dmob_db%26mob_id%3D1751&h=148&w=172&sz=25&tbnid=WoPbwb9_jIWzuM:&tbnh=90&tbnw=105&zoom=1&usg=__kWHweiegUsQUOGpJe4NoIrQoZgg=&docid=MDwMXYyBTzH-0M&hl=en&sa=X&ei=R-ovUeipF9TE4gTqyYDoBQ&ved=0CDAQ9QEwAQ&dur=35
[close]

Know where is this from? :D

Okay going a bit too much off topic. XD
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 28, 2013, 03:47:50 PM
Its from here. http://ratemyserver.net/

And no, it does not fire anything, its just a sprite. :P

Anyway, i'm introducing yet ANOTHER capital ship, (because i felt like doing so) you can never have enough ships. ::)

Radiance-Class Heavy Battlecruiser.
Spoiler
(http://i.imgur.com/1Gs3DsY.png)
[close]

Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Sandremo on February 28, 2013, 03:56:39 PM
Its from here. http://ratemyserver.net/

And no, it does not fire anything, its just a sprite. :P

Anyway, i'm introducing yet ANOTHER capital ship, (because i felt like doing so) you can never have enough ships. ::)

Radiance-Class Heavy Battlecruiser.
Spoiler
(http://i.imgur.com/1Gs3DsY.png)
[close]



Looks nice Awesome!! I might be blind but i think i noticed that you dont have a "dedicated" carrier of sorts... which is a shame. I tend to troll around while piloting a carrier every now and then.

Oh and does it have beams? XD
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 28, 2013, 04:03:36 PM
Vat III is a dedicated super carrier. heron is a carrier, so is valk-2 :P others simply have a hangar... because they can.

All the ships have burst lasers, good enough?
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Sandremo on February 28, 2013, 04:06:20 PM
http://www.youtube.com/watch?v=3r-4m23GHjw

... how about no? Okay sorry! >_<"!!
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on February 28, 2013, 05:37:47 PM
I'l make a beam weapon once i find a good sound file.. or if someone bothers to make me one.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 01, 2013, 01:55:41 AM
- Storm Lancer complete.
- increased/decreased armor on cruisers/capital ships.

- Radiance-Class Heavy Battlecruiser.
Spoiler
(http://i.imgur.com/rknwnXq.png)
[close]

- Almire Mk.II
Spoiler
(http://i.imgur.com/jLnIwFx.png)
[close]

- New mission featuring every single valk ship, so you get a better feel for them, how they work and fight.
- altered fleet comps a little.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Sandremo on March 01, 2013, 02:39:44 AM
Vat III is a dedicated super carrier. heron is a carrier, so is valk-2 :P others simply have a hangar... because they can.

All the ships have burst lasers, good enough?

Oh it seems i am blind and need to get a new pair of glasses. Anyway cheers for the mod going to test the new ship out when i... bother starting starsector today at some point.

-Sandremo
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Dr. Death[Lexx] on March 02, 2013, 03:04:32 AM
After a certain amount of ships, isn't it plausible that some ships lose specific purposes and are obviously just stronger then other ones? *points at Almire mk2*

Why get Almire Mk1 if there's a Mk2 which is stronger and has more power in every way? :o

It should make a difference and it does most of the time, I just hope that the gap is considerably big in between those two and that each one has it's own and unique purpose.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 02, 2013, 03:11:18 AM
Well, i see many of my ships as "prices" for fighting the Valkyrians, you can buy all the Mk I versions, but if you want their stronger models, you have to capture them pretty much.. i consider that a decent reward to the player, fight a strong faction = get rewarded.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Sandremo on March 02, 2013, 03:39:59 AM
Well, i see many of my ships as "prices" for fighting the Valkyrians, you can buy all the Mk I versions, but if you want their stronger models, you have to capture them pretty much.. i consider that a decent reward to the player, fight a strong faction = get rewarded.


= You cant buy anything above Mk I?
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 02, 2013, 04:10:22 AM
You can, if there are more than 2 marks such as the Vatican or Nirvana, you just cant buy the last few ones. but Mk.I is always available.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Flunky on March 02, 2013, 11:16:12 PM
Some (negative) feedback:

While I think this is an interesting mod in a number of ways, I don't think it should really say 'vanilla balanced'. A lot of the ships are flat-out better than vanilla ships, particularly the highest-end models with their masses of hardpoints with overlapping fire. The mod contains a wide variety of 'better' PD options. The ammo-regenerating energy ballistics (particularly the lancers) are almost entirely better than competing weapons.

A fair number of ships and weapons in the mod do seem pretty balanced, generally the lower 'mark' ships and simpler gear, but the higher-end ships and weapons are simply better than vanilla. It's like this mod has self-contained power creep.

The ships have a nice style and a more missile-oriented faction is nice, but... I wouldn't call it vanilla-balanced.

Also just not a fan of the boss fleet. I ended up deleting the mod because of its annoyance. The reward for leveling up a character is a massive FP pain in the neck? No thanks. That's more a matter of personal taste, I suppose.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 16, 2013, 03:01:42 AM
Since the AI can defeat any of my ships with most similar sized ships (cruiser vs cruiser and so on) i do consider them somewhat balanced, things like the Vat IV with its stupid amount of gun mounts are not meant to be balanced against the vanilla, they are balanced towards a high lvl player, so you have something to fight when you are lvl 30 other than just kill pirates all day, which i will have to change when AI skills come into play, did you also consider the size of most of my ships? my cruisers are almost larger than a vanilla battleship while my own capitals are twice as big.

I don't have any weapon with regenerating ammo, perhaps you are using an old version?

The boss fleet sits off map for most of your game session, and only comes out once you have reached the end game where your character is so strong no fleet in the game can fight you, so how is it a pain? people have defeated it with a single ship, so what else did you want to get rewarded with?

Anyway, thanks for the feedback, it was much appreciated.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 16, 2013, 03:24:19 AM
A few new things for future 1.0 release. ( more detail later on )

Ships

- 2 new frigates, 1 with experimental decorative weapons .
- 1 new capital ship. (few comments up)
- 1 new cruiser. (also a few comments up)

Weapons

- 1 new missile.
- 1 new small weapon.
- 1 new large weapon.

Systems

- ECM Jammer "reduces the vision radius of any enemy ship in range by 80% " AI supported

Misc

- New descriptions for some ships.
- New engines for the entire faction.
- New hull mod specific for the Excalibur corvette, you cannot use it.
- Reworked variants for quite a few ships.
- New variant for the Nirvana II, featuring prototype weapons.
- Boss fleet is better at hunting down the player
- Will attempt to sort out a new convoy system, did plan for 1 huge convoy to supply all stations with specific items for each one instead of 3 convoys supplying all 3 with whatever.
- boss fleet will reward you with a Vatican IV and a pair of Excalibur's when defeated.

- Reduced hull and armor for all cruisers and some capital ships to get them more in line with vanilla ships (eagle and conquest as guidelines) Max flux/vent not altered, your gonna have to give me your opinion on this once released.

- A whole lot of minor stuff i've lost track off.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: sirboomalot on March 16, 2013, 11:55:46 AM
Looking forward to those frigates  ;D
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: FlashFrozen on March 16, 2013, 12:45:23 PM
HEhehe, can we have ship named Francis? :D
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: SainnQ on March 16, 2013, 02:46:25 PM
So I seem to be in a bind. I upgraded to a Vatican Mk 2, but only then realized (Due to similar hull appearances) that the ship I was trading in was the Destroyer variant rather then the Cruiser variant, so I was left with little in the way of refitting finances.

Any advice for a cheapo stinko loadout? I've only got 20k laying around x)
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Flunky on March 16, 2013, 09:00:01 PM
I was either using an old version or was just remembering wrong regarding the regenerating ammo, so that complaint was either moot or mistaken (if so, my apologies).

My complaint regarding the boss fleet is that I felt penalized for hitting level 30. All of a sudden I have to worry about some uberfleet constantly breathing down my neck. I'm not expecting a reward for leveling up; I am just expecting not to get punished for it.

Seeing that hull/armor was reduced for the bigger ships sounds nice. I felt most of the normal ships were okay, just the higher-end ships were not vanilla-balanced. I don't see myself using it as long as a boss fleet like that is a constant menace for reaching level 30. Just because a more skilled player can beat the boss fleet with one ship doesn't mean that it's vanilla-balanced.

Edit: I suppose to clarify: there are certainly similar 'boss fleets' in Uomoz that I generally don't like too much, but in that mod they are a) easily avoided and, more importantly, b) temporary. They're an optional challenge instead of a looming pain.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: Dabclipers on March 18, 2013, 04:15:07 PM
So....What do male Valkyrians do?
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 18, 2013, 04:31:31 PM
Cook dinner, clean the house, give massages whenever asked, you know, a girls dream.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 21, 2013, 11:07:50 AM
Further changes

- The true purpose behind me having 3 stations is now complete, 1 convoy is going to supply all 3 stations with different goods depending on the station ( supplies and fuel to supply center and ships to shipyard, yeah.. you get the idea ;D)

- Reduced the amount of guns on Vatican Mk.IV from 90 to 70 something and reduced its max op by 100.

- some more expanded descriptions.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 22, 2013, 11:18:35 AM
Updated the navy family! can you see/guess our newcomers?? ;D

Spoiler
(http://i.imgur.com/wOsZX3Y.jpg)
[close]
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: phyrex on March 22, 2013, 11:27:09 AM
your ship look like terrying monsters  :o
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 24, 2013, 11:24:32 AM
Some alterations for the older capital ships, hurrah for Lexx.

Vatican Mk.II
Spoiler
(http://i.imgur.com/ygUcI7i.png)
[close]
Vatican Mk.III
Spoiler
(http://i.imgur.com/hn6Ff2k.png)
[close]
Vatican Mk.IV
Spoiler
(http://i.imgur.com/1fO8A44.png)
[close]

Added a list of contributors for this mod. (about time)

Important changes

- Valkyrians no longer has Lazylib integrated, you now need the Lazylib mod for Valkyrians to work.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: DanJSC on March 24, 2013, 08:01:44 PM
I'l make a beam weapon once i find a good sound file.. or if someone bothers to make me one.


Might i suggest the Sajuuk/Dreadnought ion cannon sound from Homeworld 2?
http://www.youtube.com/watch?v=P-05M3Xt1y8
Has a special place in my heart, honestly.

Also running from the Valkyrians because they suddenly decided they liked the look of my fleet. :(
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 24, 2013, 08:28:33 PM
Yes, The boss fleet activates at level 30 and hunts you around endlessly until you kill it, was considering to make it neutral all together in case someone does not want to feel forced to level up just to fight this fleet.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: DanJSC on March 24, 2013, 09:26:01 PM
Ahh, i was wondering why they suddenly wanted me dead. Spose it does make sense because of this part of the backstory
Quote
"The faction itself consists of a mixed low to high tech nation devoted to military superiority and absolute control over anything that would improve their technology"
and my fleet currently is fairly hefty in terms of tech and heavy armour/weapons.

Loving the portraits that come with it, specifically the two with the white backgrounds on 'em.

EDIT: Though you could have them periodically return to Obeiron to resupply, it's a fairly large fleet after all, that's gotta eat supplies like crazy.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 24, 2013, 09:44:09 PM
They are scripted to never run out of supplies.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: DanJSC on March 24, 2013, 10:30:19 PM
Well balls, so much for that. It has lead to an amusing game of cat and mouse while i try and build up the forces so that i'm confident enough to fight them.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: phyrex on March 25, 2013, 12:02:22 AM
Well balls, so much for that. It has lead to an amusing game of cat and mouse while i try and build up the forces so that i'm confident enough to fight them.

i havent played valkyrial's mod as a standalone seriously yet, but seeing some of the ship design on the main page, id freak the hell out to see a "boss fleet" filled with some of those ships.

the vatican MK4 anyone ? is there even place for engines and crew on that damn thing lol :P
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on March 25, 2013, 04:21:46 AM
the ships on the OP are a lil outdated :P scroll through the pages to find the newer ones.
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: phyrex on March 25, 2013, 11:25:48 AM
the ships on the OP are a lil outdated :P scroll through the pages to find the newer ones.

oh, i wrote that fully aware of the newest versions lol :P

the size/turret ratio on the vatican MK4 is ludicrous XD (altho, as slow and unmaneuverable as it is, i guess its needed >_> maybe...)

in any case, your ships look nice. for some reason i also laughed when i realized my ship were red with white details and i thought about your white ship with red details :P but thats probably far-fetched :P
Title: Re: Project Valkyrie V0.98 [0.54a - Vanilla Balanced]
Post by: ValkyriaL on April 05, 2013, 05:08:00 PM
Version 1.0 is out there boys and girls! take a big bite out of this baby!

https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip (https://www.dropbox.com/s/25dqknviop755wf/Valkyrians.zip)

If link does not work, tell me.

lots of good stuff added, as you can read on prev pages. and as ive said. The mod requires LazyLib, you cannot play this mod without it!
You find lazylib here: http://fractalsoftworks.com/forum/index.php?topic=5444.0

And, a lil surprise, keep an eye on Uomoz's Corus thread...
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Spardok on April 06, 2013, 12:45:10 PM
Good sir where is the change log?
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on April 06, 2013, 03:06:44 PM
Never had one, I usually report anything new in every other comment, i think its about time actually, or in fact, i should have had a proper one to begin with.

V 1.0 Changelog
- New ships including: Radiance, Almire Mk.II, Jenova, Inquisitor.
- Altered sprites for the following ships: Vatican II, III and IV, Yuusha, Yuusha Mk.II
- New weapons including: Light lancer, Heavy lancer, Storm lancer, Light antiproton cannon, wraith heavy missile.

- New convoy supplying all stations at the same time.
- Vast amounts of detail work and fixing.

EDIT: actually, its V 1.0 already so what's the point of a change log? might add one if i continue after patch 0.6

EDIT2: Added one anyway, Cheers.


Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Taverius on April 07, 2013, 11:37:11 AM
Is it normal that the stations are completely empty at the start of the game?

Its a bit weird, surely the Valkyrians didn't just appear out nowhere the moment the player got his first ship :D
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on April 07, 2013, 11:48:59 AM
Well, i emptied them all to make sure each station got the correct supplies assigned to them, but HQ could start with a few weapons yes and shipyard could start out with a few frigates and perhaps a fighter wing.

Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Taverius on April 07, 2013, 02:45:13 PM
Cool. :D

What's the lore reason they'd start with very little in the system as opposed to everyone else's 'just another day in corvus' kinda setup?

Btw, why do all the weapon descriptions get cut off?
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on April 07, 2013, 03:05:20 PM
no such reason, i just haven't added anything to the stations initial inventory yet.

Quote
Btw, why do all the weapon descriptions get cut off?

Because the descriptions are to long.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ciago92 on April 08, 2013, 12:08:07 PM
Is the daedalus in this?? I've been drooling over it since you posted that pic in UC lol
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: phyrex on April 08, 2013, 12:13:15 PM
Is the daedalus in this?? I've been drooling over it since you posted that pic in UC lol

i think he said it was in another thread.
lol that thing is sooo over-the-top
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ciago92 on April 08, 2013, 12:37:47 PM
He posted the picture of it over in Uomoz's Corvus and said it would be in the next release here lol but I didn't see it in the codex when I downloaded the link in the OP
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on April 08, 2013, 12:52:17 PM
I couldn't add it because the sprite is too large, it causes even high standard computers to go OOM when trying to load the mod. besides, its so incredibly broken its ridiculous and just to much work.

I already have some of the largests ships on the forum, i'm sure you will be content with those. :) 
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: phyrex on April 08, 2013, 01:37:15 PM
I couldn't add it because the sprite is too large, it causes even high standard computers to go OOM when trying to load the mod. besides, its so incredibly broken its ridiculous and just to much work.

I already have some of the largests ships on the forum, i'm sure you will be content with those. :) 

how did YOU made it work if it cause even good comps to screw up ?
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on April 08, 2013, 02:08:14 PM
I didn't, it worked for a short period at first, after that my comp started crashing after a while, and after that, i couldn't even start the game because of that sprite.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ciago92 on April 08, 2013, 02:18:19 PM
sadface. I know it would have been completely broken but it still would have been fun lol oh well. luckily for me the new UC lets you enroll in the Valks so I'm happy with that lol
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Teh_Wolf on April 15, 2013, 11:45:15 AM
@ValkyriaL

In your mod description, there's a typo. '...alowing the valkyrains to warp...'. Last time I read a dictionary, I'm pretty sure it said 'allowing'. This may/may not have been fixed, since I don't update mods very often.

EDIT - I hit my knee on my desk as a sacrifice to the sun gods for this post, that typo had better still be there.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on April 15, 2013, 11:46:43 AM
Fixed, i write too fast to spell properly. T_T
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: vrushil on April 19, 2013, 11:32:49 AM
 may i have ur permission to use this mod
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: vrushil on April 19, 2013, 11:33:33 AM
 May i have ur permission to use this mod
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Sproginator on April 19, 2013, 11:36:26 AM
To do what with it? :S
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on April 20, 2013, 04:19:22 AM
Hum... I'm a bit confused with this question of yours, Can you use my mod? well ofc, you can play it all you like,

you want to repost the mod as your own?
well, if you planned on getting this mod to the chinese forums by reposting it there, then sure, i still want credits for it tho and all those who helped me probably want their credits included as well, otherwise, no, on this forum, this mod is mine and shall forever stay that way.


Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: N1ghteyes on April 21, 2013, 09:57:19 AM
Getting a crash when i open the game using this mod. No other mods in use. And a pop up appears saying"...

Fatal: error compiling [data.scripts.world.valkyrianConvoySpawnPoint]
Cause: Parsing compilation unit
"com.fs.starfarer.loading.o00000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000000000000000000 [email protected]"
Check starfarer.log for more info


I couldnt find the logs in the files so without help thats as much info i can provide :(
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on April 21, 2013, 10:05:24 AM
Do you have LazyLib? http://fractalsoftworks.com/forum/index.php?topic=5444.0

This mod must be enabled for valkyrians to work.

I'll add that to the OP so people know this needs LazyLib.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: N1ghteyes on April 22, 2013, 04:37:50 AM
Works great :D thankyou so much! I love the look of this faction
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Foxtrot on June 04, 2013, 11:55:22 AM
The file was moved or deleted from the link, please fix that
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on June 04, 2013, 12:27:46 PM
Fixed, I lost my own 1.0 version when i backuped all my files "my comp is acting weird" so hopefully this one is the correct one, storing prev versions on a backup folder now. ::)

Try if it works for you.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Foxtrot on June 04, 2013, 12:56:01 PM
It works, thanks for fixing it
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Debido on June 06, 2013, 09:04:41 AM
So far my favorite ship mod, best way to steam roll over enemies. Once you have 4 Vatican Mk III and a Vatican Mk IV in your fleet you can auto-resolve every battle. I'm using this in the Exerelin collection and it seems to quite nicely mop the floor with any other ship.

But anyway, I love the design of the ships, they really fit in with the theme and art design of the game.

I've read upon the changes to missiles in 0.6 and how it may impact the ships as missiles do form a good component of damage against other capitals. Perhaps you could look at replacing the missiles with even more artillery :-)

I certainly appreciate the heavy siege cannon, but could you look at putting in some built-in shield breaker weapons to replace the Sabot Launcher. Then perhaps a similarly functioning loooong range/high damage/slow firing cannon to replace the MRM?

Maybe call the MRM replacement the 'Big Bertha' cannon, and use the same sound effect from Total Annihilation?
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Silver Silence on June 06, 2013, 09:21:05 AM
Maybe call the MRM replacement the 'Big Bertha' cannon, and use the same sound effect from Total Annihilation?

The Big Bertha? Nah. Nah, nah, nah, you ain't thinking big (http://i.imgur.com/tVXd3kW.png) enough.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on June 06, 2013, 09:28:33 AM
well, having Vat IV in the normal fleets of Exerelin is a little overkill, the ship is not balanced and neither is it intended to, Vat III is the largest ship normal fleets may have and Vat IV is boss fleet exclusive and unbuyable.

I probably will not replace missiles, as missiles currently is just massive flux free damage, they won't affect the ships overall strength even with CR, and since the faction is more missile based than otherwise i'd rather not remove them anyway, and TBH, adding even more guns to Valk ships will force me to untag this mod as Vanilla balanced. :P

I do have another super-capital coming up in the next version that Zaphide can replace the Vat IV with in Exerelin.



Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Debido on June 06, 2013, 09:54:55 AM
Maybe call the MRM replacement the 'Big Bertha' cannon, and use the same sound effect from Total Annihilation?

The Big Bertha? Nah. Nah, nah, nah, you ain't thinking big (http://i.imgur.com/tVXd3kW.png) enough.

What on earth is that thing???

Back to the Vat IV, admittedly that's OP, but I find it's too slow at changing direction to be super useful in combat. Most enemy vessels are able to escape because of it's enormously long  acceleration times. Honestly I just drive it in a straight line towards the opposite side of the map, then when I hit the other side of the map it pops up if I want the flagship to retreat. I then hit the 'No' button and I automatically get given a free 'bounce' back in the opposite direction.

The Vat III is marginally better in terms of changing the ships direction, it was easier to go into combat with 2 x Vat III as you get more control and more firepower than the Vat IV. I found that with 4 x Vat III + 1 x Vat IV I always received 60DP in combat anyway, so it was more efficient to deploy 2 x Vat III anyway.

At the moment I don't bother with fighters, how about a version of the Vat III that has an enormous fixed cannon where the flight deck is at the front. If the Neuterino have a giant phallus Jackhammer 'phased array cannon', maybe the Valkyrie can have a bigger conventional phallus cannon? Size matters you know.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Silver Silence on June 06, 2013, 12:53:10 PM
If we're gonna go there, the VatIII already looks too phallic.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Foxtrot on June 06, 2013, 01:54:36 PM
I just think it would be nice to use the siege cannons as a regular weapon instead of built in, that way i could make something that everything would fear, and look fricken badass
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Helios on June 06, 2013, 02:34:02 PM
I just think it would be nice to use the siege cannons as a regular weapon instead of built in, that way i could make something that everything would fear, and look fricken badass
Quite the opposite. If every ship could be outfitted with "something that everything would fear", then what's the point?

Speaking of which, seems the AI couldn't utilize broadside firepower effectively, they always act like a frigging Onslaught.

That's how I managed to defeat the Royal Armada with two vanilla ships (http://imgup.com/data/images/539.jpg) (to be fair, they are mostly outfitted with Valkyrie weaponry). If only those poor Vats know how to turn their ship a few degrees...

Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on June 06, 2013, 05:13:14 PM
Hohoh? is this the Chinese version i'm looking at? taking the valk navy on with 2 vanilla ships is a big feat, but to be fair, thats the old navy, the new one...is gonna be a hell lot harder... ;)
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Helios on June 06, 2013, 08:17:21 PM
Yep, and speaking of which, can I translate this mod into Simplified Chinese? This mod is by far my favorite non-TC mod. I promise all the translations will be done manually, not "mechanically".

Actually the translation is already halfway done, THEN I realized I should ask for permission first...orz

Anyway, there's something else I wanna ask: the race description states "A race born with the power to generate red flames", but their dialog says "You will burn in the valkyries blue flame".
So...which is true? btw I'm guessing their flame changes color depending on their mood.

Also, most of the ship class name seems to be based on mythology, but some doesn't really make any sense to me, like "Yoshura" (Japanese name?), "Tesladora" (feminine Tesla?), "Jenova"  (dict says "brand name"?), "Ancord" and "Almire". I'm fine with transliteration though.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Silver Silence on June 06, 2013, 09:14:28 PM
I think Valk just plucked cool sounding names for ships.  :P
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Helios on June 06, 2013, 09:25:26 PM
I think Valk just plucked cool sounding names for ships.  :P
Probably... There's even "Yuusha" (Japanese for Hero) and "Excalibur"... and their ship names are also in Japanese.

Isn't Valkyrie supposed to be using Greece mythology? Guess I'm thinking too hard.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Silver Silence on June 06, 2013, 09:40:26 PM
Ships like the Yuusha and the Yoshura imply japanese naming schemes. The only relevant thing I can find for the Jenova is the overall bad guy of FF7 of the same name. Excalibur is a sword in an English mythos. Elfheim is, again, something from Final Fantasy like Jenova. Elysium is a Greek realm of the dead. The Valkyrie is a Nordic angel of sorts that chooses who has died valiantly in battle and can go to Valhalla. Azgard (which should be spelt Asgard) is home to the Aesir, also of Nordic origins. Morgiana, I can find nothing on it, seems to be an anime character.

So yeah. Plucked random cool sounding names.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Debido on June 06, 2013, 11:02:57 PM
I just think it would be nice to use the siege cannons as a regular weapon instead of built in, that way i could make something that everything would fear, and look fricken badass


That's how I managed to defeat the Royal Armada with two vanilla ships (http://imgup.com/data/images/539.jpg) (to be fair, they are mostly outfitted with Valkyrie weaponry). If only those poor Vats know how to turn their ship a few degrees...



I think one of my favourite aspects of the capital class Vats is that you can cruise towards the enemy at high speed, do a handbrake turn 'battleship the movie' style, and then unload all your cannons in their face. However as you said, the AI in control of a Vat seems to point it's useless nose towards  the enemy where there are no large guns or missiles - hence all the more reason for a big bore cannon pointing out the front.

I nice big long range cannon sticking out the front would be tactically useful to hit escaping enemies in their rear exhaust ports, disabling their engines long enough to catch up to them and give them another good broadside.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on June 06, 2013, 11:50:54 PM
Well, myself I just got an earful for forgetting to not ask for permission for something, it happens, and its not good, but since you are already halfway, actually asked for permission (now is better than never) and i'm a nice guy, go on and finish it, but do try to ask before you start. (hell i should be telling myself that) :)

I have indeed, just named my ships after what i thought was cool and what came to mind when i made the ship, no particular pattern, if i think too much about it can sit for half an hour trying to figure out a good name, so i'll use what sounds appropriate.

And yes, many of the descriptions don't make sense and don't match up, i can't decide what color of flame they are supposed to have, i'll fix that today. ::)

And yes, they are "valkyries" so perhaps i really should be using greece/nordic names?
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Silver Silence on June 07, 2013, 01:11:19 AM
Valkyries are Nordic, so only Nordic names.
And you have competition in the Shadowyards. Several ships in the Shadowyards fleet are named after Nordic mythos. Mimir, a decapitated head that possesses great knowledge and provides counsel to Odin. The Shadowyards ship, Mimir also possesses the Níðhöggr. Níðhöggr is a serpent that continually attacks the World Tree, Yggdrasil.
Here, have various Nordic mythos. Some are gods, some are characters in the mythos.

Jormungand, the World Serpent.
Midgard, realm of the humans.
Asgard, realm of the gods.
Jotunheim, realm of the Giants.
Ymir, -the- Giant.
Helheim, realm of the dead.
Hel, daughter of Loki and god of Helheim.
Loki, god of mischief and trickery.
Sleipnir, an 8 legged horse.
Thor, god of thunder.
Aesir (correctly, Æsir), the gods.
Vanir, the other gods.
Heimdall, a god and guardian of the Bifrost.
Bifrost, gateway between Midgard and Asgard.
Jotunn, a giant of any kind.
Mjolnir, magic hammer and weapon of Thor. (Name's already used by the Mjolnir Cannon, though.  :P)
Norns, Non Organic Rational Nanosystems (http://images1.wikia.nocookie.net/__cb20120905194241/toohuman/images/5/58/1214855543.jpg) Seers that watch over people's destinies.
Wyrd, pronounced "weird", one's fate. Also one of the names of the three main Norns (Urðr)
Verdandi (Verðandi), another Norn.
Skuld, another Norn. (P.S, if you click on the cool-sounding name for Norns, those are the three norns, Skuld, Verdandi and Urdr, Urdr being closest to the camera, Skuld the farthest. Why are they different ages? Skuld watches the future, Verdandi, the present and Urdr, the past. Go figure.)


Enough names for now, though.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Helios on June 07, 2013, 10:05:48 AM
It is done. Not that anybody here needs it, but I'll just throw it up anyway.

http://pan.baidu.com/share/link?shareid=1461130118&uk=1880011423

Also, some typo/missing stuff I found while translating:

Description of Tesladora class : "addaptable" -> "adaptable"

Description of Vat III class : "vissual" -> "visual"

Ship system missing their functionality classification.

ECM Jammer : Special?
Command Relay : Support?
EMSW: Offensive? (I think... it's powerful but kinda wired)
Incendiary Ammo: Offensive?
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Silver Silence on June 07, 2013, 11:04:42 AM
You know "ECM Jammer" doesn't make much sense. "Electronic Counter Measures Jammer". So it's actually ECCM by definition. Electronic Counter Counter Measures.
The Command Relay, I have no idea of it's role as I don't know what it does.
Don't even know what the EMSW is. Is that the shockwave generator that the Vatican IV never uses? Offensive, I'd say.
Incendiary Ammo is offensive. Bolsters damage for a while.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: LazyWizard on June 07, 2013, 11:16:18 AM
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Helios on June 07, 2013, 11:40:31 AM
In that case "Scrambler" might be a more fitting name. Or just Radar Jammer.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Vinya on June 08, 2013, 07:28:21 PM
Nyeeeeeh.

ECMs IRL are more commonly used defensively rather than offensively- confusing enemy missiles more than their actual sensors. The ECM Lazy made for Starfighter would probably work better for you- although they're somewhat less effective with obscenely large ships. Essentially it calls out enemy missiles on being too wasted to do anything and go home (turns them gradually to 180 degrees from the firing ship). Salamanders kinda get around this because their targeting is messed up, so you have to do some piloting to evade. Can post the script for you, I've modified it a bit from Lazy's original.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Silver Silence on June 09, 2013, 10:57:33 AM
I think maybe renaming the ship system to something like "Sensor Jammer Suite" will work just fine. Except for the part where you don't know if it's actually working until you can practically facehug ships before they open fire.
Title: Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
Post by: Vinya on June 09, 2013, 11:09:36 AM
snip/ Except for the part where you don't know if it's actually working /snip

Add a jitter effect, maybe red or gray?
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on August 09, 2013, 01:32:45 PM
Releasing the new version early, haven't been working on it because i ran out of ideas for now and its just sitting there waiting for 0.6, loads of balance changes and new stuff. read that change log!

https://www.dropbox.com/s/yhhh6achncelg3m/Valkyrians_1.1.zip

If you find anything wrong or otherwise non functional, please tell me, and if you find anything unbalanced (except for Vat-IV) please tell me, and don't hold back.

HAVE AT THY!
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Foxer360 on August 09, 2013, 02:54:42 PM
giggity... LEROOOY JENKINNNS
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Foxer360 on August 09, 2013, 03:41:35 PM
Ok, I just  did a little play testing (cheating with the command console) and fought the Valkyrian Royal Navy. Oh my, I really love the new sound effects!  I also love the updated graphics too, but noticed that some of the ships had their weapons stick out of the shield radius. (Mostly the Elfhein with the wraith missiles) Also, the RW-BS Plasma cannon refuses to be installed on my ships. D: I want my pew pew back!
Anyways, now that I'm done with my whining, good job! I cannot wait to fight the V.R.N. legitimately. :p
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on August 10, 2013, 07:12:45 AM
Delete the "SYSTEM,SHOW_IN_CODEX" on the RW-BS cannon in the weapon.csv, Not sure if i intended the weapon to be faction specific, i probably didn't since its in the initial inventory, fixed.
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: SpaceRiceBowl on August 10, 2013, 03:09:55 PM
I get am error about compiling the extra damage on hit in the weapon scripts,
  :-\
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on August 10, 2013, 05:23:56 PM
Do you have the latest version of Lazylib Installed?
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Ravendarke on August 11, 2013, 07:21:16 AM
Vatican Mk.IV should have more unique shape, Mk.III actually looks better, which is kinda shame.
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on August 11, 2013, 07:36:25 AM
Mk IV could use a little more parts and angles to it yeah, its shape does remind a bit of a brick, any ideas on what you want added to it?
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Ravendarke on August 11, 2013, 07:38:22 AM
Just idea: What about carve a little bit in sides and add flight decks there, or maybe some generators or something unique to that ship?

Once sec, uploading idea about shape.

Maybe something like this, just suggestion:

Spoiler
(http://s18.postimg.org/a6p1xt4q1/shaper_S.jpg)
[close]
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: phyrex on August 11, 2013, 08:22:01 AM
Mk IV could use a little more parts and angles to it yeah, its shape does remind a bit of a brick, any ideas on what you want added to it?

isint it kinda unique in its own way for being, exactly like you said, an insanely huge brick with more dakka than anyone else can surpass
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on August 11, 2013, 08:54:50 AM
Well, it is unique, exactly what you said, but...its still a brick =I

I don't want more flight decks on it, its a dreadnought, not a carrier, 1 flight deck is enough as it is. and that 2nd imagine looks like a vat III with wings added.

Myself i was thinking, if i do end up changing it, i would close up the front, removing all flight decks. and adding a super weapon instead. "spoiler?" my ships are also usually pointy towards the front, and i want to stick to that concept, perhaps add skirt structures to it, kinda like the Battlestar Galactica but more wing shaped and wider towards the back. and more engines, and a bigger variety of guns instead of a lot of guns of the same type.
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: phyrex on August 11, 2013, 02:04:34 PM
Well, it is unique, exactly what you said, but...its still a brick =I

I don't want more flight decks on it, its a dreadnought, not a carrier, 1 flight deck is enough as it is. and that 2nd imagine looks like a vat III with wings added.

Myself i was thinking, if i do end up changing it, i would close up the front, removing all flight decks. and adding a super weapon instead. "spoiler?" my ships are also usually pointy towards the front, and i want to stick to that concept, perhaps add skirt structures to it, kinda like the Battlestar Galactica but more wing shaped and wider towards the back. and more engines, and a bigger variety of guns instead of a lot of guns of the same type.

you could follow the super weapon thing by cutting the nose and putting there instead a big built-in triple barrel cannon, with hulls on its side as if it was plated bracing, that way it keeps the pointy shape more-or-less but with a more unique thingy stuffed up its noce
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Debido on August 15, 2013, 02:55:05 AM
Yes, I would like to see the carrier deck, that internal space could be used for more powerful engines, or greater flux capacity/dissipation. As for the shape I would go along Ravendarke's shape (I love the canard styling), but I would expand the fore deck to produce some significant DPS output vector from the front 120 degrees of the ship. At the moment the fore of the ship soaks up more damage from enemy fire than any other section.

Something that looks like this

(http://s23.postimg.org/ew34rriaz/Vat4.png) (http://postimage.org/)

Would a built in gun be a good option? It's hard to say and depends on it's field of fire (5, 10-15 degrees), range, damage, rounds per second, projectile speed and damage type. At the moment flux can build up very quickly even with maxed out flux capacity and dissipation. Having said that, there are few enemy ships that last long against a withering broadside...From a practical point of view I find turrets get more projectiles on target more often. Frankly the ether driver is currently more than sufficient in terms of long range DPS and the heavy needler for closer brawls with larger ships if I can get in closer.

:-D Having said that, does the EMSW generator get more powerful with more flux build up?
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on September 01, 2013, 01:54:41 PM
Quote
:-D Having said that, does the EMSW generator get more powerful with more flux build up?

Yes it does. more flux = more damage.

So, how are people liking the new update? missing anything? boss fleet harder to beat than usual? ::)

Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Foxer360 on September 01, 2013, 02:35:15 PM
Actually, more fighters and less big ships make it a bit easier. (Just gotta have good PD) No more cruiser\destroyer spam!
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on September 01, 2013, 02:48:54 PM
So its easier than before huh? :o seems i have to do some tweaking... ::)
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Grug on September 01, 2013, 03:04:24 PM
"Girls with handheld beam weapons."

Safe to say I'm not gonna touch this mod with a mile long stick.
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Vinya on September 01, 2013, 03:11:12 PM
"Girls with handheld beam weapons."

Safe to say I'm not gonna touch this mod with a mile long stick.

But it might gi[CENSORED FOR YOUNG EARS].

Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on September 01, 2013, 03:16:17 PM
Quote
mostly of women using hand held beam weapons

Is that better? =)
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Grug on September 01, 2013, 03:18:34 PM
It's still animu nonsense. I'm not big on lore obliterating mods, honestly. So as I said, not gonna be trying this mod. Good luck with it, though.
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on September 01, 2013, 03:27:35 PM
if the mod is just anime nonsense in your eyes, its your loss, nevertheless, i hope you find a mod that suits your taste!

Now, i have made the boss fleet....harder... i'll make further adjustments. =)
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Foxer360 on September 01, 2013, 07:47:27 PM
Oh Valk, always happy even though they be hatin'
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Axiom on September 01, 2013, 10:39:02 PM
Nice ships, though in a skilled players hands they would be way OP the AI is so bad all that extra power just makes them challenging.

The big one's ability to infinitely-refresh-it's-flux-instantly-without-dropping-shields-while-dealing-massive-aoe-damage-that-will-be-instantly-followed-up-by-around-30-medium-and-large-weapons-melting-whatever-is-left-of-you. (deep breath) is just utterly nonsensical overkill for an ability especially on a ship like that. might as well just give it an invincibility shield and an instagib cannon with unlimited range, ammo, and perfect coverage. ::)

And please, do not mention the opening in the shield around the back. Firstly, you can fix that hole with 1 hull mod making it a perfect 360 shield. Secondly, killing the engines of a ship that flies like a half dead slug is about as effective as throwing rocks and screaming obscenities at it. (possibly even less effective ;)) The only reason its killable at all is because EMP damage from Tachyon lances can wipe out 90% of its ability to fight back, and the AI is too dumb to abuse its OP ships properly.

(I am of course not going to use any of the stupidly powerful custom weapons that sometimes pop up. like that orbital fusion cannon I saw the other day. I mean, come on, 159,940 burst damage? why not just call it the  "I can kill everything in one shot with my 8000 range 1337h4xx0r weapon", or something. But I digress.)

All in all, this is a faction that I love to hate. 8)
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on September 01, 2013, 11:33:04 PM
If we are talking the Vat IV here, which I presume we are, its not the first time people are wondering about it, it's a Boss ship, its not intended to be balanced in any way, shape or form, and it cannot be obtained by the player in any way expect beating the fleet and getting it as a reward for doing so, at which point you're probably strong enough to solo any fleet in the sector anyway, it's ship system is specific to the Vat IV alone, much like the other Super-Capitals also having abilities specific to them, but less powerful. Meanwhile with the rest of the faction, I do my best to keep them balanced, but at the same time, not completely worthless in AI hands, because, truth be told, its very hard if not even impossible to balance a ship for a player, because any ship you give a player, will be overpowered.

This is also a flaw on my part for trying to make the AI good, since most if not all my ships, have so many small mounts intended for supreme point defence that people simply fit with needlers or other nasty guns that simply trash anything they point at. :-\

I do love feedback tho, its very much appreciated, I don't get an awful lot of it these days. =I  

Also
(I am of course not going to use any of the stupidly powerful custom weapons that sometimes pop up. like that orbital fusion cannon I saw the other day. I mean, come on, 159,940 burst damage? why not just call it the  "I can kill everything in one shot with my 8000 range 1337h4xx0r weapon", or something. But I digress.)

All in all, this is a faction that I love to hate. 8)

You sure you're not mixing my mods weapons up with someone elses? because i'm pretty sure I don't have anything like that. ???

I know that Interstellar Federation has a weapon called Orbital fusion cannon, and that mod is pretty famous for its crazy weapons.

My weps are more commonly about range and DPS, not alpha damage, i do have some of those as well tho. (Ether Driver)
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Axiom on September 02, 2013, 12:47:17 AM
Heh, Im playing in Exerelin actually and sometimes random weapons just pop up for sale in my stations. most of the more OP ones are supposed to be "built in" as well, which suggests this is some kind of glitch?

As to the ship itself, in Exerelin at any rate, these ships are in nearly every large valk fleet especially a little later into the game when the factions have got themselves fairly well established. This unfortunately makes your boss ship rather a common sight. Equally unfortunate is its ability to completely wipe out my friendly AI fleets with little (or no loss) even my own battle cruiser super AI fleets just get pulverized. On the upside I have so much experience fighting them now (I have killed like 20) that I can take out them and their whole escort fleets with just my paragon and 2 support cruisers.

As to the AI, I have encountered a few ships with really cheesy AI usually these are really fast frigates with phase cloaks or something but those aren't Valk ships im sure.

as a side note, is the inquisitor class frigate (I think that's the one) supposed to have such a suicidal AI? last time I had one in my fleet it died when it tried to insert itself into a vat IV. just out of the blue piled on the speed and rammed it (I'm sure you can imagine that didn't end well, thought it did end fast). I also have had a few try the same thing with my paragon, all of a sudden they stop shooting pile on the speed and ram you. its really quite funny.
 ;D
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on September 02, 2013, 12:57:27 AM
Some weapons that are supposed to be built-in but still appear in stations are modders that have forgotten to put a "system" tag on their weapons.

Exerelin will take Super-Capital ships into account when it creates fleets in the next update, so they will be very rare, and only part of the biggest fleets. right now, its fairly broken as observed.

As for the Inq, i believe that the Valk version in Exerelin still has the bugged micro burn AI, it's fixed in mine, it will also be fixed when he updates.

to fix it, simply give the micro burn system the Burn drive AI in the system file and its fixed.
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Sabaton on September 03, 2013, 12:12:12 AM
 If all you wanted was to make big&deadly ships you've done it well, their firepower is insane, their armor is tough, they're painfully slow thou their frigates make up.
 Easy to sneak up on their bigger ships and shove up your torpedoes up their engines, thou kinda suicidal to go up against them face to face.
 Their shields are crappy, I can't attack and use shields without overloading fast and often during missions, but am planing to use them in campaign, their guns are crazy, quad machine gun?
 And is the royal armada suppose to actively track me across the map?
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on September 03, 2013, 12:43:12 AM
Thank you, glad to hear you like the mod, both its good and bad sides! :)

And yes, The royal armada is the Boss that my mod introduces to the game, to give the campaign some kind of purpose and ending.

Once your character hits level 30, this fleet will start following you across the map, since at this point, you're strong enough to kill anything in the sector anyway, they are very easily avoided tho, its more a case of you running into them than them running into you. defeating them "ends" the game and gives you a couple of rewards for beating em. ;D
Title: Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
Post by: Sabaton on September 03, 2013, 01:13:28 AM
 Heh, took me by surprise there, before was all like ''should I pick on the valks or not, they look kind of deadly", and then lvl 30 ''never mind, they're after my metal anyway now''.
 Still don't dare fight the royals yet. Haven't fought the valks with vanilla ships either.
Title: Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on September 13, 2013, 02:13:53 PM
Very early release of 1.2, Valkyrians is .6 Compatible. NOPE

Read change notes for changes. (the ones i managed to get in there :P) dun like them, throw a fit in this thread!

EDIT: Actually, don't download, it doesn't work for 5 cents, this will take a while. ;D
Title: Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
Post by: ValkyriaL on October 19, 2013, 04:43:15 AM
Mod ain't dead guys, just a little more time :P all these recent updates are coming too fast for me to catch up! im a slow person. D=

next version should be out this weekend if things go as planned. ::)
Title: Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
Post by: Sproiet on October 19, 2013, 06:57:52 AM
Hurrah thanks Valk, I saw you wandering pretty much everywhere on the forums so I had a good hunch the work was just slow going :P Unfortunately I don't know how soon the 0.6.2a will come out and that will be another wait  :'(

Anyway, looking forward to it, the first faction I played with for Exerelin, It's coming back Baby!  ;)
Title: Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
Post by: xeranes on October 19, 2013, 06:13:25 PM
Mod ain't dead guys, just a little more time :P all these recent updates are coming too fast for me to catch up! im a slow person. D=

next version should be out this weekend if things go as planned. ::)

Huzzah! Your ship designs are gorgeous! Reminds me of some mod work I did over at Gratuitous Space Battles! When it comes to making vanilla-style ships, I love using bits and bobs from the existing sprites.
Title: Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
Post by: Wunder on October 20, 2013, 03:11:36 PM
I NEED THIS MOD
I want so many 54.1As
Its Killing me :'(
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on October 24, 2013, 05:01:58 PM
Updated, have fun! ;D im sure i included mostly everything in the changelog. otherwise, you'll notice the changes and added content if there was any. ::)

https://www.dropbox.com/s/epcbqi0g4nqt52q/Valkyrians_1.2B.zip
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Sproiet on October 24, 2013, 05:04:07 PM
now to make it Exerelin compatible  ;D

Or is that something that comes with this update?
And of course, thank you for updating the mod, I totally forgot how awesome the corvette wings are and can't wait to begin the conquest of the Valkyries! To Exerelin and beyond!
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Foxer360 on October 24, 2013, 05:08:22 PM
omigawdnoway!

DL now! Playing commnecing!
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Zaphide on October 26, 2013, 02:51:57 AM
Val, there seems to be a crash issue with the latest version. I actually get it on the main menu:
Code
 java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:680)

I'm just running your mod and LazyLib 1.6.

I have played a few Exerelin games with Valkyrians but not much combat. I didn't get the bug playing the game but I didn't do much combat...

Perhaps there is something wrong with the title screen variants?
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on October 26, 2013, 03:06:13 AM
I am aware of that one, and tbh, i don't know what it is. and neither does lazy, this can happen at any time, you can play for 2 hours, 2 minutes or even 2 seconds before that crash appears. and i think i have reported it to alex but forgot about it and reported it again like 3 or 4 times :P would be cool if he could shine some light on the problem in here.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Foxer360 on October 26, 2013, 09:12:06 AM
In the starsector.log, it seems to reference the fighter AI on the  first line after the the crash happens.

Anyways, a small balance thingy, forgive me if I sound whiney or harsh: ERMEHGERD needlers! The nirvana cruisers have so many needlers, and a constant Hepheastus barage to make sure your shields shouldn't go down. I feel like you have to outfit your ship completely just to fight the Valks, which is many capacitors, hypervelocity drivers and heavy maulers coupled with an ITU. Even then, most of the smallest ships can avoid those shots, and can take a few of them if necessary. If you do overload them, they back up really quickly. (Meteor missiles from my mod help that problem.) One more thing, those cruise missiles are really beefy harpoons, and should have a longer cooldown rate. I got pwned while using a Dominator because I was overloaded, and recieved about 5 of those in short sucession. Owch.

Anyways, now that I'm done complaining, it's a really good mod. I will enjoy it forever and always!
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on October 26, 2013, 09:23:57 AM
outranging Valk ships is the common strategy people seem to use, since they most likely outgun you but lack the range and speed to catch you.

looking into cruise missiles, and the heavy ones, i'll increase the cooldown and see what people think. i'll wait with updating until i get this null error resolved somehow.

Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Wunder on October 26, 2013, 09:28:52 AM
outranging Valk ships is the common strategy people seem to use, since they most likely outgun you but lack the range and speed to catch you.

looking into cruise missiles, and the heavy ones, i'll increase the cooldown and see what people think. i'll wait with updating until i get this null error resolved somehow.


With 0.6A It works perfectly fine for hours, I only had that error on 54.1A
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: xeranes on October 26, 2013, 05:29:03 PM
Updated, have fun! ;D im sure i included mostly everything in the changelog. otherwise, you'll notice the changes and added content if there was any. ::)

https://www.dropbox.com/s/epcbqi0g4nqt52q/Valkyrians_1.2B.zip

HUZZAH! ValkyriaL delivers!
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Zaphide on October 27, 2013, 12:49:44 AM
I am aware of that one, and tbh, i don't know what it is. and neither does lazy, this can happen at any time, you can play for 2 hours, 2 minutes or even 2 seconds before that crash appears. and i think i have reported it to alex but forgot about it and reported it again like 3 or 4 times :P would be cool if he could shine some light on the problem in here.


Well, seeing as it happens on the title screen and it seems to be related to fighter AI I would look at these:
Code
excalibur_corv
helia_corv
azgard_wing
morgiana_wing

as they are the only Valkyrian fighters that will appear on the start screen according to your title_screen_variants.csv. In fact, should the excalibur_corv and the helia_corv have '_wing' after it? I know there are issues when you try to field a single fighter instead of a wing. I wonder if wrong title_screen_variants can cause crashes elsewhere?

Also, the Ancord only has a wing size of 1. I seem to have a vague recollection this can cause errors? Hmmm I'm probably mis-remembering something :)

Regardless, the Valkyrian faction makes a triumphant return to Exerelin in the next version :) I will mark the Valkyrian mod with an asterix noting the possible NullPointerException as I have no doubt that I will get Exerelin bug reports about it :P
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on October 27, 2013, 02:34:51 AM
all my fighters/corvettes should have _wing after it, i'll look into that right now, and the null pointer aint serious, it doesn't corrupt saves or anything, its just annoying,  ;D
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Wunder on October 27, 2013, 05:16:44 AM
Vanilla Balanced?
PAH
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on October 27, 2013, 05:31:43 AM
depends on how you look at it, do i smell another Vatican Mk.IV discussion? ;D
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Wunder on October 27, 2013, 06:19:22 AM
I would like to keep my BBQed Fighters to another side thankyou.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: muttiman on October 27, 2013, 09:10:24 AM
Doas not work for me with exerlin :(
tells me after i press start:
fatal: ship hull variant or fighter wing with id: exerelin atlas valk standard not found! check starsector.log for more info.

with exerlin off it works fine
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: muttiman on October 27, 2013, 10:21:30 AM
could it be, the azmodaeus class experimental titan has only 101 capasseors, there might be a zero to less ???
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Wunder on October 27, 2013, 03:19:00 PM
Vatican mk 3...
Hmmm
Vatican Mk 2 looks more cool
Mk4 looks like it could butt kick any day, but is a bit bulky, but mk 3....
I dont know If im having a stroke,
Wait, is that blood?








'Head smashes on keyboard'
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on October 27, 2013, 03:23:20 PM
could it be, the azmodaeus class experimental titan has only 101 capasseors, there might be a zero to less ???

well thats odd, it should have 425, but it's a mission ship thats not available in the game, so not to much of a deal really. ^_^

Doas not work for me with exerlin :(
tells me after i press start:
fatal: ship hull variant or fighter wing with id: exerelin atlas valk standard not found! check starsector.log for more info.

with exerlin off it works fine

Atlas_Valk_strandard is an old error that all factions had once i remember, it should be fixed, because i'm not getting it, so something is wrong on your end, I can't really help you. :( did you delete the old mod folders before installing the new ones? that usually creates errors like that, old files that were deleted in the new version but you laid the new one on top the old one and there are files that shouldn't be there.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on October 29, 2013, 12:24:55 AM
updated the download, I probably fixed the null pointer, also "fixed" the temp mission text on the SD mission.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Sir Goose on October 29, 2013, 07:14:21 PM
I believe I found a solution to the error:

fatal: ship hull variant or fighter wing with id: exerelin atlas valk standard not found! check starsector.log for more info.

I simply forgot to update exerelin from .62 to .621
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on October 29, 2013, 11:22:28 PM
Yep, knew it, a lot of people have had that error, ALWAYS delete the old folder before getting the updated one, that way you avoid errors like these.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Erick Doe on November 02, 2013, 03:49:14 AM
I recommend that you place your graphics and your sounds in an extra folder.

i.e.

mods/Valkyrians/graphics/valkyrians/

instead of

mods/Valkyrians/graphics/


There was a compatibility issue when I tried to add Valkyrians to the Modded Starsector pack. Both Zorg and Project Valkyrie have a deco object with the id "light". I've changed all deco objects to have "zorg" infront of their names now, so that's fixed. But you may wish to do the same in your mod to avoid problems with other mods in the future.

Also, I've removed the UI folder under graphics, because it overrides default Starsector. Same with the settings.json. and the background.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on November 02, 2013, 04:03:19 AM
I should have done that ages ago, i don't have a mod prefix for anything say Valk_ShipID_Assault or have Valk_ in front of any of my graphics <-- so it causes compatibility issues with mods that don't have this either. i'll get on that in time, its a lot of work.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: rada660 on November 03, 2013, 01:29:16 PM
I'm getting this error when i try to run with exelerin :c

8409 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [exerelin_atlas_valk_Standard] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [exerelin_atlas_valk_Standard] not found!
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on November 03, 2013, 02:21:16 PM
Always delete old folders when you update mods, this error is because you simply merged the folders.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: rada660 on November 03, 2013, 02:32:45 PM
nah, i twas that. I forgot to update exelerin, which ive done. so there. :P

its werking now!
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on November 08, 2013, 12:59:18 AM
The lack of critics recently concerns me, =/ i've been comparing superships from different mods and my newest one the Yoshura outmatches most of them, say the Hiigaran Sajuuk-Khar, fair there is a whole onslaught's worth of DP between them, but still, Don't you guys feel that my bigger ships are a bit over the top? ???
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Bjørn_in_the_Sector on November 08, 2013, 03:03:29 AM
been playing this for a bit, and think that the lack of critics is just a symptom of people not wanting to give up epic ships. What is best in life? Arnie sure as heck knows. Not that that's anything new, however. I'm not exactly a veteran, but its strength seems to be the overwhelming firepower that it can bring to bear. The other modders could just come up with bigger ships, though...
On the other hand, it IS a super-capital, and a damn expensive one at that. I find that it becomes more OP when you use guns and missiles from other mod packs. Not sure if this helps anything, but it's feedback, right? :P
I really love your sprite-work, though. You've got some real skill in ship-building :)
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: rada660 on November 08, 2013, 06:59:54 AM
I do love this mod.

I always been a big fan of ballistic weaponry.

You know, Gigantic explosion barrage, a fire storm of bullet, murdering your enemy. That's my thing. Not to forget with all the awesome sound effect that come with it...

Just a shame that the mod mostly turn conventional weapon into energy weapon.

About ship size and the shear amount of turret. Epicly awesome. There not enough of these thing lately.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Cycerin on November 08, 2013, 08:56:17 AM
Seeing as most people aren't really aiming to make capital ships on the scale you do, I don't really think anything is out of line as long as the logistic handicaps are in place.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: HELMUT on November 08, 2013, 09:16:27 AM
Also pretty difficult to critic your ships when you are playing against them, because you aren't actually fighting them a lot. I'm currently playing a Patrian campaign with Valkyrians in the sector. And for the few times i engaged against your faction, i got pretty much stomped.

Valkyrians have strong ships, pretty much Tri-tachyons levels with a bucket load of PD. The main difference is that TTR don't field as much ships in their fleets as Valkyrians, that's why i avoid engaging them, at least during early and mid game because i know the victory will be too expensive for me (especially when playing with the supply-black-holes that are Patrians).

The Vanilla balanced tag still work but usually you avoid messing with them for quite a while. That's why there are not much interaction with your faction (and as such, the lack of critics), unless you play with them.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on November 08, 2013, 09:31:49 AM
Are we talking Exerelin fleets here? or standalone? because i know my ships are strong, and kept the sizes to that of the hegemony patrol, up to the warders that are more in line with security detachments, then ultimately the guardian and royal fleets that are SDF sized or bigger.

Should i reduce fleet sizes a notch or leave them as they are? my faction does seem to be one of the end goals people aim for right now, defeat the others, get strong, then engage the valks as the final opponent/last boss, or atleast thats the picture im getting. ::)

Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: rada660 on November 08, 2013, 09:34:08 AM
I do wonder if in exerelin, is it possible to get the strongest super capital to be built? like the Vatican Mk IV or the Yoshura Mk II
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on November 08, 2013, 09:42:11 AM
Yosh-II and Vat-IV are "Elite" capital ships in Exerelin, they start appearing in fleets once you go down far enough in the faction tech tree, I don't know how that works tho, but im sure Zap will chime in here shortly and fill the info vacuum.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: rada660 on November 08, 2013, 09:44:25 AM
Yosh-II and Vat-IV are "Elite" capital ships in Exerelin, they start appearing in fleets once you go down far enough in the faction tech tree, I don't know how that works tho, but im sure Zap will chime in here shortly and fill the info vacuum.

Oh so you do need 10 points in the faction then 10 points in the fleet deployment... Hmmm Alright!
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Sabaton on November 08, 2013, 09:46:14 AM
 I think your ships have the same handicap as neutrinos: they offer an unfair advantage over anything vanilla balanced.
 It doesn't make it a bad thing, it only means players shouldn't mix them and vanilla game/balanced mods and expect a fair fight.
 That being said, I think I'd be easier for you if you made it a total conversion, give the valks some mortal/what ever the hell to be blown up enemy.
 That way you could go wild and not worry about how fast your ships eat through an onslaught.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on November 08, 2013, 03:11:46 PM
Woah it took time to come up with a reply, lets see.

Unfair advantage how? ???

Moving on.

TC, where you can go wild is out of the question, i want vanilla and the universe and factions that comes with it, overpoweredness doesn't really float my boat and never have, it gets boring very fast when you just stomp absolutely everything, i wanted a challenge, i want to provide people with a challenge, i wanted the Valks strong, Not Neutrino strong, but somewhere along the lines of Hegemony strength. a late game villain, which is exactly what they have become in the community, all that's left is polishing, balancing and grinding the rough edges. :)

Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Sproiet on November 08, 2013, 03:34:16 PM
Okay so I'm gonna give my two-cents seeing all this talk of balancing. First off love the mod, I played the third mission, the one where you fight the flying rocks :P
And I enjoyed myself. It felt like no missiles were getting through (This is good, seeing as the mod emphasizes so heavily on PD weapons) but I could not punch through Hegemony hulls (The counterbalance to such strong PD ability) So unless a faction is underpowered I'd say you did a swell job balancing right between Hegemony and TT. This leads me to conclude that with an even fight you will have a fun enjoyable CLOSE
battle.  ;D
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Chronosfear on November 08, 2013, 04:19:04 PM
I stay with my opinion i had when Valks where released. Valks are cool and I enjoy playing and fighting them.
Strong indeed, but i wouldn't say more "OP" than some other mods around.

Mixing the strongest weapons of every faction on a ship could make it OP .. but that is not the fault of a single modder.
also a "balance issue" is from your leveld character .. which makes the greatest difference until the AI also gets those, too.


Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Magician on November 09, 2013, 12:53:02 AM
Balance can't be perceived and examined, or applied as a single solid object. It is a complex mechanism, and sometimes one part doesn't make sense when you compare it to another part, but it still works when put in a game.

Stronger than average ships, especially bigger ships, give a nice challenge to player. Which is very good. Though regarding Valks - they aren't that hard to defeat, and the main reason is that they are pretty straightforward faction. Some ohter factions with a bit weaker stats on bigger ships, but more different approaches to combat, give a lot more trouble to me.
Another thing is that in end game, when you have all those bigger ships, balance already doesn't work. Will you roll over the paper tank with Merkava, Abrams or T-54? Doesn't really matter, though obviously every vehicle has its own strenghts and one obviously will be stronger in certain situation.
So from a point of fighting against Valks I prefer them to be stronger.
When I play with Valks they are a bit different from other factions, but overall it is a minor thing and mostly how pleasureable my experience depends on how I play, and less on how exactly balanced ships are in terms of numbers.
And the last point, which gives most issues with balance, is when you mix weapons and ships from different factions. But given number of factions I don't think it is realistically possible to balance such thing, only limit to some extent those mixes, which will break the game.

I personally think that the best measure of balance is how content mod creator with his own creation. Most of the time end product will be good. Players can give their opinions from their point of view, but mod still will be a creation through the eyes of the creator, so the most important opinion is one of the creator.
And the funny thing is that since SS 0.6 balance revolves more about logistics. So using biggest possible ships most of the time isn't best decision, which overall makes them balance wise weaker.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Sabaton on November 09, 2013, 02:27:32 AM
 Such a philosophical debate over a game, anyway, people seem to be very 'me' centric, of course you will find it challenging and what not with your leveled up char and uber flag ship, but put an AI controlled ship against them and chances are you already know the result.
 Odds are you will have bigger fleets at some point and that you will have to babysit every other ship to prevent it from being blown up, and after your command points run out, what you gonna do? ( of course, it may be because of the AI).
 I'm saying that they pretty much own everything without player intervention, and players can't be one man armies or in two places at once.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: Zaphide on November 09, 2013, 05:10:21 PM
Yosh-II and Vat-IV are "Elite" capital ships in Exerelin, they start appearing in fleets once you go down far enough in the faction tech tree, I don't know how that works tho, but im sure Zap will chime in here shortly and fill the info vacuum.

Oh so you do need 10 points in the faction then 10 points in the fleet deployment... Hmmm Alright!

(sorry for the late reply)

It doesn't work that way in Exerelin (yet). That's the eventual plan (or a similar 'reward' type setup). At the moment though the Yosh-II and the Vat-IV do not appear for sale in stations. They do appear (small possibility) in the AI fleets.
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: rada660 on November 09, 2013, 05:11:34 PM
Yosh-II and Vat-IV are "Elite" capital ships in Exerelin, they start appearing in fleets once you go down far enough in the faction tech tree, I don't know how that works tho, but im sure Zap will chime in here shortly and fill the info vacuum.

Oh so you do need 10 points in the faction then 10 points in the fleet deployment... Hmmm Alright!

(sorry for the late reply)

It doesn't work that way in Exerelin (yet). That's the eventual plan (or a similar 'reward' type setup). At the moment though the Yosh-II and the Vat-IV do not appear for sale in stations. They do appear (small possibility) in the AI fleets.

Aww... You got to be kidding... That's no fun for us player.... >:|
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on November 15, 2013, 03:28:51 PM
expanded the lore a lil bit, apparently some people like to read. ::)
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on November 16, 2013, 03:23:30 AM
Also added a faction strengths and weaknesses list, do you guys agree with these? anything that needs changing? removed? added?
Title: Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
Post by: ValkyriaL on November 16, 2013, 06:13:10 AM
Ohh? what guy might this be? and where can i see this video/post? ;D
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on November 21, 2013, 07:06:46 PM
Jesus im tired... Anyway, Releasing 1.3, probably going to lay low for a while now, Check OP for download, a lot of goodies in there, hopefully found in the changelog, updated a few old scripts as well, (yay Meso ;))

Typos are common but you know me, I cant spell for **** :P so if you find them tell me and I'll get right on it.

Do provide feedback should you fight these guys or use them yourselves, it does provide me with outside perspective. :)

Delete or move any previous version of this mod when installing, common sense but anyway.

Have fun everybody!
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Lakis on November 21, 2013, 08:34:55 PM
0.6.2a vanilla ballanced? 0.6.2 is already out, or is 0.6.1-RC2 What you are referring too?

Testing away happily. ^>^
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Foxer360 on November 21, 2013, 10:20:17 PM
Hoo boy, lots of valks to slay! Anyways, I love this mod, for it brings a proper boss\elite fleet feel to the game. I'll try fighting them to test!
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on November 22, 2013, 03:36:17 AM
Put it as 0.6.2 so i don't have to change it later. :P
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Lakis on November 22, 2013, 02:01:01 PM
Error loading [graphics/ships/infinity.png]

That's an error I get everytime, running vanilla-ish SS... what resource is that? O.o; checking the Graphic folder of my startsector and I can't find it... I know I'm running the latest one...
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on November 22, 2013, 03:13:22 PM
If you're running vanilla SS, valks aren't in there either. ;D

This is the Infinity, which seems to work perfectly fine. ???
http://i.imgur.com/GYQVu4z.png

im going to need more of that error log to help you. :-\
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Garmine on November 23, 2013, 06:03:59 AM
Is the newest version (nov 21) save-compatible?
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Lakis on November 23, 2013, 02:55:28 PM
Spoiler
Spoiler
If you're running vanilla SS, valks aren't in there either. ;D

This is the Infinity, which seems to work perfectly fine. ???
http://i.imgur.com/GYQVu4z.png

im going to need more of that error log to help you. :-\
[close]

I actually figured it out... it was a problem with my download, Checked it when I came home and re-downloaded, it runs perfectly fine... I guess my Archive manager didn't realize that the download was incomplete.... ah well.
[close]

I said this... ^^^


What I meant to say was :

Had the problem show up once again, looked at everything... found the capital "I" in Infinity wasn't supposed to be there for Linux. It runs as it should now.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on November 23, 2013, 04:06:39 PM
=o don't remember setting it as a capital I, oh well, you sorted it out.

And no, it is probably not save compatible.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Lakis on November 23, 2013, 07:23:07 PM
Yargh, I don't think the newest version is old save friendly, especially since it adds a new fighter I think...
 or corvette wing... which ever applies... both?
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Dr.Noid on December 06, 2013, 11:30:34 AM
Had the problem show up once again, looked at everything... found the capital "I" in Infinity wasn't supposed to be there for Linux. It runs as it should now.
I just ran in that one as well. It couldn't find "graphics/ships/infinity.png" because the file is called "graphics/ships/Infinity.png" and file names in Linux are case sensitive.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Axiege on December 06, 2013, 08:26:25 PM
Reported bug for modded game that included Valkyrians: http://fractalsoftworks.com/forum/index.php?topic=7477.0
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on December 07, 2013, 02:37:32 AM
Think you ran out of memory there, you need the 64bit version of starsector to successfully run exerelin, otherwise, things like that tends to happen after a certain point even with increased memory.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Bjørn_in_the_Sector on December 12, 2013, 04:25:58 AM
Playing with valks in vanilla is pretty nice, I gotta say. The sheer firepower that you can give to those ships is silly. To be honest, though, I don't often use the Valk weapons - they're a bit too focused on burst DPS, rather than constant DPM, and I can't really make it suit my playstyle. Thus I tend to use other factions' weapons. I would love to see, however, some Valk style constant dpm weapons, because they just look so damn cool! :P
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on December 12, 2013, 08:00:06 AM
Storm lancer is a constant dpm weapon. =|
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Bjørn_in_the_Sector on December 13, 2013, 02:55:14 AM
:o oh yeah, so it is! totally forgot :(
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on December 16, 2013, 11:01:56 AM
Im surprised nobody has said a word about the Ether driver since its reveal, doesn't anybody use it? found some youtube comment saying that its really bad, but what do you guys think? =|
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Bjørn_in_the_Sector on December 16, 2013, 11:46:47 AM
I think the ether drive is epic! The fact that it just goes THROUGH shields is sweet enough WITHOUT the noise that it makes >: )
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: MesoTroniK on December 16, 2013, 03:59:23 PM
Shield piercing weapons are fun...
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: martinw on December 17, 2013, 03:44:16 AM
Its a really nice weapon, but I barely use it because of 1- the sound is crazy when having a couple of them. 2 - ugh cant remember the name of the weapon, but the energy cannon that shoots 6-9 times before recharge has such massive burst i preffer it far over the ether driver.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ZoOLf on December 18, 2013, 01:59:35 AM
hi,
i want to thank you for this amazing mod (i love complete faction with original style).
im new in starsector and i start with mods (i love mods too xD).
starting with Exerlin, with all compatible factions. but when i saw the codex i fond the "Azmodaeus" I said: WHAT THE HELL IS THAT xD
i want it in the campaign, what can i do to find it or create it?

Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on December 18, 2013, 08:34:02 AM
It's a mission ship. you can fight against it. because its too strong to have in the campaign.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: HELMUT on December 18, 2013, 09:07:44 AM
Or you can be lucky and find it at the Sindarian station where they sell random ships. It cost something like 10 millions though.

Or you can directly modify ValkyrianGen.java in scripts folder and add it directly to the Valkyrian station
Code
valkyriancargo2.addMothballedShip(FleetMemberType.SHIP, "radiance_Hull", null);
you just replace the ship with the Azmodeus ID name.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ZoOLf on December 18, 2013, 10:44:57 AM
Sindarian station? never hear about it !!! where can I find it :P?
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Bjørn_in_the_Sector on December 18, 2013, 10:50:14 AM
Askonia star system. It's the one next to corvus. A Red Giant, I believe.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on December 18, 2013, 11:34:52 AM
So you can find it in the campaign huh? guess i'll have to do something about that.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: HELMUT on December 18, 2013, 11:45:52 AM
The price make it pretty much impossible to afford though. And if you still manage to get that much money, you pretty much played the campaign in every possible way. Also, while the Sindarian station offer random ships from other mods, it don't keep them in store for a very long time, making it even harder to acquire special ships. So yeah, not that big of a deal if you ask me.

Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Silver Silence on December 27, 2013, 11:03:56 AM
Azmodaeus? I haven't been in these forums for a couple months. Valk, what have you been up to? You have a ship that is too stronk for the campaign? *leers at the Vat IV*

Is it that black ship that someone was modelling for you a while back? That's finished? Maybe we can take that ship, Davidoff's "Omega" and that guy who was banned a couple months back but had a mod in development with black thundery ships. Who would win?  :P
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on December 27, 2013, 11:42:42 AM
Its not in the campaign aight!? its just wishful thinking! :-[
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: NanoMatter on January 01, 2014, 05:00:12 PM
After ALOT of grinding, I mean like 2 weeks of grinding Hegemony Defense Fleets and anything else that comes in my path, with my Blackrock/Valkryian/IFed fleet, I eventually got around say 5M I went to Askonia and when I saw this ship I was like I WANT IT NOW!
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: NanoMatter on January 01, 2014, 05:02:50 PM
After playing for a while I always wondered, Which faction would win in a fight? Blackrock Driveyards or The Valkyrians.

My money is on Blackrock. (Sorry ValkyriaL)
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Dragar on January 02, 2014, 05:05:00 AM
Depends on if the BRDY fleet has their Scalar ships; if not it'll probably be Valk, if so the Valk will probably lose.(The Karkinos DESTROYS Valk fleets in the hands of a competent person since one of the bigger weaknesses of the Valk is that their rears are heavily exposed, so if you get behind one it just kinda...dies)
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Foxer360 on January 02, 2014, 10:23:12 PM
I don't know if it its just me, but if I teleport behind a valk in any ship, i just get owned because it swivels around really fast. Plus, the Kark just gets owned after it teleports because it is so immensely slow without any boosts. Its pretty fragile for its size.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Lopunny Zen on January 03, 2014, 07:27:52 AM
is there a ship thats carrier heavy..that has 3 or mor flight decks...because this faction DESPERATELY needs something to boast their high amount of different fighters...especially the expensive ones
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on January 03, 2014, 08:37:00 AM
you have the supercarrier with 3 flight decks (soon to be 6-8 with the new patch), 2 of those makes 6 decks, 3 makes 9, and you have 2 more carriers types at the destroyer level to fill in if you can't support multiple supers,
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on January 08, 2014, 06:00:37 AM
Has anyone fought the boss fleet lately? how do you guys feel about it? is it just as challenging as it used to be? (or perhaps even more so?)

Hell does anyone even play standalone nowadays??
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: MesoTroniK on January 08, 2014, 12:55:05 PM
I hardly even play the game anymore, just make stuff and test it thoroughly :(
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Garmine on January 12, 2014, 06:17:13 AM
Hi!

The mod looks for the file 'infinity.png', while it's called 'Infinity.png'. Just a tiny miscapitalization that will cause issues on Linux.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on January 12, 2014, 07:18:11 AM
Its a known problem, people have PMed me about it, haven't been around much but i believe I have it fixed in the dev. :)
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Garmine on January 12, 2014, 07:30:02 AM
Oh, sorry then for the duplicate report. :)

And thanks!

Time to try out 20 mods with Valkyrians and Exerelin. After 3 hours of hard work.... :D
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Vinch on January 27, 2014, 02:29:49 PM
When i updated the game along with exelerin I dl the last version of valkyrians to see if nothing was messed up, and i had a crash related to the "heron". It appears that the vanilla heron has the same id as valkirian one.

If you know a little how to mod the files, you just have to change the ship id in the ship.csv, the 2 variants files and the faction file. ;)



 
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on January 27, 2014, 02:36:23 PM
Thats because the vanilla heron is conflicting with mine, it will be fixed in my upcoming update where i add prefixes. ;)

The boss fleet in my mod is rather tricky, rather than fleet size i'd say you should go with a very high level character that has a lot of skills on it in a heavily decked out capital ship or a very well rounded fleet that counters the royal armadas destroyer and cruiser spam, people have beaten it with a single ship or indeed a fleet being around level 35-40, the fleet itself is coded to ATTACK YOU once you hit level 30, it is of course VERY slow and easily kited if you don't feel that you can beat it by then.

It is definitely doable, but your gonna have to get a few skills in the tech trees to pull it of, which is the concept the fleet is designed by.
the recommended level to fight the royal navy from what i've heard around here is indeed, between level 35-40+, and once you do beat it, there is pretty much nothing in the game that can challenge you anyway so i give the player some rewards for beating it, a super cap or 2 and some special fighter wings to celebrate having beaten the boss. ;D
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on February 01, 2014, 11:22:46 AM
Updated

Get the DL from below or from the OP.

https://www.dropbox.com/s/1wsxcei2b41al0x/Valkyrians_1.3B.zip

A whole bunch of fixes, updates, changes etc, check the log found in the folder for more info. ;)

COME N GEDDIT! ;D

Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Mytre on February 01, 2014, 12:26:18 PM
i hope the heron thing is patched :D . also i havent seen the azmodeus anywhere D:
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Mytre on February 01, 2014, 01:16:10 PM
Btw my game crashed. something about vaticanIV_A not found ... xD just so you know after defeating the boss fleet that follows you on main campaign.   
Quote
2900155 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [vatican_IV_A] not found!
java.lang.RuntimeException: Ship hull variant [vatican_IV_A] not found!
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on February 01, 2014, 02:01:27 PM
Oh, must have missed that one, thats an easy fix, just add Valk_ in front of those IDs in the boss fleet file and it will work, il fix that now and replace the DL for those that can't be arsed digging into files. ;D

EDIT: fixed, lets hope there ain't any more of those.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: FiCho on February 01, 2014, 02:18:50 PM
I have a question, why does this mod change fuel and supplies cost??
And can it be changed to vanilla somehow?? Thanks in advance...  ;D
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on February 01, 2014, 02:25:36 PM
Because this mod was made loooong before the supplies were made cheaper and i haven't changed it because i didn't feel that it was necessary, the cost for supplies and fuel is set in the Resources.csv found in the data/campaign folder, just delete it and unless another mod also has it it will go back to vanilla.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: Pazuzu on February 04, 2014, 04:22:33 AM
Hey Valk, thanks for the mod.
I've re-downloaded it to play it with the new starsector version but it doesn't seem to work with Exelerin anymore.

When i try to start it up it tells me:
"Fatal: Ship hull variant or fighter wing with id: [yoshura_II_A] not found!"
I deleted the old mod folders before installing it and exelerin again. Also running LazyLib.

I'm guessing it's because the variant doesn't have "valk_" in front of it like they do in the variants folder but where do i need to make the changes?

Or is it something else?
Thanks
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on February 04, 2014, 05:23:44 AM
Exerelin isn't updated to support the new version.
Title: Re: Project Valkyrie V1.3 [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on February 06, 2014, 07:54:51 PM
Updated the OP with a new image of all the ships in the faction, because who the **** is going to go through all those spoilers eh? ;D
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: XpanD on February 13, 2014, 04:08:51 AM
Would you mind if I used some files in this mod as a baseline to get mine running? Credits will be in my mod's description, and I'm not planning on ripping anything wholesale! Thanks. :P
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on February 13, 2014, 08:31:25 AM
What files are we talking about here? im pretty sure you could just copy paste the vanilla folder and change some IDs and you'd have a new faction, thats what we used to do in the old days.  :)
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: XpanD on February 13, 2014, 08:47:16 AM
In the core data there's a lot of stuff that I'd have to cut out still, so going off of a mod that already has fairly clean files (mostly the scripts) would probably speed things up a bit there. I used to do this (back when I was working on Positron in 2012) by using the TimCORP mod's files as a baseline, but nowadays that's quite outdated so I'd like to start a bit fresher. There may be a few features (such as the crew level logic for fleets) that I'd like to take over, but I imagine most of it would be fresh content or stuff I can salvage off of my old mod.

EDIT: Don't want to hijack the thread much more, so I'll do this in an edit; thanks! Dunno when/if a release will actually come out, but this should help a fair bit.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on February 13, 2014, 08:54:46 AM
Sure, go ahead.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Silver Silence on February 21, 2014, 11:42:43 AM
Why do you have a human Twilight Sparkle (https://derpicdn.net/img/view/2014/1/23/531694.jpeg) as one of your avatars if not your only avatar to choose from?
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on February 22, 2014, 12:21:45 AM
Because i know you like it and i thought about you when i included it. ;)
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Silver Silence on February 22, 2014, 05:57:29 AM
Aw, why thank you~<3  :D


Though I'd love a look at the bigger picture if possible, it looks like good artwork.


EDIT:
God damn, Valk. For once, instead of ramming Valkyrian ships and blowing them up, I'm actually playing as them. The maneuverability of these bigger ships. Damn.
And there are all sorts of new weapons that I don't remember. I've fully fitted a Yoshura with HI-IR twin lasers because the range, flux/dps is insane.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Nanao-kun on February 27, 2014, 09:49:54 PM
I find it interesting how some of the descriptions in this reference other mods.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Luewen on March 08, 2014, 01:26:31 PM
Doesnt seem to work with uomoz sector mod. I can join the faction but after that there is no options on space stations for buing ships etc.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: The Soldier on March 08, 2014, 01:42:24 PM
I don't think it's got the right file structure for it to work properly with Uomoz's Corvus.

They also seem to lack an actual *station* in the code, so that'll be a big stop to getting ships.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Erick Doe on March 08, 2014, 03:16:47 PM
Doesnt seem to work with uomoz sector mod. I can join the faction but after that there is no options on space stations for buing ships etc.


Unfortunately, it seems that in the current version of Uomoz's Sector, mods that are not already included within Uomoz's Sector mod will have this issue. The faction will appear, but unfortunately the station won't have any options.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Luewen on March 09, 2014, 09:56:04 AM
Doesnt seem to work with uomoz sector mod. I can join the faction but after that there is no options on space stations for buing ships etc.


Unfortunately, it seems that in the current version of Uomoz's Sector, mods that are not already included within Uomoz's Sector mod will have this issue. The faction will appear, but unfortunately the station won't have any options.

Shame. :( Must have something to do with the new station options. I wonder that is it a big job to change settings yourself to make the mod work with uomoz?
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on March 09, 2014, 05:32:57 PM
http://fractalsoftworks.com/forum/index.php?topic=7458.msg130608#msg130608
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Luewen on March 10, 2014, 03:17:00 PM
http://fractalsoftworks.com/forum/index.php?topic=7458.msg130608#msg130608

Ahhhh nice. :)
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: HELMUT on March 16, 2014, 02:05:58 PM
Haven't played Valkyrians in a long time, decided to try a bit the campaign with them. Didn't went very smoothly.

I struggle a lot with their ships, granted i currently use a single one but while i can efficiently farm pirates with an Enforcer or any vanilla destroyer, i have trouble fighting anything with the Elfheim (the only destroyer available to me then). The best way to go i found was to go full berserk and end the battle in less than ten seconds with incendiary ammo and hoping to kill everyone before i reach my flux capacity. But everything i can't outgun... Tends to kill me.

Tried that with a few ships, the Almire, the Nirvana, the Heron... But yeah, not really good in 1v1. Gotta change my tactic and go more fleet based warfare, i'll probably try going full carrier mode with swarm of bombers.

Also, in another game, i managed to get my hand on some Infinity wings and duplicated them at the Omnifactory. 100 FP of those worked pretty well, couldn't take down the royal armada though. I would be curious to see a video by some good player on the forum taking down that boss fleet and how they do it.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on March 16, 2014, 02:40:59 PM
Meso took it down recently, if i'm not mistaken, Gothars would kill it with his eyes closed, pretty sure Cyc had a go but never heard from him.

Also, im pretty sure the infinity isn't available, it's monstrously overpowered. :P, Askonia again eh???

Going berserk is the valk way of doing things, or just flying the Jenova and have a good laugh shield-ramming things.

killing the royal armada is mostly about separating the capital ships from the fleet and killing the destroyers/cruisers before they catch up (which takes a while), the super caps are more or less invincible with the fleet around them, save the Yoshura for last, as its the hardest to kill.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Silver Silence on March 17, 2014, 12:47:22 AM
I haven't fought the Royal Armada for ages, but yes, the key tactic to the Armada and to Valkyrian ships in general is to separate them. And against things like the capitals, either weather the storm or kite them from range with weapons like the Gauss Cannon. The flux dissipation on the Vatican family is abysmal, I tried using a Vatican III with missiles as the primary weapons and all medium/small slots using IR-PD and Quad MGs plus 50 vents and 50 cap, still totally unable to handle it's flux. The IV is not much better. A lot of Valkyrian ships are incredulously slow and move at like 10 meaningless-units-of-measurement/s. If you can put an Injector or Aug'd Engines on a capital, you can keep distance from them pretty well. Pick off the cruisers (because they're like vanilla battleships) and destroyers. The Yoshura has better flux dissipation (when you're flying it with 50 vents) and the Yoshura II can be nearly immune to flux issues (I used mine with maulers in EVERY medium and large slot). Not to mention the Yoshura II's ship system which makes an assault nearly pointless unless you can alpha it off the field.

As for a playthrough, my playthrough started off in Exerelin (where dying isn't much of a punishment in the beginning because free faction frigate replacements) with getting a Yuusha, then several Yuushas (5 of the suckers) then moving into one of the Nirvana types before settling in a Yoshura for quite a while. I've since re-appropriated a Neutrino Banshee-Norn and I use that. I never found much use for the fighters because most fighter wings throughout my playthrough have been the flying guns, the corvettes. The Jenova never seemed like a good ship to use, the AI doesn't have much problem with lack of view range like my own ship does when rebel Jenovas are on the field. IR-PD > IR-PD lasers, every time. No worry of running out of charges and will spray down fighters unlike the laser which is dedicated missile defense. A good weapon of choice on a lot of Valkyrian ships is the HI-IR laser cannons. Long range, coupled with fairly low flux usage and good DPS, making for excellent stand-off weapons on AI ships. I have yet to see an Ether Driver, those seem to have turned into superweapons or something on my playthrough because all three Valk stations have not had a single Ether but are stocked with entire stacks of most other weapons.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on March 17, 2014, 09:25:51 AM
I have yet to see an Ether Driver, those seem to have turned into superweapons or something on my playthrough because all three Valk stations have not had a single Ether but are stocked with entire stacks of most other weapons

because no variant currently uses the ether driver (I think), and weapons only appear in exerelin if a variant uses that weapon.

if it was a standalone game, no clue.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: HELMUT on March 17, 2014, 09:27:00 AM
Eh, funny because i really like the Valkyrians fighters. Not that fan of the big ones as they cost too much logistic. The Morgiana is basically a Talon on steroids that you can spam easily. Its energy weapon means it's reasonably good at munching trough armor and shield. The Sahara is very good too, like a Piranha but with twice the amount of bombs. Backed up by a bunch of Valkyries converted carriers, i was able to take down everything in the sector.

Still waiting to max logistics before i can engage the royal armada though.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on March 17, 2014, 09:42:21 AM
i would suggest using the hegemony if you're going vanilla, the Onslaught tears valk ships a new *** quite literally. ;)
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Silver Silence on March 17, 2014, 02:20:28 PM
I thought some of the "advanced" battleship variants used Ether Drivers instead of the Storm Lancer. Bleh. Guess I could go spawn one in and toss it in the Omnifactory.



i would suggest using the hegemony if you're going vanilla, the Onslaught tears valk ships a new *** quite literally. ;)

I would've thought that (especially in AI vs AI) a Valk battleship against an Onslaught would end up as quite the stalemate as neither would be comfortably able to vent their flux after getting it so high in the opening dakka fire. With the lack of maneuverability in the larger Valkyrian ships, one could definitely use the burn drive to just cruise past and get behind them. I'd estimate that by the time the burn finishes and the Onslaught turns around, the Valk ship would probably be showing broadside which would mean taking quite the beating, but you could also clip the rear of the ship to knock out some engines then burn past again and get behind it. Smooth sailing from then on.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Jeff on May 03, 2014, 05:01:40 PM
Hey the download link in the OP appears to be broken.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: ValkyriaL on May 04, 2014, 12:43:00 AM
You sure? i can download it.
Title: Re: Project Valkyrie V1.3B [0.6.2a - Vanilla Balanced]
Post by: Jeff on May 04, 2014, 10:17:03 AM
Huh, it works now, must have been a temporary problem with dropbox.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE!
Post by: ValkyriaL on May 25, 2014, 08:26:32 AM
Update Valkyrians 1.3C!
Spoiler
(http://i.imgur.com/Fx7U2dc.png)
[close]
This Mod now requires Shaderlib On Top of Lazylib, Shaders are here to stay!

Download
https://www.dropbox.com/s/29z6aoqarv6u7jj/Valkyrians_1.3C_PTA_12.zip


The presumably long awaited update is finaly here, adding a whole bunch of new goodies, balance checks, new ships and new weapons.
If you guys find any errors or other mishaps, please let me know, and i will fix it as soon as possible. ;)

Code
Version 1.3C

- Removed a whole bunch of sound files that has been either replaced or simply not been used, should shrink the size of the mod considerably.

- Added shader support for Valkyrians, the mod now requires Shaderlib. (will be listen in the OP)
- Valkyrians now have their own engine sounds.

- Added relations to all the wonderful new mods and factions out there, Valkyrians, once again, hate everybody.
- Updated Convoy shopping list.
- Updated Boss fleet reward list.

- New Mission: King's bane, very similar to sinking the bis'mar, but considerably harder.
- New mission: Battle for Heaven's Gate, fairly difficult mission that requires you to keep a close watch on the tactical screen and avoid losing ships to win.

- Added lore for Yoshura Mk.II ships that have served with the faction. found at the bottom of the ships codex.

- Prototype variant of Nirvana MK.II part of royal armada.
- Remade some variants to include the ether driver.

- Altered micro burn drive a little bit, there is a slight drift after the burn is over that gradually goes back to the ships own top speed from 50% of the burn speed, allowing you to move around the battlefield much faster.

- changed gun facing on radiance's 2 large side turrets, all 3 could shot straight forward.
- Remodeled Lightning Assault Fighter.
- Added Firefly Laser Fighter.
- Remodeled Ancord into a heavy bomber, old ship removed.
- Further improved Infinity ASF Fighter.

- Several new sounds on standby.
- New sounds for Laser Blasters.
- New sound for Cruise missile's launch stage.
- New Sprite for Antiproton Laser Battery.

- Slightly reduced projectile speed and rate of fire on all weapons.
- Increased OP on Wraith missile from 5 to 6 to balance it, it was simply a much stronger harpoon for the same cost.
- New weapon PTR-GT Laser, for Certain Frigates and fighters.
- New Missile: Sunfury Torpedo.
- New Missile: Shadow LRCM.
- New weapon: Ice-Lance
- Reduced damage on AP Mega beam cannon by 200.

- Changed large mount on Nirvana Mk.III to a medium mount.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Debido on May 25, 2014, 08:38:56 AM
Nice! I've been looking forward to this being updated. I'll have to sit down and have a play with it some time...this month.

Also your signature might need updating to 1.3C.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on May 25, 2014, 08:47:13 AM
Done. ;)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: TimeDiver on May 25, 2014, 12:27:09 PM
Got a pair of pretty severe (re: crash-worthy on load/start-up) bugs for ya with your newest release, chief.

1. In ship_data.csv: 'Elfheim Mk.II-R' entry ('valk_elfheim_II_royal') has no associated .ship file, and likewise no .variant(s); safe to delete that entry in such a case, as that reference appears in no other files?

2. In wing_data.csv: 'valk_ancord_hcorv_wing' entry has no associated .variant in v1.3c, but it did have one in v1.3b; seems to be replaced by 'valk_ancord_H-bomber_wing' instead, query affirmative?
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on May 25, 2014, 12:31:36 PM
Aaaaah, yeah, i removed those ships, forgot to actually remove "everything"

getting right on it.

EDIT: there were actually more stuff going on, i'l have a fix up in a minute for those 2 ships. report if you find anything else.

A quick way to do it yourself is to simply delete the CSV line for the elfheim and the wing line for the Hcorv ancord. and the game will run.

EDIT": Fixed. please report further mishaps and i will be a very happeh kitty. :D
https://www.dropbox.com/s/1q9eyrgwkjpmy93/Valkyrians_1.3C_PTA_13.zip
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: TimeDiver on May 25, 2014, 01:17:59 PM
Well, it starts up without complaints now. Quick response time, there.

And now, to see how my mixed Blackrock/Exigency fleet holds up against the Royal Armada...
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: RAMJB on May 25, 2014, 07:31:48 PM
Hey there!.

Nice mod.Loving the ships thus far. Man, those frigates are just awesome!.

However I'm repeatedly being CTD'd. When watching the game's log this is what comes up:

Quote
4046365 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: [valk_ancord_hcorv_wing] is not a valid fighter wing id
java.lang.RuntimeException: [valk_ancord_hcorv_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at exerelin.utilities.ExerelinUtilsFleet.buildRandomFleet(ExerelinUtilsFleet.java:547)
   at exerelin.utilities.ExerelinUtilsFleet.buildWarFleet(ExerelinUtilsFleet.java:416)
   at exerelin.utilities.ExerelinUtilsFleet.createFleetForFaction(ExerelinUtilsFleet.java:300)
   at exerelin.fleets.WarFleet.<init>(WarFleet.java:49)
   at exerelin.StationRecord.updateFleets(StationRecord.java:311)
   at exerelin.SystemStationManager.updateStationFleets(SystemStationManager.java:98)
   at exerelin.SectorManager.updateStationFleets(SectorManager.java:134)
   at exerelin.TimeManager.runDaily(TimeManager.java:115)
   at exerelin.TimeManager.doIntervalChecks(TimeManager.java:199)
   at exerelin.TimeManager.advance(TimeManager.java:191)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


any ideas on what's causing it?
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Foxer360 on May 25, 2014, 07:46:28 PM
Why don't cha check this very important post by the mod author, eh?

Quote
EDIT": Fixed. please report further mishaps and i will be a very happeh kitty. Cheesy
https://www.dropbox.com/s/1q9eyrgwkjpmy93/Valkyrians_1.3C_PTA_13.zip

If that didn't work, then it's probably a new bug!
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on May 25, 2014, 09:15:39 PM
The reason this happens is because my version is not what's in exerelin. that corvette doesn't exist anymore, you're gonna have to wait for Zaphide to update on his end, which knowing him won't take long. =)

Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: RAMJB on May 25, 2014, 11:45:34 PM
The reason this happens is because my version is not what's in exerelin. that corvette doesn't exist anymore, you're gonna have to wait for Zaphide to update on his end, which knowing him won't take long. =)



Sounds cool, thanks for the help! :)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: NCMagic on June 20, 2014, 09:09:51 AM
So this is what occasionally happens if I go to fight something or go to a star system.
539067 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.class.int(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.ØO0000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.A.ØØ0000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I'm not sure if this is my computer that's causing it or if it's starsector+. (Previous version of starsector + (haven't updated yet)).
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on June 20, 2014, 02:10:07 PM
It doesn't seem to be mod related, its a case that your computer simply ran out of memory, do you have 64 bit java allocated? increased memory? although my mod alone shouldn't require that. what mods and how many are you running? and for how long?
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: NCMagic on June 20, 2014, 11:00:52 PM
I had starsector +1.4
Project valkyrie (current version)
Blackrock driveyards 0.65
Exigency incorporated 0.59b
Interstellar imperium 1.2.1
Lazylib and shaderlib

This may be because of the java icon being weird lately on my computer.
As it's like showing a ''program not found'' icon. Blank basically.
Edit: Oh and I was running it for about half of an hour.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: angrytigerp on June 29, 2014, 01:30:05 PM
Just wanted to stop in here and say that this is one of my favorite mod factions, so far as aesthetics and ship design goes; I really like how every ship feels like a logical increment, and while some might find it a fault that every ship is more or less a larger version of the one preceding it with more bits stuck on, I actually prefer it because of the sense of "okay, we're taking what we had before and expanding it". Really invokes feelings of IRL navies in that way.

I had starsector +1.4
Project valkyrie (current version)
Blackrock driveyards 0.65
Exigency incorporated 0.59b
Interstellar imperium 1.2.1
Lazylib and shaderlib

This may be because of the java icon being weird lately on my computer.
As it's like showing a ''program not found'' icon. Blank basically.
Edit: Oh and I was running it for about half of an hour.

It's definitely not mod compatibility, because I'm running right now with:

Factions:
-Blackrock
-Bushi
-Citadel
-Exigency
-Hiigarans
-Interstellar Imperium
-Junk Pirates
-Neutrino
-Omnifactory
-P.A.C.K.
-P9
-Project Batavia
-Scy
-Shadowyards
-Gedune
-Mayorate
-Tore Up Plenty
-Valkyrians (of course)

Gameplay:
-SS+ 1.4.3
-Omnifactory
-Bounty Hunts

Utilities:
-Lazylib
-Shaderlib

It really sounds like you probably have a memory shortage, because as you can see I'm using every mod you are, and then some, and haven't had any issues (beyond save times around 30 seconds or so).
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Thargaed on July 03, 2014, 05:40:49 AM
helo new here

i have encounetred a problem with ancord hull.
after like 10 min in game i get a crash saying valk_ancord_hcorv_wing not a valid fighter wing id

and after that error i have a corupted save.



Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on July 04, 2014, 07:49:32 AM
This doesn't work with Exerelin because Zaphide haven't updated on his end yet, think he's on vacation. 8)

Perhaps Exerelin wasn't included? in that case.

Please, do provide error logs, its next to impossible for me and everyone else to tell you what's wrong otherwise, in this case i might know because someone else had the same problem.

Updated OP.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Thargaed on July 04, 2014, 07:58:23 AM
tnx for the reply..yes exerelin is included

gues i will have to wait...

or..
is there any way to remove what particular wing from the mod?(if that would fix anything?)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on July 04, 2014, 08:51:52 AM
go into the specific faction list in Exerelin and delete the wing in every fleet that can spawn it. that should solve your issue until he comes back. :)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: angrytigerp on July 04, 2014, 04:13:20 PM
helo new here

i have encounetred a problem with ancord hull.
after like 10 min in game i get a crash saying valk_ancord_hcorv_wing not a valid fighter wing id

and after that error i have a corupted save.





I got this same issue, it comes because Zaphide probably made the Valkyrian compatibility with a different version. I fixed it as below.

Go into your Exerelin folder, directory as follows:

Starsector (wherever it's installed)/mods/Exerelin (mine is titled "Zaphide-exerelin [long string of numbers], you get the idea)/data/config/exerelinFactionConfig/valkyrian.json (open the file with notepad or similar). Simply change the string "valk_ancord_hcorv_wing" to "valk_ancord_H-bomber_wing", to reflect the Ancord's new string name. Voila, compatibility. Haven't had a crash since.

Now, on the other hand, I haven't the foggiest how the "Elite Fleets" Zaphide put in are determined, so I can only go up to 9 points in the Faction tree skill that improves your fleets when playing Exerelin -- if I use 10, it kicks me out of the game, telling me there's no such thing as valk_elite_fleet or something like that.

EDIT: Okay, Valkyrial already put out a hotfix, so this is largely moot. Still, this fix works that I've seen.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on July 05, 2014, 03:08:04 AM
I haven't, i can't fix the exerelin version, because it's not my mod, your way is the way to go until Zaphide comes back. :)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: NCMagic on July 09, 2014, 09:43:03 AM
I defended Heaven's Gate!
And I had a huge strategy guide written up, but it got deleted after trying to post it when my attachment was too big. :'(
So now I learned I can't post screenshots in attachments. Q.Q
Link!
http://imgur.com/b3Jwna9
Oh and super fighters kinda suck and Radiance's REDEMPTION LASER BLASTER (YEAH) get's stopped by a tiny missiles. :C
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on July 09, 2014, 03:41:06 PM
Hurray for embedded videos!

Added Showcase Video to the OP!

See it here!

https://www.youtube.com/watch?v=4lsB8thMbTY
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Luna on September 06, 2014, 08:28:15 PM
ValkyriaL, I've been getting an error a lot that says Fatal: valk_ancord_hcorv_wing is not a valid ship type. I've alread looked through data/world/world factions and the fleets you set to spawn, but there's nothing about an hcorv wing. :/ Please help. I want to play your mod but the game isn't letting me! xD
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 06, 2014, 09:27:52 PM
I smell someone trying to launch exerelin! ::)

that ship doesn't exist anymore, so exerelin will throw the error, go into Exerelin's valkyrians file and remove the ship in there.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Luna on September 07, 2014, 06:51:05 AM
Thanks! I hadn't thought to look in there.

Edit: I've just looked and in exerelin's faction file and I don't see any valkyrians, and I looked in the hulls and variants file and the ship wasn't there either.

Edit numero 2: Technically, the game will launch and it will let me load a save file and play for a bit, but after a while I get that error message. So, I don't know what's happening. Maybe another faction stole one of your designs and is attempting to spawn it in?
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 07, 2014, 07:42:55 AM
its at the bottom of the data/world/factions folder in exerelin. you can't miss it.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Luna on September 07, 2014, 09:03:05 AM
The faction at the bottom of that folder is rebel. And I looked through, the wing isn't there. I think I may have an older version of exerelin, I'll try updating it
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Central on September 10, 2014, 10:25:54 PM
So..how do you get ahold of the biggest ship? I defeated the royal armada, but when I tried to board it self-destructed, and now all thats left is a few fighters that run away whenever I get close, and are too fast to 'pursue them', so..am I SOL? Do I not get to have the big ship?

Or ANY of the Vatican variants? The highest class I could find in the shipyard was the Radiance-class.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 10, 2014, 10:45:32 PM
the ships are given to you upon defeating the RA, check either the abandoned storage or the Valk shipyard.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Central on September 10, 2014, 10:50:13 PM
Ah. Finally gave me the message.
Woo! I got one!

...Then immediately crashed when I tried to use the active ability on it. The 'advanced' version. Mk III maybe? I can't recall. I hear a 'THUNK' then it crashed.

EDIT:
Managed to navigate the labyrinthian .log to find the error message...I think.

Code
10305218 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.IllegalAccessError: tried to access class data.shipsystems.scripts.FakeEntity from class data.shipsystems.scripts.ValkyriaSystem
java.lang.IllegalAccessError: tried to access class data.shipsystems.scripts.FakeEntity from class data.shipsystems.scripts.ValkyriaSystem
at data.shipsystems.scripts.ValkyriaSystem.apply(ValkyriaSystem.java:70)
at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 13, 2014, 04:41:48 PM
Sorry for the late reply, i cannot reproduce that error in any way, What version of the mod and what version of Lazylib are you running?
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Luna on September 15, 2014, 01:22:51 PM
1.3C Valkyrians
1.9b LazyLib

I'll edit the comment if you ask for any of the other mods.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Luna on September 15, 2014, 01:27:57 PM
Also, another one of the mods I've been following is Mr. Davidoff's Ship addon, which hasn't been updated in a while. It's still in Starsector version .53, and I'd personally like some Exerelin compatibility. I like his mod quite a bit, but "since I'm still only beginning to learn Java"TM, I can't help him. I'd love to, but I can't.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: CopperCoyote on September 15, 2014, 01:33:44 PM
I've been playing the campaign mode with Valkyrians quite a bit lately, and i have opinions about them. TL;DR is missiles good ballistics not so much and ships are terrifying to fight.

Opinions time:
Spoiler
The missiles are largely good. Some are a bit too good. Scorpions are probably too cheap at 4 and 8 op. If they were 5 and 10 they'd be a nice side-grade from harpoons, but right now I'd basically always choose them over harpoons. The shadow pod is way too good. If it had 10 ammo instead it'd still be worth 10 OP. The specter and phantasm launchers are both really underwhelming though. They need more ammo more damage or tougher missiles. At 2 ammo there isn't enough threat for 10 OP. If they had 5 missiles they'd be ok. If they hit as hard as reapers, but had tracking they'd be a little lackluster but useable. If they were super tough like reapers and basically always hit they might be ok. The specter needs more love than the phantasm because kinetic missiles are stopped more than explosive ones. The sunfury is a pretty good missile but feels a little pricey OP wise. I like using them but don't give it to my AI ships because they're a little trigger happy with them. The Hurricane IBCM is a great shield breaker. It has a typo though. Either in the name or the flavor text. The name says IBCM and flavor text says ICBM. I think it's a funny designation for a missile system on spaceships, but it might stand for something else.

The ballistic weapons mostly leave a bit to be desired. They all appear to be energy or fragmentation. The energy ones are mostly underwhelming like the mjolnir is in vanilla. The Twin HI-IR is great though. Long range and decent damage make it a very vexing weapon to deal with. Feels like it has the best of energy weapons and ballistic weapons. Totally worth 15 OP maybe worth as much as 18 OP. Quad heavy MG is pretty good too. Makes me sad it is frag damage though. I love the MG family because they punish anything that gets too close with a shield up. If it did half as much damage but kinetic typed it'd be one of my favorite PD weapons. The light flak is ok. It's like half a dual flak (which i'm not super fond of). It usually requires 2 shots to kill missiles so unless i'm mounting them with other PD weaponry (so the second weapon shoots down the missile after it's weakened by LFlak) i give them a pass. The long range flak does nice per shot damage, but doesn't feel like it performs on par with the dual flak (which costs the same OP). It's good at ruining fighters though. The Lancer family is a definite downgrade from needlers. Because they do energy damage they break shields only half as well and needlers, but because the per bullet damage is so low they are basically just as awful at damaging armor. It is good they have more ammo though. The vulcan like PD weapon is mostly good. It has longish range for a PD weapon and enough ammo that it can be a main weapon for a frigate in a pinch. It fires at every thing ever though so it'll fill the flux meter like mad if you're not careful though. The small PD with regenerating ammo leaves a bit to be desired. It's ok for big ships that need lots of endurance (like for example any Valk cruiser or above).

I haven't had a chance to use most of the Valkyrian ships. I made the mistake of *** them off right away. So going to oberon is pretty risky. I've used the brawler like frigate (which was as satisfying as the brawler to use) a destroyer with incediary ammo ship-system (hadn't been making notes at that point) and a nervah mark 2. Based on my limited experience with them they mostly seem to have an amazing amount of OP, tons of hardpoints and turrets, and crazy fast burnspeeds (the destroyer was 6 without mods). That seems to be balanced with big crew requirements and lots of LR costs, and poor combat speeds. The full shields leave a lot to be desired too. The armor is decent so they aren't glass cannons, but if anything fast and full of explosive damage shows up you're in trouble.

The ships are much more terrifying with vanilla ballistic weapons. If you can't out-range them or out maneuver them you're hosed. Both literally and metaphorically. You get hosed down with tons of bullets and die rather swiftly. I feel like they may be over-powered. Especially the later marks. I was feeling pretty confident and decided to take on a fleet with 6 map triangles. My fleet had 6 triangles on the map too so the FP cost was about the same. I had just made it to tech 10 and fleet 3 (character level 20). I was demolished like i tried to fight the Hedge SDF. It was pretty brutal. I wish i had paid better attention to which ships there were, but the number one demolisher of my ships was a nervah mark 3. It smashed my tartarus so fast, and the rest of my ships crumbled swiftly afterwards.

It's hard to tell if the system modernization mod is worth the op cost. It probably is on Valk ships because their base stats are pretty good. On vanilla ships it's usually on a ship by ship basis. Most of the high tech ships don't want it because vents are so good on them. Low tech ships mostly don't want it because they like as much firepower or maneuverability as possible. Most of the mid tech ships benefit though. It's nice to have on any ship you expect to have to flee too. Like on buffalos so their max speed is just a little better and they are all around a little tougher. It mostly just makes it so stray weapons fire won't destroy them as easily because as a baseline they're so fragile.

One last thing: oberon orbits a bit further out than corvus 3, but in hyperspace it looks like it has an orbit the size of corvus 2. It was a little jarring to notice the orbit discrepancy. It might make corvus system feel less crowded to move oberon a bit further past corvus 3. As it stands now it sits on corvus 3 from time to time and it feels weird.
[close]

This mod is pretty fun so I'm going to keep it installed. I may have more opinions in the future if you'd like to hear them.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 15, 2014, 02:06:13 PM
I always love Opinions, both negative and positive, the update that isn't to far off fixes many of the issues listed, i'm still making changes to the faction so that old vanilla tag up there actually means something.

I guess an early sneak peak at the Changelog isn't going to hurt anyone. #SPOILER ALERT!
Quote
Spoiler

#Version 1.4

- The Valkyrians have finally received their own star system. no longer will they operate from their weird asgard inspired planet in corvus with TO many stations to keep track off.

- Valkyrian Royal Armada has received a makeover, they auto win against all AI fleets, making them immune to death-kiting, they also have unlimited command points, allowing them to have the battlefield advantage regardless of the current situation.
- Their attack level can be modified in their boss file script, in case you think they are annoying or attack too early, their current attack level is 30.

- Made Changes to the Chasing Memories mission.
- Added a few new missions.

- longer cooldown for scorpion MRM and its pod version as well as reduced flight time.
- Slightly nerfed all ballistic point defence.
- slightly Reduced damage on certain cruise missiles.
- slightly increased ammo on certain cruise missiles.
- Fixed double damage bug on Ether Drive and Ice-Lance cannons.


- All Military variants removed.
- Valkyrian Fleets no longer use Vanilla weapons. balancing them even further.
- 2 rear small PD on Yoshura II removed, slightly new engine design, all small PD is built in.
- Most small Valkyrian point defence for cruisers and capital ships is now built-in, to prevent their exceptional amount of weapon slots from being abused by players, thus much improved faction balance.
- Reduced Ordinance Points for all ships Destroyer class or larger.
- Corrected Supply/day usage of ships.
- Corrected Repair/day usage for ships.

- Decorative blinking lights on Vatican Mk.III, Heron, Almire Mk.II, Almire Mk.III.

- Added NX-K.Max series prototype weapons, #made by Maximillianyuen.#
- All high tier fighters have new weapons, greatly balancing them.
- Corrected Supply/day usage of fighters.
- Reduced the size of the ASF fighter.

- All Nirvana class ships now have the Infernium Drive system.
- Burst Drive Replaced with Infernium drive, #made by Cycerin.#
- Incendiary ammunition replaced with Overcharge. increases damage and flux dissipation, but generates hard flux at a very fast rate.
- Added negative effects to the Vessel Modernization hull mod, it was simply an extremely good mod with no drawbacks. increases ship supply and repair per day by 10%.

- Legion Plasma LRM added. #Dark.Revenant modification#
- Removed Herald Destroyer (very old ship that never saw the light of day, a few people may have noticed it in the sprite folder under the name of "Limbo".)
- Almire Mk.III added. (last "combat" ship in the mod, no more will be added, i have too many ships as it is.)
- Almire Mk.II changes: -2 large mounts, +2 medium mounts.
- Sequence added.
- Heron remodeled.


[close]
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Luna on September 15, 2014, 03:14:24 PM
- Burst Drive Replaced with Infernium drive, #made by Cycerin.#

No. No. No. No. No. No. No. *five hours later* No. No. No. No.

But burst drives are awesome for ramming! I always think this whenever I do it...

https://www.youtube.com/watch?v=ni8MURSwSZg (https://www.youtube.com/watch?v=ni8MURSwSZg)





I just saw what the Infernium drive did.


"Perhaps today is a good day to die! Helm! Prepare for ramming speed!"
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Sabaton on September 15, 2014, 03:25:20 PM
What are the main differences between Infernium and burndrive?
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Luna on September 15, 2014, 03:41:36 PM
The name. xD
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 15, 2014, 04:17:56 PM
Infernium Drive has a scripted AI that is much better than the one i have, + utility scripts that improves its function.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Luna on September 16, 2014, 12:22:23 PM
So do you know anything about what might be happening? I have all the latest versions of LazyLib and Valkyrians, in addition to deleting them both and Exerelin about 5 times and re-downloading
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Doogie on September 16, 2014, 12:27:36 PM
So do you know anything about what might be happening? I have all the latest versions of LazyLib and Valkyrians, in addition to deleting them both and Exerelin about 5 times and re-downloading
Exerelin is pretty outdated by now. Thats probably your issue.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 16, 2014, 12:57:41 PM
Valkyrians 1.3C "does" work with Exerelin, but you have to make a fair bit of file editing to make it compatible, since the Version in Exerelin is 1.1 i believe.

simply comes down to launching Exerelin with Valkyrians, and more or less delete/rename anything it complains about, But Zaphide is coming back for the next update of Starsector, where he will update Exerelin with all the new features it brings, so either you do it yourself now, or wait for 0.65 to hit. 8)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Luna on September 16, 2014, 03:22:18 PM
Well, they do say that patience is a virtue, so I'll wait. I just wish that Valkyrians worked with Starsector+. I always get a fatal: null error every time I try to launch SS+ with Valkyrians.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Lucian Greymark on September 17, 2014, 06:12:34 AM
It's seems you're making a bigger deal of this than it is. Having just downloaded the files and gone through getting it play worthy just for experiment's sake it took me all of five minutes. Have at it and you'll be up and running in no time.


As a side note, I'd like to just agree with the poster on the previous page who mentioned that the lancer family of weapons are a slight step down from needlers, maybe a good balancing step would be to fractionally decrease the flux/second or flux/shot to give more sustained fire, thus compensating for the awkwardly low damage.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 17, 2014, 07:01:05 AM
What? SS+ should work with valkyrians. you sure its this mod causing it?

The lancer family already shots faster than the needlers , they are slightly more accurate AND they do energy damage, which is 100% damage to everything, instead of the needlers that do kinetic, which is worthless against everything but shields.

all in all lancers do more damage over time than the needlers do against your average enemy, despite their lower damage on paper.

Do they really need a buff?
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Lucian Greymark on September 17, 2014, 07:42:45 AM
You say all this good stuff about them, and yet I still get better reliability, even on valkyrian ships, with the needler family over the lancer family, idk what the stats say, but experience tells me they need some kind of a buff
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: HELMUT on September 17, 2014, 09:08:35 AM
idk what the stats say, but experience tells me they need some kind of a buff

If you don't know what the stats say, it might be a good idea to take a look at the said stats before you ask for any change.

The Lancer and the Needler have nearly identical stats, the Needler just have a veeeery slight dps advantage but slower ROF and a bit less ammo capacity. The main difference is that the Lancer is energy based while the Needler is kinetic, making the Lancer a much better all around weapon.

I wanted to play a Valk campaign recently but i think i'll wait for 1.4 to test all the new stuffs.

Edit: Also Valks seems to work without problems with SS+ for me.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Lucian Greymark on September 17, 2014, 10:00:53 AM
Typically I find that the lancer weapons don't have enough sustained dps to threaten the shields of another ship in the same size category that they're mounted on, with the exception of the rediculously op capitals the valks have. I tend to either run out of flux or ammo before I can really make a dent in the shields of an aurora or a dominator. That said I also play on full damage to my own vessel so that probably plays a part. The needlers however make up their weight by actually bringing down the shields of an enemy ship despite their typically high flux cost. And when it comes to armour, explosive shot weapons tend to just be more efficient. Infact across the board unless you're tri tach or you have op flux reserves you should specialize your ships weapons for shield removal then armour penetration and as much as the lancer family want to be swiss army knifes they just aren't sharp enough. The buff they need isn't even major, just a 1-3% efficiency increase would bring them up to par.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Farlarzia on September 17, 2014, 10:27:11 AM
the shields of an a dominator.
I laughed, a little.

I personally find the lancer family a nice group of weapons, they are a nice general purse energy weapon, found in a ballistics slot, which is pretty unique. If you want a shield busting weapon, then yeah, needlers are your choice. The ammo concerns are also pretty similar to needlers.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: HELMUT on September 17, 2014, 02:05:25 PM
Actually i found out that Valkyrian work with SS+ but not with Templars, here's the log:

Code
236333 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.api.util.WeightedRandomPicker.pick(WeightedRandomPicker.java:77)
at data.scripts.variants.SSP_Randomizer.doUpgrades(SSP_Randomizer.java:1950)
at data.scripts.variants.SSP_Randomizer.createVariant(SSP_Randomizer.java:1251)
at data.scripts.world.FleetManager.populate(FleetManager.java:281)
at data.scripts.world.fleets.SSP_TemplarsFleet.guerre(SSP_TemplarsFleet.java:243)
at data.scripts.world.fleets.SSP_TemplarsFleet.makeFleet(SSP_TemplarsFleet.java:330)
at data.scripts.world.FleetManager.createFleet(FleetManager.java:371)
at data.scripts.world.templars.SSP_TemplarsAttackSpawnPoint.spawnFleet(SSP_TemplarsAttackSpawnPoint.java:79)
at data.scripts.world.templars.SSP_Antioch.generate(SSP_Antioch.java:44)
at data.scripts.SSPModPlugin.initTEM(SSPModPlugin.java:53)
at data.scripts.SSPModPlugin.onNewGame(SSPModPlugin.java:60)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 17, 2014, 03:34:40 PM
Whats going on!? all these random errors that i've never seen! =( there shouldn't be anything preventing Templars from being run alongside Valkyrians tho. ::)

Templars actually Require SS+ to work, so that could be something.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Farlarzia on September 17, 2014, 03:45:32 PM
Templars can be run as a independent mod of SS+, it only requires shaderlib and lazylib. Its just without SS+ or Uozmos's they can't be found in vanilla campaign, only in missions. 
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Dark.Revenant on September 17, 2014, 05:38:56 PM
Project Valkyrie doesn't play nice with some mods; for example, the weapon damage smoke thing overlaps with the SS+ effect for basically double the lung cancer.

However, there is nothing in Project Valkyrie that would cause the Randomizer to crash like that; that's entirely a SS+ bug.



Unfortunately, I cannot fix it because I do not know why that crash occurs.  I have looked for over an hour and found absolutely nothing in the code that would lead to a crash and not even my most strenuous tests (like spawning thousands templar fleets in the campaign) resulted in a crash.  I cannot reproduce it and wouldn't know why it happened even if I did.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Sundog on September 17, 2014, 06:46:45 PM
It's a bit of a long shot, but that exception and stack trace remind me of the janino issue I encountered here (http://fractalsoftworks.com/forum/index.php?topic=7720.0).

I have no idea why that issue would cause an incompatibility between Templars and Valkyrians though. Neither SS+ or Templars could cause that issue since they aren't compiled at runtime, and I can't think of any likely reason for Templars to cause Valks to run a broken script.

But then, I cant fathom why Valks would cause Templars to throw a legitimate out of bounds exception either.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Dark.Revenant on September 17, 2014, 07:09:59 PM
It's not and it doesn't.

This problem is purely a logic error in SS+ itself that I cannot reproduce (yes, even with valks active).  Keep in mind the Templar fleet generation is in SS+, not the Templars jar.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 17, 2014, 10:19:50 PM
Most of these things are very likely fixed in the dev, i used to have multiple files that did the exact same thing "weapon smoke thingy" which was been fixed some time back, as well as some other files than have all been put into one for better compatibility.

Honestly, i cannot reproduce any of these crashes, so it has to be 1.3 that has just given up on life waiting for 1.4 to take it's place. :)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: CopperCoyote on September 17, 2014, 11:23:27 PM
My argument that the lancers are a step down from needlers is based on both using them and thinking about the ramifications of the damage type change.

The TL;DR is: changing the damage type is a huge nerf

Lots of blah blah blah number stuff explaining why:
Spoiler

I think needlers and lances have the same OP cost, the same range, and nearly identical accuracy. So those variables fall out of the equation.

Armor and shields reduce damage in different ways.:
Shields are easy to understand. If it has a .25 efficiency then every hit no matter how big or small is reduced by 75%. I don't think any ships actually have a .25, but why i'm using it will make sense in a moment. This means a raw 4 damage shot will do 1 point of damage, and a raw 4000 damage shot will do 1000 damage to flux.

Armor reduces damage by the amount of armor you have. It does cap out however. If a shot's damage is smaller than the armor then 25% of the damage will still get through. This damage is absorbed by the armor first and any not stopped will do hull damage. Damage stopped by armor will reduce the remaining armor in the hit cell. Surrounding cells also contribute armor but to simplify things let's imagine we're shooting a fighter that has only 1 cell. Let's imagine this fighter has 100 armor. The 4 damage shot will still only do 1 damage reducing the armor to 99. The next 96 shots will do 1 damage to the armor as well. The 97th should do 2 damage to armor and 1 to hull. The 98th should be a damage to armor and 3 to hull then the armor is gone. The 4K shot will do 3900 damage to the armor reducing the armor to 0 and doing 3800 damage to the hull (the fighter probably dies too).

As you can see armor is much more complicated, but if you have enough of it, then it is more effective at first.

Now lets consider damage types. The damage modifier is applied before the shield or armor calculations. All types do 100% damage to hull. Energy type is 1X against all defenses. Kinetic is 2X against shields and 1/2X against armor. Explosive is opposite at 1/2X versus shields and 2X versus armor. Frag is 1/4 against both shields and armor.

Okay. Now why does all this matter?

It matters for shields because changing the damage type from kinetic to energy flatout cuts the DPS in half. If lancers and needlers had equal raw DPS then against shields lancers have half the DPS of needers. I think it ends up being that against shields needlers end up doing 60% more DPS because they don't have equal raw DPS.

It matters for armor because as we saw on the fighter's armor example the smaller the shot the more effective the armor. Once we take damage type into consideration it barely matters for damage values that small. I think lancers and needlers do something like 30 damage per bullet. For values that small the armor will reduce it to 1/4 damage for armor values as low as 60 for Ex, 30 for En, and 15 for Ki. That is a tiny amount of armor for a lot of effect on both families of weapons. Sure the lancer will do twice the DPS to armor as needlers, but it's still doing 1/4 the listed DPS until there is basically no armor left anywhere.

The end result is the only ships the lancer is better at killing by itself (and not running out of ammo) are the more frail frigates and fighters. The same ships that are nimble enough and small enough that a spraying weapon with some accuracy issues really shouldn't be used against anyway. I suppose it could eat up buffalos better too, but that's just a matter of convenience as they aren't threats anyway.
[close]

One way to make it a side grade from needlers is to make the ammo and damage per shot the same but reduce time between shots by about 40% (compared to needler). That way it'd be nearly as good a shield breaker, but have much more DPS once you've opened up the armor with an explosive weapon. While it would be better at armor removal it'd still be so bad you'd run out your ammo before you've started doing hull damage to most destroyers.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Dark.Revenant on September 17, 2014, 11:53:40 PM
Some quick numbers:

Light Needler: 500 K burst, 340 seconds of ammo, 294 Dmg/sec vs. shields, 147 Dmg/sec vs. hull, and on average 11 Dmg/sec vs. armor.  That's a flux ratio of 2.5 against shields, 1.25 against hull, and 0.1 against armor.

Light Lancer: 450 En burst, 562 seconds of ammo, 160 Dmg/sec vs. shields, 160 Dmg/sec vs. hull, and on average 27 Dmg/sec vs. armor.  That's a flux ratio of 1.13 against shields, 1.13 against hull, and 0.19 against armor.

Light Needler is really excellent against shields, okay against hull, and trash against armor.  Light Lancer is okay against shields, okay against hull (but slightly less efficient than the needler), and still not that good against armor.  It may be more than double the armor damage up from a needler, but 27 Dmg/sec is still so low that it's barely worth mentioning.  Let's look at another gun.

Light Assault Gun: 40 HE burst, 100 seconds of ammo, 80 Dmg/sec vs. shields, 160 Dmg/sec vs. hull, and on average 65 Dmg/sec vs. armor.  That's a flux ratio of 0.5 against shields, 1 against hull, and 0.41 against armor.

Even a Light Mortar does more armor DPS than a Lancer.  Simply put, the Lancer is not acceptable as an armor buster.  You could make the argument that it's a general purpose weapon, but if you had the choice between two lancers (320 Dmg/sec vs. shields, 320 Dmg/sec vs. hull, and 54 Dmg/sec vs. armor) and a needler plus an assault gun (374 Dmg/sec vs. shields, 307 Dmg/sec vs. hull, and 76 Dmg/sec vs. armor) you would almost always pick the latter.

For the Lancer to remain competitive, it should have fewer shots that individually do higher damage.  A half-sized burst with double damage (and flux) per shot should do the trick, bringing it up to an average of 34 Dmg/sec vs. armor.  It would still do less damage than the needler-assault gun combination but have the advantage of faster shots and better range.


Fun fact: Aside from missiles and bombs, the Heavy Mauler is the best medium slot (or small slot) armor penetrator in the game.  It comes just third when you include mods; only the Gale Cannon (by a small margin) and the Longinus Heavy Laser are higher.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: HELMUT on September 18, 2014, 06:14:10 AM
Armor reduces damage by the amount of armor you have.

He, at least i learned something today. That's why Lucian found the Lancer underwhelming then...
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: pigreko on September 19, 2014, 06:32:01 AM
Hey boss, is there a way to spawn the royal armada by force? maybe with the console. Cause I cannot find it anywhere, and it was chasing me some time ago, but then suddenly stopped, and I ended up unleashing my frustration at the templars and their martyr ships. At some point of my play thru something happened, cause they are now neutral to me.
I never battled a valkyrian fleet cause until few cycles ago I was still building my weaponry to face them... and now they are gone without a fight. I searched in the forum and looks like they cannot lose to another Ai fleet, so I'm at a loss.

I was now thinking: should I check the save game file for a trace of the fleet? I'll try that, hoping it is actually code named as royal armada or similar :D
Still I was neutral without reason at some point, and I'm well over 30.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 19, 2014, 06:40:16 AM
The fleet is code named "Ra" and in 1.3, it Can be killed by Ai fleets. which means its either dead and you have the ships in your storage or shipyard. or its still flying around out there somewhere with like 1 fighter.

In 1.4, only you can kill it, like it was meant to be.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: pigreko on September 19, 2014, 07:18:54 AM
UHM I cannot open the campaign.zip, somehow... and I've checked all the 3 valkyrian space stations orbiting corvus to no avail. Mmmmmh I guess I'll reset and replay it with the 1.4 .
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 19, 2014, 07:28:40 AM
That will be fairly difficult considering 1.4 isn't out yet. ;D
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: pigreko on September 19, 2014, 07:53:37 AM
Yeah I meant I'll wait and play ;)
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: pigreko on September 19, 2014, 11:22:24 AM
OK! lacking patience, I did reset the campaign, did used the console to give me back some of my stuff, and finally engaged the armada. Result = a crash just before finishing the Royal ship [Vatican.Mk.IV]. I recreated it, and it is generated by the use of the ship system. The actual report looks like this:

Fatal: tried to access class data.shipsystems.script.FakeEntity from class data.shipsystems.scripts.ValkyriaSystem

I'm running on a mac, just saying.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: valefore on September 25, 2014, 09:05:39 PM
OK! lacking patience, I did reset the campaign, did used the console to give me back some of my stuff, and finally engaged the armada. Result = a crash just before finishing the Royal ship [Vatican.Mk.IV]. I recreated it, and it is generated by the use of the ship system. The actual report looks like this:

Fatal: tried to access class data.shipsystems.script.FakeEntity from class data.shipsystems.scripts.ValkyriaSystem

I'm running on a mac, just saying.

Hey. I had this problem too but was putting it off because I was busy and passive but I finally did some experimenting. I couldn't understand anything about the ship system coding though so I started with running Valkyrie alone to check if its due to a mod crash.

Well it turns out running Valkyrie alone does not cause the crash. I do get the crash when I run it with Citadel 0.7 though. Perhaps they both use a "FakeEntity"? If you are also running it with Citadel, I guess you would either need to disable one of them or change the Vatican IV's ship system to something else.
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: Sabaton on September 26, 2014, 02:49:52 PM
Seeing as it's fairly polished and developed...
What are your future plans for this mod?
Title: Re: Project Valkyrie V1.3C [0.6.2a - Vanilla Balanced] UPDATE! 14/05/25
Post by: ValkyriaL on September 26, 2014, 03:33:13 PM
all these crashes are caused by a fake entity in the Vat IV script, it only affects mac users to my knowledge, but its fixed for the next version.

plans are as always, make the majority of people that play the valks happy.

other than that, removal of non relevant ships and weapons are considered, since you never see them anymore, they aren't interesting or relevant, and they take up memory.
better balance, which the skype chat and recent comments has provided me with, and have been put to good use.

i haven't thought that far into the future, since i have school and work going on, so the mod itself is put on a lower priority, updates will keep on coming tho, so we will simply have to see what the future brings. :)

 
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: ValkyriaL on October 02, 2014, 01:35:40 PM
He who waits gets something good.

And something good you will get indeed.

The day is here ladies and gentlemen, 1.4 is out, and its waiting for you all, sail the dark frontier as the mighty Valkyrians and crush your enemies beneath your heels!

Updated the OP as well, with a new ship family picture amongst other things.

Now if you excuse me, i'll be working on 1.5...

Download
https://www.dropbox.com/s/mkq8t9f0673nmxf/Valkyrians_1.4_Release.zip?dl=0

Changelog
Spoiler
Quote
#Version 1.4

- The Valkyrians have finally received their own star system. no longer will they operate from their weird asgard inspired planet in corvus with TO many stations to keep track off.

- Valkyrian Royal Armada has received a makeover, they auto win against all AI fleets, making them immune to death-kiting, they also have unlimited command points, allowing them to have the battlefield advantage regardless of the current situation.
- Their attack level can be modified in their boss file script, in case you think they are annoying or attack too early, their current attack level is 30.

- Made Changes to the Chasing Memories mission.
- Added a few new missions.

- longer cooldown for scorpion MRM and its pod version as well as reduced flight time.
- Slightly nerfed all ballistic point defence.
- Slightly Reduced damage on certain cruise missiles.
- Slightly increased ammo on certain cruise missiles.
- Buffed the Lancer family of weapons.
- Fixed double damage bug on Ether Drive and Ice-Lance cannons.


- All Military variants removed.
- Valkyrian Fleets no longer use Vanilla weapons. balancing them even further.
- Most small Valkyrian point defence for cruisers and capital ships is now built-in, to prevent their exceptional amount of weapon slots from being abused by players, thus much improved faction balance.
- Reduced Ordinance Points for all ships Destroyer class or larger.
- Corrected Supply/day usage of ships.
- Corrected Repair/day usage for ships.

- Decorative blinking lights on Vatican Mk.III, Heron, Almire Mk.II, Almire Mk.III.

- Added NX-K.Max series prototype PD weapon, #made by Maximillianyuen.#
- All high tier fighters have new weapons, greatly balancing them.
- Corrected Supply/day usage of fighters.
- Reduced the size of the ASF fighter.

- All Nirvana class ships now have the Infernium Drive system.
- Burst Drive Replaced with Infernium drive, #made by Cycerin.#
- Incendiary ammunition replaced with Overcharge. increases damage and flux dissipation, but generates hard flux at a very fast rate.
- Added negative effects to the Vessel Modernization hull mod, it was simply an extremely good mod with no drawbacks. increases ship supply and repair per day by 10%.

- Legion Plasma LRM added. #Dark.Revenant modification#
- Removed Herald Destroyer (very old ship that never saw the light of day, a few people may have noticed it in the sprite folder under the name of "Limbo".)
- Almire Mk.III added. (last "combat" ship in the mod, no more will be added, i have too many ships as it is.)
- 2 rear small PD on Yoshura II removed, slightly new engine and hull design, all small PD is built in.
- Almire Mk.II changes: -2 large mounts, +2 medium mounts.
- Sequence added.
- Heron remodeled.
[close]

Full changelog can be found on the OP.

E^1 Also added some spoilers to the OP, makes the text less overwhelming.

Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Tartiflette on October 02, 2014, 03:41:14 PM
Glad to see the giant murder-wedges back in the field. With a fresh coat of paint at that!
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: HELMUT on October 08, 2014, 04:09:39 PM
Okay so i more or less finished my Valkyrian campaign and like a lot of people i consider them still too strong despite the recent nerfs.

One of the biggest weakness of the faction is their lack of mobility but i noticed it wasn't an actual issue for them. You can't flank those ships because of their very good shield coverage and the amount of PDs on the rear. All the combat ships with the exception of the Valkyrie MK.II have at least a 270° shield arc. On top of that, even the destroyers have at least 4 PDs to protect themselves against missiles.

Because of this, Valkyrians actually don't really have to fear of anyone getting in their back and for a faction which main weakness is the lack mobility, it's problematic.

But even then not every Valkyrians ships lack mobility, the Nirvana series and the Elysium have infernium drive that allow them to quickly move to a position to another. A lot of time i could go straight in the middle of the enemy fleet, delivering the killing blow to that one ship with my Nirvana and could get out relatively unscathed thanks to its ship system. In some way, the Nirvana/Elysium/Radiance are probably the only worthwhile flagship for the player as you can pull some very nice play with the infernium drive. The other ships? Not so much.

Another problem is their excessive amount of weapons. To compare an Elfheim and an Enforcer, the Enforcer have 5 medium mounts and 4 small ones. The Elfheim have 4 medium mounts, 6 small ones and 4 built in PDs guns. That's a lot more guns, especially when the Elfheim cost 10 deployment points just like the Enforcer and have much better stats in nearly every single categories.

Same thing for Cruisers, a Nirvana MK.I (for some reason i can't find a variant of it, even in dev mod) cost 17 deployment points like the Aurora but with 1 large mount, 8 medium mounts and 10 small ones. The Aurora only have 1 large mount, 3 medium and 9 small. The firepower difference is absolutely monstrous. In the campaign, i couldn't find a single cruiser that could go toe-to-toe with my Nirvana MK.II as i could drown it in missiles and bullets.

It's the same thing with nearly every Valkyrians ships, all heavily outgunning vanilla ships and keeping extremely good stats on top of this. Never in the campaign i felt strained by the the flux despite the amount of weapons i fire.

About the vanilla weapons combo with their ships. Most Valkyrian weapons deal energy damage but i think they benefit much more from Kinetic weaponry like the vanilla needler because they can instantly crush an enemy ship shield and open the way for their missiles. And Valkyrians have a lot of missiles.

A lancer/scorpion work but it doesn't work as well as a HVDs/annihilators combo in my opinion and experience. The Nirvana MK.II, with 4 medium and 3 small missiles mounts can spam Annihilators even better than an Onslaught and when you have 4 HVDs plus a MK.IX AC plowing your shield, there's not much an enemy cruiser (or even capital sometime) can do. But then again, it's not because Valkyrians weapons suck, it's because they have too much guns.

Still about the weapons, the IR-PD cannon is too strong. At 6 OPs, the IR-PD is a much better PD weapon than the dual MG, more ammo, more range... At every tests it took down more Pilums than the DMG did. A bit too good right now, especially when its built in some ships. The IR-PD laser however need two shots to take down a Pilum, it can intercept two lrms at best, sometimes 3 with expanded magazine.

In the end, Valkyrians have too many guns, way too many. Either you nerf their strength by reducing/removing some medium mounts, either you nerf their "weakness" by (heavily) reducing the shields arc and flux capacity/venting, or maybe a combination of both, given how strong they are it certainly won't kill them. They need to be vulnerable in some way. Right now missiles can't reach them and trying to crack them open with brute strength doesn't work either as they'll overwhelm your shield first.

Other than this, i found a few other issues.

As i said in the chat, the Legion lrm is broken. Infinite long range missiles will only lead to broken stuffs, if not for Valkyrian, then for another faction. They already have the Shadow lrm (although its range is surprisingly short for a lrm) that fill this role. The Legion really shouldn't exist, also it use II medium ballista sprite.

Speaking of sprite, the Ice lance have the same sprite as the concussion beam from Citadel, you might want to see this with Foxer.

The Scorpion MRM i think is a bit stronger than the Harpoon (more ammo which is better against frigates, faster missiles even though it's ROF is lower) but it's debatable. What is not debatable however is that the Scorpion is 2 OPs cheaper the Harpoon pod, not a good thing.

The Valkyrie MK.II is underpriced for such an incredible carrier. A mobile flight deck with two medium missiles and cheaper than an Condor? Hersey!

The Radiance redemption laser is too loud, like, uncomfortably loud.

A mistake in the Yoshura description "while its mobility is lacking" i think it should be "however its mobility is lacking".

The Ancord bomber CR cost is way too expensive. 20% per bomber deployed give it way too few replacement. By comparison a Trident wing is only 10%.

Also might be a good thing to add description to Infernium drive and Overcharge

I probably missed a lot of things but the main issue is here, too many guns, overall stats way too good. Nerfpls.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: ORMtnMan on October 08, 2014, 08:56:44 PM
Okay so i more or less finished my Valkyrian campaign and like a lot of people i consider them still too strong despite the recent nerfs.

One of the biggest weakness of the faction is their lack of mobility but i noticed it wasn't an actual issue for them. You can't flank those ships because of their very good shield coverage and the amount of PDs on the rear. All the combat ships with the exception of the Valkyrie MK.II have at least a 270° shield arc. On top of that, even the destroyers have at least 4 PDs to protect themselves against missiles.

Because of this, Valkyrians actually don't really have to fear of anyone getting in their back and for a faction which main weakness is the lack mobility, it's problematic.

But even then not every Valkyrians ships lack mobility, the Nirvana series and the Elysium have infernium drive that allow them to quickly move to a position to another. A lot of time i could go straight in the middle of the enemy fleet, delivering the killing blow to that one ship with my Nirvana and could get out relatively unscathed thanks to its ship system. In some way, the Nirvana/Elysium/Radiance are probably the only worthwhile flagship for the player as you can pull some very nice play with the infernium drive. The other ships? Not so much.

Another problem is their excessive amount of weapons. To compare an Elfheim and an Enforcer, the Enforcer have 5 medium mounts and 4 small ones. The Elfheim have 4 medium mounts, 6 small ones and 4 built in PDs guns. That's a lot more guns, especially when the Elfheim cost 10 deployment points just like the Enforcer and have much better stats in nearly every single categories.

Same thing for Cruisers, a Nirvana MK.I (for some reason i can't find a variant of it, even in dev mod) cost 17 deployment points like the Aurora but with 1 large mount, 8 medium mounts and 10 small ones. The Aurora only have 1 large mount, 3 medium and 9 small. The firepower difference is absolutely monstrous. In the campaign, i couldn't find a single cruiser that could go toe-to-toe with my Nirvana MK.II as i could drown it in missiles and bullets.

It's the same thing with nearly every Valkyrians ships, all heavily outgunning vanilla ships and keeping extremely good stats on top of this. Never in the campaign i felt strained by the the flux despite the amount of weapons i fire.

About the vanilla weapons combo with their ships. Most Valkyrian weapons deal energy damage but i think they benefit much more from Kinetic weaponry like the vanilla needler because they can instantly crush an enemy ship shield and open the way for their missiles. And Valkyrians have a lot of missiles.

A lancer/scorpion work but it doesn't work as well as a HVDs/annihilators combo in my opinion and experience. The Nirvana MK.II, with 4 medium and 3 small missiles mounts can spam Annihilators even better than an Onslaught and when you have 4 HVDs plus a MK.IX AC plowing your shield, there's not much an enemy cruiser (or even capital sometime) can do. But then again, it's not because Valkyrians weapons suck, it's because they have too much guns.

Still about the weapons, the IR-PD cannon is too strong. At 6 OPs, the IR-PD is a much better PD weapon than the dual MG, more ammo, more range... At every tests it took down more Pilums than the DMG did. A bit too good right now, especially when its built in some ships. The IR-PD laser however need two shots to take down a Pilum, it can intercept two lrms at best, sometimes 3 with expanded magazine.

In the end, Valkyrians have too many guns, way too many. Either you nerf their strength by reducing/removing some medium mounts, either you nerf their "weakness" by (heavily) reducing the shields arc and flux capacity/venting, or maybe a combination of both, given how strong they are it certainly won't kill them. They need to be vulnerable in some way. Right now missiles can't reach them and trying to crack them open with brute strength doesn't work either as they'll overwhelm your shield first.

Other than this, i found a few other issues.

As i said in the chat, the Legion lrm is broken. Infinite long range missiles will only lead to broken stuffs, if not for Valkyrian, then for another faction. They already have the Shadow lrm (although its range is surprisingly short for a lrm) that fill this role. The Legion really shouldn't exist, also it use II medium ballista sprite.

Speaking of sprite, the Ice lance have the same sprite as the concussion beam from Citadel, you might want to see this with Foxer.

The Scorpion MRM i think is a bit stronger than the Harpoon (more ammo which is better against frigates, faster missiles even though it's ROF is lower) but it's debatable. What is not debatable however is that the Scorpion is 2 OPs cheaper the Harpoon pod, not a good thing.

The Valkyrie MK.II is underpriced for such an incredible carrier. A mobile flight deck with two medium missiles and cheaper than an Condor? Hersey!

The Radiance redemption laser is too loud, like, uncomfortably loud.

A mistake in the Yoshura description "while its mobility is lacking" i think it should be "however its mobility is lacking".

The Ancord bomber CR cost is way too expensive. 20% per bomber deployed give it way too few replacement. By comparison a Trident wing is only 10%.

Also might be a good thing to add description to Infernium drive and Overcharge

I probably missed a lot of things but the main issue is here, too many guns, overall stats way too good. Nerfpls.

Holy S--- yeah, I totally agree w/ Helmut here. I remember my days of trolling around the galaxy with my Nirvana MkII, with the Cain cannon from I-fed (a very very overpowered weapon by itself) and a whole slew of PD... nothing survived... nothing... I am not that good aof a player so that is saying something.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Zudgemud on October 09, 2014, 04:56:12 PM
*wall of text*

I probably missed a lot of things but the main issue is here, too many guns, overall stats way too good. Nerfpls.

I agree on all points really, it's a fun, good looking but clearly superior faction. However, one suggestion to possibly "fix" the current vanilla balance issue would be to simply make all valyrian guns follow the faction description more to the letter, and do significantly less damage than they do currently while reducing their ordinance point costs and decrease the valyrian ship's ordinance points accordingly. Then one would still get the admittedly awesome "gun spam" while not being massively superior in gun strengh compared to vanilla ships.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Sabaton on October 10, 2014, 12:04:29 PM
Guys, you're forgetting this was designed to be a boss faction, you're supposed to fight against them not stroll in their stuff, perhaps lowering your chances of getting their stuff?
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: ValkyriaL on October 10, 2014, 12:07:08 PM
Semi true, its a "WIP balanced" playable faction, that has a customized boss fleet for lvl 30+ players.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: ORMtnMan on October 10, 2014, 12:25:54 PM
Guys, you're forgetting this was designed to be a boss faction, you're supposed to fight against them not stroll in their stuff, perhaps lowering your chances of getting their stuff?

Didn't know there was such a thing as a boss faction, though I guess the Templar may be one as well... The difference is you can't go and purchase Templar ships as far as I know...
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Sabaton on October 11, 2014, 12:38:54 AM
Guys, you're forgetting this was designed to be a boss faction, you're supposed to fight against them not stroll in their stuff, perhaps lowering your chances of getting their stuff?

Didn't know there was such a thing as a boss faction, though I guess the Templar may be one as well...

 Oh but some factions are made as bosses, templars and valks being the most known, there was another dude who tried to make one, crazy stuff but managed to get himself banned.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: HELMUT on October 11, 2014, 06:52:54 AM
Guys, you're forgetting this was designed to be a boss faction, you're supposed to fight against them not stroll in their stuff, perhaps lowering your chances of getting their stuff?

When i see "Vanilla Balanced" in the title, i don't immediately think of a boss faction. Only their Royal Armada can be considered as a boss fleet.

And to be honest, i would be butthurt to have a cool playable faction being lazy on the balance under the pretext of being a "boss" faction.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Sabaton on October 11, 2014, 07:23:31 AM
 Balance is a fine line, will you sacrifice your original vision to bring it in line or will you try to be creative and do smth else with it?

 Valks were intended as a faction with lost of guns, thick armor, slow turning and weak shields.

 True, their fantastic pd and shield coverage makes flanking kinda tricky, and only in small bursts if you don't want to be melted by PD.

 The ether drive is bonkers imo, slap extended ammo and why use anything else?

 Telleporters are best used against them, problem is the small ones don't matter as much, stuff like the Hyperion/Medusa/Wolf don't have much staying power against the bigger ships.

 Only a Karkinos and Pergon artillery cruiser can make short and (relatively) safe work of them. But using other mods for balance is not the way.    

 Damn, the situation at hand is really complicated to say the least.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: ValkyriaL on October 11, 2014, 07:41:58 AM
my vision is/was, invulnerable to missiles. a lot of semi competent guns, crap shield, "decent" armor, and be equal or worse than vanilla at its finest, which in my tests, they are, my ships will more or less always lose 1V1 against a vanilla ship or ships of the same deployment cost, or be so heavily damaged after defeating them that further fighting would be completely impossible.

My super capitals, break these rules, they are intended for the boss fleet only, defeating that, you are effectively strong enough to annihilate any fleet in the sector with zero effort, so only then do i give the player these super caps so they can get some additional fun out of their game session, Askonia doesn't agree with me, but thats fixed in 0.65.

Player modifications, makes this faction absolutely *** and unbeatable, which is the case for any faction, but mine more than others because i have so many weapon slots normally occupied with point defence that can be switched to something else, i am properly addressing that matter in the future, along with other changes as HELMUT pointed out a few comments above.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: joe130794 on October 11, 2014, 10:33:50 AM
i love playing this mod but since i updated to 1.4 i get a fatal error even when trying the mod on its own.
Fatal: Fatal: ship_systems.csv is missing systems

is there a way to fix this?
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: LazyWizard on October 11, 2014, 11:54:48 AM
Did you delete the old mod folder before upgrading?
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: joe130794 on October 11, 2014, 01:57:10 PM
ah no. ill try that now
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: joe130794 on October 11, 2014, 02:58:33 PM
worked thank you.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: sigi87 on October 26, 2014, 06:25:10 AM
I love this mod, any chance to see an update for the curretn game version?
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Luna on October 26, 2014, 07:50:21 AM
I'm sure that ValkyriaL is working on it, sigi87. It may take a while, however, because of the new features of the update. He has to make new descriptors for the faction, illegal commodities, market conditions, all that fancy stuff. So all we can do is wait. I'm sure that the updated mod will be excellent.  ;D
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: sigi87 on October 26, 2014, 10:11:21 AM
excellent, I just love these big ass chunks of steel. And how they sprey the space with bullets :D
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: joe130794 on October 26, 2014, 01:52:48 PM
i normally have interstellar imperium active too and that has a gun called the sagitarrius ADC which if you have 4 or more mounted takes most small-medium ships out, and fighters too. but they do fill up your flux quick.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Luna on October 26, 2014, 06:00:54 PM
ValkyriaL, what program do you use to make your sprites? Speaking of which, how do you make them? I kinda want to make a mod of my own, but I'm a terrible artist. :P So any advice you could offer would be much appreciated. I already took a look at the "spriter's first toolbox" thing, but I didn't find that it much helped me.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: ValkyriaL on November 02, 2014, 03:23:41 AM
I make my sprites with good old honorable kitbashing in Gimp, there are however much better sprite makers out there, and several tutorials. They should be able to help you more than i can.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Luna on November 02, 2014, 06:20:23 AM
  Ok, thanks.  ;D

  Also, what program do you use to write your code? I use WordPad, but I find that it doesn't work because all the lines aren't... lined up.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Aklyon on November 02, 2014, 10:17:03 AM
Notepad++ is alright for a lot of things, although ValkyriaL will probably have a better answer than that.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Debido on November 02, 2014, 10:30:16 AM
Nope, Notepad++

Do not use WordPad.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Luna on November 02, 2014, 10:36:23 AM
Okay, thanks! :D
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Whitelock on November 02, 2014, 08:06:28 PM
This was a question on why the currently available "Project Valkyrie" doesn't work in Starsector 0.65a when the title clearly says it is for 0.6.2a. For being silly, it has now been hidden behind spoiler tags by the now enlightend author.

Spoiler
Hail there.

I'm having a problem starting this mod.
When I run Starsector 0.65a-RC1 with the mods: "LazyLib 2.0b", "ZZ ShaderLib Beta v0.9" and "Valkyrians 1.4" I see a momentary picture of "Starsector Project Valkyrie" and the loading bar, but a moment later the game is terminated and I am given a small popup saying: "Fatal: JSONObject["logo"] not found. Check starsector.log for more info.".

The last few lines in the starsector.log reads as follows:
3858 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Games\Starsector 065a\starsector-core\..\mods\Valkyrians (data/world/factions/valkyrian.faction)]
3859 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading valkyrian faction
4182 [Thread-5] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: JSONObject["logo"] not found.
org.json.JSONException: JSONObject["logo"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.void.o00000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
I have not used a previous version of Project Valkyrie.

Dose anyone know how to fix this error of lacking this "logo"?
[close]
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Toxcity on November 02, 2014, 08:07:30 PM
It's not updated for 0.65a yet.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Whitelock on November 02, 2014, 09:15:41 PM
My apologies. I seems to be able to read everything except the title of the thread. Sorry. ^^
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Nanao-kun on November 03, 2014, 12:25:31 AM
Hail there.

I'm having a problem starting this mod.
When I run Starsector 0.65a-RC1 with the mods: "LazyLib 2.0b", "ZZ ShaderLib Beta v0.9" and "Valkyrians 1.4" I see a momentary picture of "Starsector Project Valkyrie" and the loading bar, but a moment later the game is terminated and I am given a small popup saying: "Fatal: JSONObject["logo"] not found. Check starsector.log for more info.".

The last few lines in the starsector.log reads as follows:
Spoiler
3858 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Games\Starsector 065a\starsector-core\..\mods\Valkyrians (data/world/factions/valkyrian.faction)]
3859 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading valkyrian faction
4182 [Thread-5] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: JSONObject["logo"] not found.
org.json.JSONException: JSONObject["logo"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.void.o00000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I have not used a previous version of Project Valkyrie.

Dose anyone know how to fix this error of lacking this "logo"?

Project Valkyrie is not 0.65a compatible. As the title of the thread states, it is for 0.6.2a.

EDIT: Woops, didn't see there was another page.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: ValkyriaL on November 03, 2014, 12:31:06 AM
Your not the first to have that happen. ::)
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Balanced] UPDATE! 14/10/02
Post by: Luna on December 15, 2014, 05:22:35 PM
I miss having these gorgeous hunks of metal with red stripes dominating the skies...

ValkyriaL! We are ready for you to release for .65.1a now!

We You need not wait any longer. We are prepared for the gloriousness.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: ahrenjb on January 23, 2015, 09:30:33 AM
Just chiming in to show continued support for the mod, hoping to see an update eventually.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Luna on January 23, 2015, 05:02:20 PM
Yeah, I really want my Nirvana Mk. IV back so I can strap a buncha Blackrock weapons to it and kill all the everythings.  ;D
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Tartiflette on February 23, 2015, 09:15:35 AM
Totally not suspicious spoiler, at all, nope, perfectly innocent...
Spoiler
(http://i.imgur.com/HMExE0e.png)

BAM! Guess who's coming back SOON(tm)

So yeah, I've been helping Valkyrial updating his mod, and maybe even more importantly, finally balancing it. So yep, expect the huge lumbering dakka riddled murder-wedges to come back in a relatively short future. (if all goes right)
[close]
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Cycerin on February 23, 2015, 10:49:42 AM
[animu intensifies]
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Protonus on February 23, 2015, 06:04:33 PM
My Red and Blue mods are ready. :o
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: EI on February 23, 2015, 06:07:54 PM
Totally not suspicious spoiler, at all, nope, perfectly innocent...
Spoiler
(http://i.imgur.com/HMExE0e.png)
[close]

How come I can't have fleets like that?! >-<

Oh wait...
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Toxcity on February 23, 2015, 06:13:16 PM
That's probably a custom fleet.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Tartiflette on February 24, 2015, 02:38:52 AM
Just for fun, the current changelog...
Spoiler
Code
Compatibility with Starsector 0.65.2
Added Enigma system, home of the Valkyrians
Added economy, flag, icons, new background...

MAJOR RE-BALANCING:

[WEAPONS]
 - Raised all weapons flux requirement to near 1-1 ratio or 1-3 for Frag weapons (roughly twice as before)
 - Reduced OP cost to near vanilla levels (6 for small, 12 for medium, 20 for larges)
 - most weapons now have unlimited ammo, a few low cost ones use clips, a few high powered large or built-in ones have a regular ammo limit
 - RW-BS Plasma Cannon is now High Explosive, with a random kinetic effect on shield hits.
 - Removed Heavy Arbalest, LR Heavy Flak cannon, Light Flak Cannon, Light Assault Gun Mk.V, UV Blaster and Heavy UV Blasters
 - Significantly raised the damage and flux requirement of the Radiance built-in blasters
 - Significantly nerfed the Ether Drive and the Ice Lance


[SHIPS]

 - Reduced Ordinance Points across the board: enough to fill the mounts with average weapon plus half flux capacitors+vents (roughly -20% to -30% compared to before)
 - Significantly reduced recovery times and CR deployment costs
 - Significantly reduced burn rates of the bigger ships
 - Significantly reduced the ships Fleet Points for bigger fleets
 - Slightly reduced the crew of the smaller ships
 - All ships now have CR timers

SHIPS REMOVED:
Vatican I and II (redundant)
Nirvana I and III (redundant)
Sequence (weird)
Longinus (too OP)
Yuusha Mk.II (redundant)
Sylvia pirate base (mission only)
Condor Mk.II (mission only)

Vatican Mk.III and Mk.IV are now Mk.I and Mk.II
Nirvana Mk.II and Mk.IV are now Mk.I and Mk.II

SHIP ADDED:
Emerald Larger Freighter

The Vatican I and II cannot be bought by the player


VATICAN Mk.III
 - removed 1 large missile hardpoint
 - removed 4 large turrets
 - removed 6 medium turrets
 - removed 8 small turrets

YOSHURA
 - converted to Cherberos
 - removed 4 small turrets
 - removed 2 medium turrets
 - removed 3 large turrets
 - removed 1 small missile hardpoint
 - added built-in large beam
 - Ship system changed to Infernium Drive

YOSHURA Mk.II
 - converted to Yoshura Prime
  - removed 3 small turrets
  - removed 2 medium turrets
  - removed 2 large turrets

 - converted to Yoshura
  - removed 12 small turrets
  - removed 4 medium turrets
  - removed 3 large turrets
  - added 5 small missile hardpoints
  - added 2 built-in large beams
  - Ship system changed to Infernium Drive

RADIANCE
 - Sprite redone (with Helmut's help)
 - converted 1 small missile hardpoint into medium
 - removed 2 medium missile hardpoints
 - removed 2 large turrets
 - removed 5 small turrets
 - Ship system changed to Infernium Drive

ALMIRE Mk.I
 - altered the engines to make them consistent with the size of the ship
 - removed 2 med turrets
=>just above the Falcon in term of firepower

ALMIRE Mk.II
 - changed 2 med turrets into 2 small
=>above the Eagle in term of firepower, on par with the Dominator
 - altered the position of the median ones

ALMIRE I and II focus on 360 deg firepower rather than frontal

ALMIRE Mk.III
 - removed 2 awkward small mounts (not because they were superfluous just weird)

NIRVANA Mk.II
 - removed 3 small missile hardpoints
 - removed 2 medium missile hardpoints
=> Near Dominator firepower

NIRVANA Mk.IV
 - removed 4 medium turret mounts
 - removed 1 small missile hardpoint
=> still better than one Conquest broadside with less shields issues, better than the Dominator

NIRVANA I and IV focus on frontal firepower (90deg frontal arcs)


ECLAIR
 - removed 2 small mounts
=> roughly equivalent to the Enforcer

ELFHEIM
 - removed 4 small mounts
=> roughly equivalent to the Enforcer

ELYSIUM
 - removed 2 small mounts
=> Slightly more powerful than a Sunder
 - moved 2 small mounts to avoid weapons overlap

HERON
Sprite untouched but removing the added built-in weapons without any slots

ILENA
 - removed 1 small mount

INQUISITOR
Changed 2 medium turrets into 2 small ones

TOPAZ
 - removed 2 small turrets

YUUSHA
 - removed 1 small hardpoint
 - added built-in medium Lancer
[close]

In short, instead of having their worst ships equivalent to a good vanilla ship and their best ones completely over-powered, they now range from barely better than vanilla weak ones to equivalent to the best ones and maybe a bit more. The three super capital-ships however are still crazy beasts.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Protonus on February 24, 2015, 06:09:38 AM
Looks good, hopefully this brigade-prequel would bring destruction before it become its apparent build after (before). I'd be glad to set my arms towards the Valkyrians or might even join them soon enough. Although, I'm quite sad to see them lowered before EI could raise a bar, but...

The three super capital-ships however are crazy beasts.

Tell them to EI, she'd be happy to take them for dinner.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Aklyon on February 24, 2015, 06:21:50 AM
Quote
YOSHURA Mk.II
[snip]
- converted to Yoshura
  - removed 12 small turrets
...How many did it have before?
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Protonus on February 24, 2015, 06:26:38 AM
Quote
YOSHURA Mk.II
[snip]
- converted to Yoshura
  - removed 12 small turrets
...How many did it have before?

More than 22, I can assume.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: ValkyriaL on February 24, 2015, 06:44:09 AM
The Yoshura MK.II became 2 ships, the prime and the normal Yoshura.

Yoshura Mk.II had, 5x large ballistic, 10x medium ballistic, 12x small ballistic + 12x built-in (24 in total), 3x small missile.

comparable to an Onslaught with no drawbacks, see video in the OP.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Protonus on February 24, 2015, 06:50:47 AM
The Yoshura MK.II became 2 ships, the prime and the normal Yoshura.

Yoshura Mk.II had, 5x large ballistic, 10x medium ballistic, 12x small ballistic + 12x built-in (24 in total), 3x small missile.

That would've explained the extra 12 small mounts I see.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Dr. Death[Lexx] on February 24, 2015, 08:00:08 AM
I see someone's been very busy. Good to see that things are turning out still big and hulky on your end, Valky.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Tartiflette on February 24, 2015, 08:01:13 AM
Hum, an Onslaught has 2 large hardpoints and 3 turrets against the 5 turrets of the old Yoshura,  9 medium turrets against the 10 of the Yoshura, 6 small turrets against the 24 of the Yoshura (!) and 4 medium missiles against 3 smalls. Plus the Yosh had a far better ship system, and I'm not even mentioning 1.5 times more health and armor. I think it's safe to assume that it was vastly stronger than the Onslaught.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Delta7 on February 24, 2015, 03:44:10 PM
is it SS+ compatible? i dont think SS+ counts as a total conversion, it's not much more than an expansion pack.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Protonus on February 24, 2015, 07:07:44 PM
It usually takes more coding to work around the SS+ the more factions are settled within that mod, since SS+ is basically an extension to the Vanilla and factions must run normally with/without the extension mod.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Shedovv on February 28, 2015, 12:18:03 PM
Will the mod be updated for 0.65.2a ? I just decided to move to that version from 6.2a and I am missing the presence of Enigma and mighty Valkyrian fleets nearby. Not to mention great Hiigaran on Valkyrian fighting.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Protonus on March 01, 2015, 07:25:32 PM
Will the mod be updated for 0.65.2a ? I just decided to move to that version from 6.2a and I am missing the presence of Enigma and mighty Valkyrian fleets nearby. Not to mention great Hiigaran on Valkyrian fighting.

The next version will up very soon, it just has to modernize with the current changes in the game. And I, myself, am waiting for this mod to show up too.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: EI on March 03, 2015, 10:44:24 PM
Can I borrow the old carcasses of your very pretty and somewhat saxxy ships? Please? :3

Spoiler
(http://i.imgur.com/O9yKGsx.png)
[close]
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: ValkyriaL on March 04, 2015, 02:21:11 AM
Im fine with that, Helmut made that one tho so ask him aswell, don't think he would have any problems with it either. :)
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: EI on March 04, 2015, 02:46:04 AM
Ooo, thanks. My drones have already taken it to the shop. >w<

Spoiler
(http://i60.tinypic.com/hvwal4.jpg)
[close]

This is the result. :3
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Protonus on March 04, 2015, 02:58:29 AM
Unfortunately, my neighbor and "friend" is pulling out more ideas than I can actually chew in, and is moving on to recycling rusty ships that would someday join her ranks and possibly be used against its original owners, figuratively.

But I think I see that ship dumped on Helmut's factory though, and are practically available to anyone as long as the original owner allows it.
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: ValkyriaL on March 04, 2015, 03:12:50 AM
Tbh, using a wreck to make something different makes no sense to me, why not use a "functional" Vat IV instead?
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: EI on March 04, 2015, 03:16:34 AM
It's adaptational salvage.

When I have a chance to pit a rivalry to your armada, history will be made and soon there will be broken down hybrid ships that will haunt the next captains and admirals forever. :3
Title: Re: Project Valkyrie V1.4 [0.6.2a - Vanilla Friendly] UPDATE! 14/10/02
Post by: Protonus on March 04, 2015, 03:23:31 AM
Tbh, using a wreck to make something different makes no sense to me.

You are telling the wrong person in question, to be honest. [Insert cat face here]


Besides, she already made several designs including that wreckage that she calls a ship.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: ValkyriaL on March 04, 2015, 03:58:23 AM
Well, I wont have you wait much longer, and no one else either for their information.

its been a long time, fingers have been crossed, thumbs have been rolled, nails have been chewed on, but your wait is finaly over.

Valkyrians 1.5!
https://www.dropbox.com/s/jfa6u95qj60koba/valkyrians_1.5.zip?dl=0

They are back! more glorious than ever! their armies and fleets shall once again teach you what fear really means.

Changelog
Spoiler
Code
Compatibility with Starsector 0.65.2
Added Enigma system, home of the Valkyrians
Added economy, flag, icons, new background...

MAJOR RE-BALANCING:

[WEAPONS]

 - Raised all weapons flux requirement to near 1-1 ratio or 1-3 for Frag weapons (roughly twice as before)
 - Reduced OP cost to near vanilla levels (6 for small, 12 for medium, 20 for larges)
 - most weapons now have unlimited ammo, a few low cost ones use clips, a few high powered large or built-in ones have a regular ammo limit
 - RW-BS Plasma Cannon is now High Explosive, with a random kinetic effect on shield hits.
 - Removed Heavy Arbalest, LR Heavy Flak cannon, Light Flak Cannon, Light Assault Gun Mk.V, UV Blaster and Heavy UV Blasters
 - Significantly raised the damage and flux requirement of the Radiance built-in blasters
 - Significantly nerfed the Ether Drive and the Ice Lance

[WINGS]

 - Significantly reduced deployment costs and CR recovery

[SHIPS]

 - Reduced Ordinance Points across the board: enough to fill the mounts with average weapon plus half flux capacitors+vents (roughly -20% to -30% compared to before)
 - Significantly reduced recovery times and CR deployment costs
 - Significantly reduced burn rates of the bigger ships
 - Significantly reduced the ships Fleet Points for bigger fleets
 - Slightly reduced the crew of the smaller ships
 - All ships now have CR timers

SHIPS REMOVED:
Vatican I and II (redundant)
Nirvana I and III (redundant)
Sequence (weird)
Yuusha Mk.II (redundant)
Sylvia pirate base (mission only)
Condor Mk.II (mission only)

Vatican Mk.III and Mk.IV are now Mk.I and Mk.II
Nirvana Mk.II and Mk.IV are now Mk.I and Mk.II

SHIP ADDED:
Emerald Larger Freighter

The Vatican I and II cannot be bought by the player (but can be captured)


VATICAN Mk.III
 - removed 1 large missile hardpoint
 - removed 4 large turrets
 - removed 6 medium turrets
 - removed 8 small turrets

YOSHURA
 - converted to Cherberos
 - removed 4 small turrets
 - removed 2 medium turrets
 - removed 3 large turrets
 - removed 1 small missile hardpoint
 - added built-in large beam
 - Ship system changed to Infernium Drive

YOSHURA Mk.II
 - converted to Yoshura Prime
  - removed 3 small turrets
  - removed 2 medium turrets
  - removed 2 large turrets

 - converted to Yoshura
  - removed 12 small turrets
  - removed 4 medium turrets
  - removed 3 large turrets
  - added 5 small missile hardpoints
  - added 2 built-in large beams
  - Ship system changed to Infernium Drive

RADIANCE
 - Sprite redone (with Helmut's help)
 - converted 1 small missile hardpoint into medium
 - removed 2 medium missile hardpoints
 - removed 2 large turrets
 - removed 5 small turrets
 - Ship system changed to Infernium Drive

ALMIRE Mk.I
 - altered the engines to make them consistent with the size of the ship
 - removed 2 med turrets
=>just above the Falcon in term of firepower

ALMIRE Mk.II
 - changed 2 med turrets into 2 small
=>above the Eagle in term of firepower, on par with the Dominator
 - altered the position of the median ones

ALMIRE I and II focus on 360 deg firepower rather than frontal

ALMIRE Mk.III
 - removed 2 awkward small mounts (not because they were superfluous just weird)

NIRVANA Mk.II
 - removed 3 small missile hardpoints
 - removed 2 medium missile hardpoints
=> Near Dominator firepower

NIRVANA Mk.IV
 - removed 4 medium turret mounts
 - removed 1 small missile hardpoint
=> still better than one Conquest broadside with less shields issues, better than the Dominator

NIRVANA I and IV focus on frontal firepower (90deg frontal arcs)


ECLAIR
 - removed 2 small mounts
=> roughly equivalent to a lightweight Falcon

ELFHEIM
 - removed 4 small mounts
=> roughly equivalent to the Enforcer

ELYSIUM
 - removed 2 small mounts
=> Slightly more powerful than a Sunder
 - moved 2 small mounts to avoid weapons overlap

HERON
 - converted into a cruiser
 - renamed Heron - B
 - changed 2 medium turrets into small ones
 - added 2 small turrets
 - added two medium launchers
 - added a second flight deck
=> better combat ship than the regular Heron, but far slower and far more costly to maintain

ILENA
 - removed 1 small mount

INQUISITOR
Changed 2 medium turrets into 2 small ones

JENOVA
 - added 1 small turret
 - added ship-system animation

LONGINUS
 - converted 2 medium missile hardpoints into small ballistic ones
 - changed ship-system to Ammo Feeder
=> Equivalent to the Brawler with PD but no missile

TOPAZ
 - removed 2 small turrets

YUUSHA
 - removed 1 small hardpoint
 - added built-in medium Twin Laser
[close]
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Tartiflette on March 04, 2015, 04:20:50 AM
Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! Yes! YEAAAAAH! (http://i.imgur.com/rbRzcyg.gif)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: EI on March 04, 2015, 04:33:44 AM
Valkyrians 1.5!
https://www.dropbox.com/s/jfa6u95qj60koba/valkyrians_1.5.zip?dl=0

:3
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: 603bill on March 04, 2015, 04:45:11 AM
I'm getting a crash.

8131 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull spec [condor_mkII] not found!
java.lang.RuntimeException: Ship hull spec [condor_mkII] not found!
   at com.fs.starfarer.loading.F.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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(Unknown Source)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Tartiflette on March 04, 2015, 04:50:37 AM
How very unlikely... Unless you didn't removed the old mod before extracting the new version? Also you might need to reset your variants for the missions if that occurred when starting one.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: 603bill on March 04, 2015, 01:21:28 PM
I deleted the mission variants and the old mod version a while ago.

Also if it helps, that crash occurs while the game is loading.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: doodlydee on March 04, 2015, 01:47:53 PM
I am getting the same kind of error with a fresh install of this mod
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: ValkyriaL on March 04, 2015, 02:02:17 PM
New upload in the OP, if the problem persists, let me know.

Here it is for the lazy. :)

https://www.dropbox.com/s/jfa6u95qj60koba/valkyrians_1.5.zip?dl=0
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Nanao-kun on March 04, 2015, 02:19:15 PM
Oh boy!
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: 603bill on March 04, 2015, 02:37:30 PM
Thanks for the new download, everything is working fine now.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: NightfallGemini on March 04, 2015, 04:24:17 PM
My body is ready. This is gonna own.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Luna on March 04, 2015, 05:39:25 PM
Valkyrians V 1.5.

Huh.

(http://i0.kym-cdn.com/entries/icons/original/000/005/742/sweetjesus.jpg)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: LB on March 04, 2015, 06:55:54 PM
What era is this forum from, 1999? Marquee tag and no unicode?

On another note, sadly, variants aren't carried over by Save Transfer...
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Foxer360 on March 04, 2015, 07:10:04 PM
What era is this forum from, 1999? Marquee tag and no unicode?

Uh, the forum is pretty good as it is, in my opinion. Never needed those two features. (But there is an annoying Marquee)


On another note, sadly, variants aren't carried over by Save Transfer...

I don't think this thread is the place to complain about the Save Transfer mod.

Wrong thread, perhaps?
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: LB on March 04, 2015, 07:33:15 PM
No; I originally posted a celebratory statement, which didn't make it through the forum's formatting.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: angrytigerp on March 04, 2015, 10:41:42 PM
This is exciting news, indeed.

One thing I always liked about your mod, Valk, was the sheer uniformity -- how, upgrading through a line of ships felt like a progressive update that's feasible in a historical sense. That homogeneity, if you will, of design, where you can look at a Vatican and say "yep, that definitely came from the same [lore-wise] minds as the Almire!"

Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: ValkyriaL on March 05, 2015, 01:57:13 AM
the number of ships have been reduced considerably, because they were either never sold, nobody used them, or they simply had no meaning, there are still ship classes and sister ships to keep the feeling of upgrades. but the ships that exist now are all their own ship, they have a soul of their own, they do their own thing.

Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Protonus on March 05, 2015, 05:13:27 AM
Or simply lore-wise spacecrafts with an interesting rack of destruction just waiting to be unleashed.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: EI on March 05, 2015, 06:31:06 PM
the number of ships have been reduced considerably.

Whyyyyyyyyyy~? :c
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: ValkyriaL on March 05, 2015, 07:01:46 PM
the number of ships have been reduced considerably.

Whyyyyyyyyyy~? :c

because they were either never sold, nobody used them, or they simply had no meaning.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: EI on March 05, 2015, 07:04:14 PM
I know. )o)

But I want the old ships to still co-exist, being the ghostly counterparts of the faction that will haunt any virtual person in the game in their sleep.

Much like Monster ships. c:
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: DinoZavarski on March 07, 2015, 11:53:48 PM
There are some filename case related typos in the mod that break game loading (Linux, maybe Mac to):

in data/weapons/proj/sunfury_torpedo.proj :
graphics/missiles/Torpedo_Sunfury.png
has to become:
graphics/missiles/torpedo_Sunfury.png

in data/config/sounds.json :
sounds/fx/guns/SH5_guns/P09_$Gun_muzzle_flash.wav
has to become:
sounds/fx/guns/SH5_Guns/P02_$Gun_muzzle_flash.wav

in data/hulls/pd_valk.ship :
graphics/ships/drones/valk_interceptor_drone.png
has to become:
graphics/ships/drones/Valk_interceptor_drone.png

Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Nanao-kun on March 14, 2015, 11:29:42 AM
Quite liking how the Emerald Freighter looks. Only just got around to playing around with the new version though, so yeah.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Sabaton on March 28, 2015, 03:00:34 AM
 As an oldish timer, I really regretted the day when this mod fell behind, all those fond memories of minding my busyness in Corvus and such only to be greeted with that dreadful message upon reaching level 30.
 Seeing that murderous blob crawl my way like an invincible zombie. Thinking '' How the hell can I kill that when I can't ever use a destroyer to tell 3 lame frigates to buzz off".

 So naturally I was excited when the murder wedges entered the new and expanded sector.

 Now for some impressions:

 - I salute your initiative to get rid of the fat, content for the sake of content is rarely a good thing especially when done in the 'like x but better way'. No use having a butt load of ships if a good portion of them will never be used (or are just inferior versions). It also had the side effect of making the mod lighter on the game ( before I could have 10 mods and it would load nice, then add the Valks and suddenly it would become around 2:10 minutes,).
 - The reworked sprites are awesome. ( the new Jenova, Yoshura, Cherberos, Radiance and Vatican really look like higher end ships like you intended them instead of mid line gun monsters). Would like to see more of that.
 - Theres still some fat to get rid of: The Yuusha is small, ugly and unlikely to ever be taken seriously by a player. I understand every faction needs a crap tier frigate, just not the valks. If I want a fast striker I'll just slap some engine mods on the Longinus since it's its superior in every aspect but the top speed. My advice: get rid of the Yuusha, the Jenova can more than make up for the scout role and it has other uses too.
 -  There's no reason to use the Almire MK I over the MK II. Sure the MK II is more expensive but it's superior in every way. ( Like X but better ).
     Something that bugs me about this issue: one is a light while the other is a heavy cruiser, yet the MK II is faster, has the same maximum burn and fuel consumption per light year? Nuh'uh, the MK I Almire should get a boost in mentioned areas, to deserve its name of a light cruiser, otherwise its just there and not worth it other than as a cheaper alternative.
 - Same issues with the MK I and MK II Nirvanas, light and heavy cruisers that have the exact same speed, max burn and fuel consumption, only these 2 consume the same amount of supplies per day as well.
 - This one is a small nitpick: both the Yoshura and Yoshura prime have the same burn speed, despite the fact that one is an ordinary battleship and the other a monster. My advice: either increase the Yoshuras burn speed by 1 or reduce the Primes burn speed by 1.
 - Missing descriptions, missing descriptions everywhere. (insert buzz light year meme)
 - The Vatican MK II is still being referred as MK IV in its description.
 
 Well thats about it, hope it helps.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Histidine on March 29, 2015, 07:51:45 AM
Couple of bugs:

There are some case-sensitive mismatches between filenames and how they're referenced that cause Linux players to crash on startup; one or the other needs to change. The affected files are:
SH5_Guns (referenced as SH5_guns)
torpedo_Sunfury.png (referenced as Torpedo_Sunfury)
Valk_interceptor_drone.png (referenced as valk_interceptor_drone)

The market on planet Enigma I is named Enigma II and the one on planet Enigma II is named Enigma III.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Shedovv on May 02, 2015, 05:24:01 PM
Lessening the Ship count.. in my opinion is a plus/minus which kind of negates it self. Some other changes to ships also force to at least raise an eyebrow. Take the Inquisitor for instance. Before it used Med mounts as it's 2 front turrets, which gave it the heavy feel, it allowed it to fight heavier ships well enough (provided he had support) while obliterating smaller targets with just a couple of hits which coupled with it's lack of maneuverability balanced it out. Now it just feels weak. Also.. Missing descriptions... GAH.. they been there for ages. Please fill them up already. Also a update of the OP would be nice. A pic('s) of them ships and same for the weapons would be nice. Other than that, Valkyrians are still *** amazing simple as that. Keep it up.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Tartiflette on May 02, 2015, 06:01:28 PM
The previous Inquisitor was stronger than half the vanilla Destroyers, of course it felt heavy! Even now it's still stronger that a good half of the vanilla Frigates.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Shedovv on May 03, 2015, 01:27:28 PM
The previous Inquisitor was stronger than half the vanilla Destroyers, of course it felt heavy! Even now it's still stronger that a good half of the vanilla Frigates.

I do not oppose that. But As it stood before due to the sheer power of medium sized turrets a couple of well placed shots allowed it to stand it's own against fast targets. Now it struggles a lot, not only it has to HIT the enemy it also has to do it a lot more than before. Though I'l give it that this change forces me to TRY and use the main caliber of the Inquisitor more often, but the fact that it almost instantly get's overloaded with flux after one barrage make it not a very pleasant thing to do.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Tartiflette on May 03, 2015, 03:07:44 PM
I think the problem comes more from some of the small weapons that we nerfed too hard. Try it with Shards or Railguns and it feels quite okay, overloading the targets from a distance then bursting in for the kill. My favorite is a Longinus with 4 shards guns: it's a beast against heavier targets but you pay dearly any mistake.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Shedovv on May 04, 2015, 05:09:38 AM
I think the problem comes more from some of the small weapons that we nerfed too hard. Try it with Shards or Railguns and it feels quite okay, overloading the targets from a distance then bursting in for the kill. My favorite is a Longinus with 4 shards guns: it's a beast against heavier targets but you pay dearly any mistake.

Not sure if it's only/the weapons. Before the Valkyrian ships were these tough mother f***r's who can stand their ground against a foe with superior numbers and if played well, win. Now they aren't anything close to that. While I understand why nerfing took place. Valkyrian's always were this tough badass girls with fearsome ships. Now it's just not the case, which ruins the feel the faction had for so long.

P.S. Even tho they were tough as eff they weren't invincible, which is why I loved them.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Tartiflette on May 04, 2015, 06:06:57 AM
I don't completely agree with that sentiment: Valkyrians have been about big ships, but even their small ones were incredibly tough. Now they still have their huge capitals (though slightly toned down) but their smaller ships are now a bit underpowered. I think this on the contrary emphasis their love for huge lumbering murder-wedges. In the same order of idea the global logistic footprint has been reduced, meaning that you get a better result in fleet slugfest than in solo super-capital battle. They are a bit starved from ordonances point so they scale nicely if you invest in both technology and logistic.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Nanao-kun on May 04, 2015, 01:28:12 PM
So how effective is the NX-K (or however it was called) Flak? In the few times I've used it, it only seemed to go off at it's maximum distance. I might just be misremembering though.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: NCMagic on May 05, 2015, 08:48:19 AM
I got a crash, presumably due to the overcharge ability.  :-\
java.lang.NoClassDefFoundError: org/lazywizard/lazylib/combat/AIUtils
   at data.shipsystems.scripts.ai.OverchargeAI.advance(OverchargeAI.java:53)
   at com.fs.starfarer.loading.specs.o0oO$1.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.lazylib.combat.AIUtils
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 10 more


It randomly crashes the game.
My mods are protonian tech, oculian berserks, project valkyrie and both the libs.
Offtopic: also how do you make spoilers?
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: ImmaFairy on June 15, 2015, 07:48:09 AM
Game crashes upon entering a certain star system.

Spoiler
634252 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/valkyrians/backgrounds/valk_extra_background.jpg into existing tex id 605
634752 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-campaign_system_corvus.ogg]
634752 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-campaign_system_corvus.ogg]
635162 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/valkyrians/backgrounds/valk_extra_background.jpg] resource, not found in [D:\Games\Starsector\starsector-core\..\mods\Starsector Plus,D:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,D:\Games\Starsector\starsector-core\..\mods\Citadel,D:\Games\Starsector\starsector-core\..\mods\Common Radar,D:\Games\Starsector\starsector-core\..\mods\Console Commands,D:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,D:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,D:\Games\Starsector\starsector-core\..\mods\JP_RC,D:\Games\Starsector\starsector-core\..\mods\LazyLib,D:\Games\Starsector\starsector-core\..\mods\Nexerelin,D:\Games\Starsector\starsector-core\..\mods\Save Transfer,D:\Games\Starsector\starsector-core\..\mods\SCY,D:\Games\Starsector\starsector-core\..\mods\shadow_ships,D:\Games\Starsector\starsector-core\..\mods\Simulator Overhaul,D:\Games\Starsector\starsector-core\..\mods\Crystanite,D:\Games\Starsector\starsector-core\..\mods\Templars,D:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,D:\Games\Starsector\starsector-core\..\mods\TwigLib,D:\Games\Starsector\starsector-core\..\mods\valkyrians,D:\Games\Starsector\starsector-core\..\mods\Version Checker,D:\Games\Starsector\starsector-core\..\mods\MusicLib,D:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/valkyrians/backgrounds/valk_extra_background.jpg] resource, not found in [D:\Games\Starsector\starsector-core\..\mods\Starsector Plus,D:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards,D:\Games\Starsector\starsector-core\..\mods\Citadel,D:\Games\Starsector\starsector-core\..\mods\Common Radar,D:\Games\Starsector\starsector-core\..\mods\Console Commands,D:\Games\Starsector\starsector-core\..\mods\Exigency 0.7.1b,D:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium,D:\Games\Starsector\starsector-core\..\mods\JP_RC,D:\Games\Starsector\starsector-core\..\mods\LazyLib,D:\Games\Starsector\starsector-core\..\mods\Nexerelin,D:\Games\Starsector\starsector-core\..\mods\Save Transfer,D:\Games\Starsector\starsector-core\..\mods\SCY,D:\Games\Starsector\starsector-core\..\mods\shadow_ships,D:\Games\Starsector\starsector-core\..\mods\Simulator Overhaul,D:\Games\Starsector\starsector-core\..\mods\Crystanite,D:\Games\Starsector\starsector-core\..\mods\Templars,D:\Games\Starsector\starsector-core\..\mods\mayorate-0.8.1,D:\Games\Starsector\starsector-core\..\mods\TwigLib,D:\Games\Starsector\starsector-core\..\mods\valkyrians,D:\Games\Starsector\starsector-core\..\mods\Version Checker,D:\Games\Starsector\starsector-core\..\mods\MusicLib,D:\Games\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.Object(Unknown Source)
   at com.fs.util.Object.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.OOO000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.do.class(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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(Unknown Source)
[close]
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: ValkyriaL on June 15, 2015, 08:16:23 AM
Crash is caused by an old version off Nexerelin i believe, he fixed it in his latest update, if it crashes without Nex, let me know.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: ImmaFairy on June 16, 2015, 12:40:36 PM
Alright, thanks. i updated nex and it seems to work fine now.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Lakis on September 20, 2015, 11:53:04 AM
Hey hey, just wanted you to be aware fo some UNIX issues.

torpedo_Sunfury.png > This asset needs to have the 't' capitalized.

P09_$Gun_muzzle_flash.wav > I honestly don't remembder what was wrong with this one, but copy and past the name to what you're refering to as this guys name in the sounds assets and you'd be fine I think.

valk_interceptor_drone.png > same with this guy, can't remember what I changed. xD I thnk it was the V in Valk.

Anyway, these three assets hung me up on Linux. ^^
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Roasted pig on October 04, 2015, 03:22:51 AM
the ships looks very cool,but they are no good at fight out of my expect......they are to weak!
by the way can I use some texture from your mod to.......
make some strange things...
(http://chuantu.biz/t2/14//1443954235x-954497641.png)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: fgdfgfthgr on October 19, 2015, 08:42:58 PM
Can I use the code of ExtraDamageOnHit for my mod?
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Garmine on November 10, 2015, 03:39:21 AM
Hi!

The mod does not work on Linux (or on anything using a case-sensitive file system) by default due to the usual upper/lowercase problem. :)

Problematic file(s) + referenced in code:

./valkyrians/graphics/missiles/torpedo_Sunfury.png
graphics/missiles/Torpedo_Sunfury.png

As always, renaming the files work.

Regards,
Garmine

p.s.:
Ugh, I found more:

./valkyrians/graphics/ships/drones/Valk_interceptor_drone.png
graphics/ships/drones/valk_interceptor_drone.png
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Shedovv on December 17, 2015, 06:25:41 PM
Is this gonna be updated for 0.7????????!!!!!!!!!!!!!1111111one....
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: StarSchulz on December 17, 2015, 08:28:54 PM
i sure hope so, this was the first mod i ever tried  ;D
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Midnight Kitsune on December 17, 2015, 09:36:00 PM
i sure hope so, this was the first mod i ever tried  ;D
Don't get your hopes up kiddies
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: martinw on December 21, 2015, 09:27:01 AM
This mod has some of the most awesome looking ships, would love some updates!
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: SpaceRiceBowl on December 21, 2015, 05:14:22 PM
I really like the weapons they have to offer too, and they fill the niche of "overwhelming firepower" rather well in SS. Hope they get updated soon.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Weltall on December 21, 2015, 06:07:49 PM
O.O.. ... ........ ........... Holy.. I just saw this mod.. Maybe I should start searching in all the mods thread, since there seem to be some really nice mods that are not listed on the Mods Index. :D These look so nice! *downloads*

Question; When it says Exerelin compatible, does it mean it is also Nexerelin compatible? I hope it is >.<
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: joe130794 on December 22, 2015, 07:03:22 AM
I like putting the ADC from Interstellar imperium I think it is on valkyrian ships.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Takion Kasukedo on December 22, 2015, 04:07:13 PM
O.O.. ... ........ ........... Holy.. I just saw this mod.. Maybe I should start searching in all the mods thread, since there seem to be some really nice mods that are not listed on the Mods Index. :D These look so nice! *downloads*

Question; When it says Exerelin compatible, does it mean it is also Nexerelin compatible? I hope it is >.<

Yep, it's Nexerelin compatible, definetly.

Had a playthrough with them in it on 0.65.2a
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Weltall on December 22, 2015, 04:14:16 PM
Yep, it's Nexerelin compatible, definetly.

Had a playthrough with them in it on 0.65.2a

Thanks for the reply Takion. I went in Nexerelin's factions folder and hunter any mod that was in there XD I can only imagine how massive a game on Nexerelin would be with all the factions it supports..
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: DrakonST on January 20, 2016, 07:50:52 AM
I tried to start it in 0.7.1 and it earned. Compatibly with Nexerelin but has no support corvus mode. Also the ships aren't balanced to 0.7.1. I believe it not difficult to correct.
If the author of this modification not against I can try to update him.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Sabaton on April 03, 2016, 05:33:02 AM
Have no fear, the necromancer is here! (spoilering the pic doesn't seem to work)

(http://vignette1.wikia.nocookie.net/darksouls/images/b/b0/Concept_of_pinwheel.jpg/revision/latest?cb=20140722130519)


So, will this mod be updated? It has kinda fallen behind.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: HELMUT on April 03, 2016, 06:25:02 AM
Given that Valk kinda gave up on his mod, and Tartiflette have its hands full with its own already...

Probably not.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: SpaceRiceBowl on April 03, 2016, 01:42:33 PM
A shame, always liked the spice that a stupid amount of dakka brought to the game
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Weltall on April 11, 2016, 10:54:35 PM
0.65.2a is a perfectly playable version anyway~ I did enjoy this more recently on a playthrough. The only thing that feels weird with 0.65.2a is that the map is open. Afar from that, it feels awesome~ Thank god 0.65.2a was left without any major or gamebreaking bugs~
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] UPDATE! 15/03/04
Post by: Surge on April 12, 2016, 06:49:11 AM
I tried a playthrough with this once but I never managed to get up to the ridiculous capital ship level. Lifelong regrets I guess.

Makes me wish I knew anything about coding to get it running again, but I probably wouldn't be able to pick that responsibility up right now even if I wasn't code illiterate.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on July 19, 2016, 02:56:30 PM
This mod works in 0.7.2. But only under certain conditions. That to use him it is necessary to have "Nexerelin" and to start new game in the mode of procedural generation. If to try to play in vanila or Nexerelin`s "Corvus mode" that it will be a game crash. Support Java7.
I have edited mod and have led parameters of the ships and some models of the weapon to standards of vanilla. Now I play with this fraction. ;D
Link - https://yadi.sk/d/g6LbgoHztSuVj
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: atretador on July 20, 2016, 01:31:48 PM
So...I assume you need ShadersLib as well instead of GraphicsLib...correct?
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on July 20, 2016, 03:04:43 PM
So...I assume you need ShadersLib as well instead of GraphicsLib...correct?
No. You can use ShaderLib or latest version GraphicsLib. They work both.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: atretador on July 20, 2016, 03:57:25 PM
ok, so I was crashing cause of another mod...

Cant use this one with ApproLight for whatever reason...
I keep gettin OutOfMemory
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Midnight Kitsune on July 21, 2016, 01:20:44 AM
ok, so I was crashing cause of another mod...

Cant use this one with ApproLight for whatever reason...
I keep gettin OutOfMemory
Try following this and it should fix it: http://fractalsoftworks.com/forum/index.php?topic=8726.0
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: atretador on July 23, 2016, 03:08:17 PM
ok...So, I was using JRE 8 instead of 7 which is the one Starsector uses xD
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 11, 2016, 03:07:56 AM
New small changes:
- Fix rare crash in campaing when AI fleet spawn.
- Added in AI fleets titan "Azmodaeus".
- Added in AI fleets battleship "Yoshura Prime".
- Loweled fuel cost per light for all ships. Now ships eat fuel like a vanila ships.
- Added Nexerelin`s fleet choise at start. For this need to transfer files from archive Nexerelin to you Nexerelin.
Link - https://yadi.sk/d/g6LbgoHztSuVj
P.S. Using Valkyrians hullmods = Crash. Using mod without "Nexerelin" or in "Corvus Mode" = Crash.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: HELMUT on November 11, 2016, 07:15:16 AM
I'm happy seeing this mod again, even though it's not quite fully updated.

Are you planning on updating further the Valkyrian, Drakon?
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: spartan117pr on November 11, 2016, 08:09:21 AM
Sorry drakon but what do you mean by "using valkyrian hullmods = crash"?
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Orikson on November 11, 2016, 08:26:06 AM
Sorry drakon but what do you mean by "using valkyrian hullmods = crash"?

I think it's related the hullmod Valkyrian's have, "Ship Modernisation". It's the only one I see that is installable on other ships.

It picture is in the graphics folder, but I think has been removed from usage by Drakon to prevent crashing.

Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 11, 2016, 09:53:53 AM
I'm happy seeing this mod again, even though it's not quite fully updated.

Are you planning on updating further the Valkyrian, Drakon?
I won't be able to support him further. I don't know Java programming to provide it. I hope that someone will be engaged in it.

Sorry drakon but what do you mean by "using valkyrian hullmods = crash"?
Sorry drakon but what do you mean by "using valkyrian hullmods = crash"?

I think it's related the hullmod Valkyrian's have, "Ship Modernisation". It's the only one I see that is installable on other ships.

It picture is in the graphics folder, but I think has been removed from usage by Drakon to prevent crashing.


Yes. If you put on the ship "Recon/Vessel Modernisation" that it will cause crash. Now these modules in a game shouldn't be. But just in case.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: spartan117pr on November 11, 2016, 10:14:24 AM
Ah ok
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 12, 2016, 06:08:57 AM
Fixed little "Emerald" bug. Now this freighter isn't involved in battle. It seems.
Link - https://yadi.sk/d/R2YnnpImyTjcL
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 16, 2016, 12:18:11 PM
I have corrected compatibility problems with 0.7.2 and now this of fashion is capable to work independently. Now it is necessary to add support Nexerelin`s "Corvus Mode".
UPD.  Now mod supports "Corvus Mode". He is absolutely compatible with 0.7.2 now.
(http://i.imgur.com/VV1WsXV.jpg)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Central on November 16, 2016, 04:01:57 PM
Is the link you posted in the post above yours the updated one?
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 16, 2016, 04:06:48 PM
Is the link you posted in the post above yours the updated one?
No. I wait for the answer from ValkyriaL. When he agrees I will create a new topic and I will work on addition in mod of new content.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Central on November 16, 2016, 04:12:14 PM
Aw, dang. I love this mod so much, I can't wait to play it again.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: ValkyriaL on November 16, 2016, 08:22:50 PM
I like how you ask for my permission AFTER you do all this work... while flattering, it is also infuriating, and sadly, because of it, im gonna have to say no, despite the obvious letdown of certain people,
another thing that makes me angry is the fact that you say that I WILL agree to give you permission??? (probably not meant that way, and if so, ignore the following.)

Spoiler
Which is another reason I would have said no, is that you have the gall to effectively rebrand my mod as your own under my very nose, IN this very thread, then just tell me to agree? what are you thinking? were you thinking at all? Valkyrians is MY mod, that I put heart and soul into for my own and many others happiness and then finaly put to rest, PLEASE leave them that way unless I SAY OTHERWISE... you have dug up and vandalised a grave I buried and the only reason i won't force you to undo everything is because it wouldn't serve any meaning at this point. >:(

--- Rant over.
[close]

Also because, the mod isn't really mine anymore, I gave the mod to Originem and his crew some time ago for them to breathe new life into, considering im not exactly around, and I will probably never play this game again because I burned out so extremely hard i seriously start retching just looking at the launcher, it's better to hand it off to a crew of experienced individuals with a detailed plan for the future.

Should his plan not come to fruition, the mod will hopefully go back to my care, where I will put them to rest permanently.

Valkyrians had their time, it was just a small slapped together faction I had for myself to play around with when the game was still around version 0.1-0.34, which I eventualy shared to the community because, why keep it to myself? now I was pretty bad with names, so I litteraly named them after myself and wrote together some fitting lore, and it turned out as the one of the biggest mods on the forum back in 0.34-0.51 where they became famous, That's the mod i'd like to remember them as, and hopefully, so would the rest of you. :)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: spartan117pr on November 16, 2016, 08:41:32 PM
Someone appreciates your work enough to put time into it and try to keep it alive and you blow up on them? And ya drakon is obviously not a native English speaker so he probably meant "if" you gave him permission not when.  I understand the protective nature someone has over their work but the extreme tantrum that this post comes off as is pretty disappointing.   :(
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Midnight Kitsune on November 16, 2016, 08:44:41 PM
I like how you ask for my permission AFTER you do all this work... while flattering, it is also infuriating, and sadly, because of it, im gonna have to say no, despite the obvious letdown of certain people,
another thing that makes me angry is the fact that you say that I WILL agree to give you permission??? (probably not meant that way, and if so, ignore the following.)

Which is another reason I would have said no, is that you have the gall to effectively rebrand my mod as your own under my very nose, IN this very thread, then just tell me to agree? what are you thinking? were you thinking at all? Valkyrians is MY mod, that I put heart and soul into for my own and many others happiness and then finaly put to rest, PLEASE leave them that way unless I SAY OTHERWISE... you have dug up and vandalised a grave I buried and the only reason i won't force you to undo everything is because it wouldn't serve any meaning at this point. >:(

--- Rant over.

Also because, the mod isn't really mine anymore, I gave the mod to Originem and his crew some time ago for them to breathe new life into, considering im not exactly around, and I will probably never play this game again because I burned out so extremely hard i seriously start retching just looking at the launcher, it's better to hand it off to a crew of experienced individuals with a detailed plan for the future.

Should his plan not come to fruition, the mod will hopefully go back to my care, where I will put them to rest permanently.

Valkyrians had their time, it was just a small slapped together faction I had for myself to play around with when the game was still around version 0.1-0.34, which I eventualy shared to the community because, why keep it to myself? now I was pretty bad with names, so I litteraly named them after myself and wrote together some fitting lore, and it turned out as the one of the biggest mods on the forum back in 0.34-0.51 where they became famous, That's the mod i'd like to remember them as, and hopefully, so would the rest of you. :)
I like how Tarti spent months taking your bad mod and making it a good mod, only for you to release that, not credit him, not update the OP, and then just decide to vanish, oh and stealing bits and bobs from other mods for it as well.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Kwbr on November 16, 2016, 09:02:02 PM
I don't believe Drakon meant any disrespect by trying to update this mod, and translation programs can only go so far with actually getting across what you mean.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DownTheDrain on November 16, 2016, 10:27:29 PM
Wow...
This... this did not go as I expected...

DrakonST, I'm really sorry your work was kind of wasted on this, although you probably should have asked for permission in advance.
I still hope you can take what you learned from fixing this to create your own mod using those amazing ship designs you posted in the Spriter's judgement thread a while ago.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 17, 2016, 01:52:43 AM
It is very strange. It is so strange that I don't know what to answer. I just wanted to make, something that Tartiflette made for Diable Avionics. Or DefiasOne for Hiigaran Descendants. Just because I love this mod.

That. I will add here download link to archive with updated mod. I see that people want this mod. I not only have updated compatibility but also have changed some trifles.
Link -  https://yadi.sk/d/MFT43W8Uypo8d (https://yadi.sk/d/MFT43W8Uypo8d)
Also - You need to transfer files from archive Nexerelin to you Nexerelin for full compatibility.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Tartiflette on November 17, 2016, 02:21:25 AM
DefiasOne and me have asked for permission beforehand though. Additionally we also were already well known on the forum. If someday I were to leave the maintenance of my mods to someone else, I wouldn't be too hot about giving it to a newcomer with no experience.

But his main point is that there is already a very competent team updating his mod and he doesn't want anyone else to fiddle with it.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 17, 2016, 02:25:54 AM
DefiasOne and me have asked for permission beforehand though. Additionally we also were already well known on the forum. If someday I were to leave the maintenance of my mods to someone else, I wouldn't be too hot about giving it to a newcomer with no experience.

But his main point is that there is already a very competent team updating his mod and he doesn't want anyone else to fiddle with it.
Well. There is my mistake. I just wanted to play with this mod and have made everything to reach it. Just expectation was toooooooooo long.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Tartiflette on November 17, 2016, 02:39:03 AM
The problem isn't updating it for yourself, the problem is releasing it publicly. Especially since it is mentioned in the first post that he doesn't want them to be updated.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DownTheDrain on November 17, 2016, 02:44:56 AM
But his main point is that there is already a very competent team updating his mod and he doesn't want anyone else to fiddle with it.

Except that wasn't exactly his main point, or if it was he sure framed it oddly.

Quote
you have dug up and vandalised a grave I buried

...

I gave the mod to Originem and his crew some time ago for them to breathe new life into

Disregarding the hyperbole, he's *** that someone dug up the grave that he already gave others the permission to dig up?
That doesn't really play, why not just say that capable people are already on it instead of throwing a tantrum about how his work has been desecrated?

While we're at it, why not put a tiny disclaimer in the OP that... nevermind...
Not my mod and not my fight, so I better bow out, but this was probably the most over the top reaction to someone trying to revive a mod I have seen in pretty much any game forum ever.

edit:
I will add here download link to archive with updated mod. I see that people want this mod.

Don't do that please, not after the author told you in no uncertain terms that he doesn't want you to.
Regardless of what I think of his reaction, it is still his mod and his decision.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Tartiflette on November 17, 2016, 03:03:37 AM
From the OP:
- This mod is no longer supported for various IRL reasons, and an update is unlikely to happen anytime soon,
  they might resurface in later versions of starsector, but for now, let them rest.

So yes, he asked that people do not update his mod.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DownTheDrain on November 17, 2016, 03:10:54 AM
From the OP:
- This mod is no longer supported for various IRL reasons, and an update is unlikely to happen anytime soon,
  they might resurface in later versions of starsector, but for now, let them rest.

So yes, he asked that people do not update his mod.

While we're at it, why not put a tiny disclaimer in the OP that... nevermind...

;)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Orikson on November 17, 2016, 03:14:32 AM
Well, it is somewhat vaguely mentioned in the first page of the thread through this line, specifically at the bolded section:

"This mod is no longer supported for various IRL reasons, and an update is unlikely to happen anytime soon, they might resurface in later versions of starsector, but for now, let them rest."

.

It's true that permission should have been asked first before releasing stuff publically, but what has been done has been done.

Looks like you have to find something else to work on @DrakonST.

.

Just let Valkyrians be handled by Originem and his crew.

If whatever their plan goes through, then let the revived Valkyrian speak for itself.

.

To Valkyrial:

I highly recommend you add these statements -

"Do not post any personal modification to this mod publically and permissions will not be granted as I have handed this mod over to Originem and his crew for them to work with".

That would solve future breaches of you rights (and feelings).

.

Hope this works out and everyone's happy in the end.

I don't know what burned you so badly with Starsector nor I know whether what Midnight Kitsune is true, as I've been here only for a short while.

But good luck to you and the possible future of the mod being revived by Originem and his crew.

It'll probably be OP like Approlight, but whatever.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 17, 2016, 03:24:59 AM
Also. I haven't requested permission before work because didn't believe I able to carry out conceived.
P.S. Now it is the most discussed topic of the month. ;D
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Creepin on November 17, 2016, 04:09:16 AM
you have dug up and vandalised a grave I buried...
the mod will hopefully go back to my care, where I will put them to rest permanently...
back in 0.34-0.51 where ... i'd like to remember them ...
This is rather peculiar case of "the need of the many vs the ego of the few".

By letting your mod be known to the general public you've crossed the line where that mod might have started being known, loved, used to by that said public. Saying at some later point to that public "hey, I burned out, so you won't have this thing anymore no matter if it grown onto you" is an atrocity against human culture, human creativity, and basically against way human brain works. It is my strict belief that once the mod gone public the will of the players to play the mod should absolutely overcome the will of the author to "bury it". With that said, and considering how I myself love Valkyrie and want to keep it on my plate, I'm surely hope DrakonST will ignore that rant and finish his great job benefiting the whole community of players, instead of catering to the ego of a single man whose goal, however noble at past time, at this point is aimed purely to harm the community, the game, and eventually the joy of many people.

P.S. DrakonST, if you'll be able to resurrect The Nomads as well I will be ever so happy! ;)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Orikson on November 17, 2016, 04:12:10 AM
Now, now. No more angry comments, lets just leave it be. The mod author has stated clearly he does not want the mod to be touched or modified in anyway. Let the hassle die down please.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 17, 2016, 04:18:04 AM
you have dug up and vandalised a grave I buried...
the mod will hopefully go back to my care, where I will put them to rest permanently...
back in 0.34-0.51 where ... i'd like to remember them ...
This is rather peculiar case of "the need of the many vs the ego of the few".

By letting your mod be known to the general public you've crossed the line where that mod might have started being known, loved, used to by that said public. Saying at some later point to that public "hey, I burned out, so you won't have this thing anymore no matter if it grown onto you" is an atrocity against human culture, human creativity, and basically against way human brain works. It is my strict belief that once the mod gone public the will of the players to play the mod should absolutely overcome the will of the author to "bury it". With that said, and considering how I myself love Valkyrie and want to keep it on my plate, I'm surely hope DrakonST will ignore that rant and finish his great job benefiting the whole community of players, instead of catering to the ego of a single man whose goal, however noble at past time, at this point is aimed purely to harm the community, the game, and eventually the joy of many people.

P.S. DrakonST, if you'll be able to resurrect The Nomads as well I will be ever so happy! ;)
No. Nomads to me are uninteresting. I will make own mod rather. With lizards and dragons.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Orikson on November 17, 2016, 04:26:37 AM
Yes, I'll like a mod with scally characteristics and portraits, since we have rare numbers of alien species mod. You should try it Drakon.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Creepin on November 17, 2016, 04:34:18 AM
Now, now. No more angry comments, lets just leave it be. The mod author has stated clearly he does not want the mod to be touched or modified in anyway. Let the hassle die down please.
Tis true. And I stated it clearly that we shouldn't care because it's against best interests of 99% of the player base.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: ValkyriaL on November 17, 2016, 04:44:16 AM
I guess I came off a little to spicy, but I won't take back a word, what is written is written, I had a feeling he wasn't native english so I did write in that he should have ignored the whole rant if that's the case, but people only read the juicy parts so.. meh

To avoid further confusion, i'l have the thread locked and closed, I wish you all bright futures ahead and I myself can't wait to see starsector finished. :D

Even if i don't play the game anymore, i'm still around to see all the other fine works you people release, maybe i'l see yours too one day Drakon, best of luck! :)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: borgrel on November 17, 2016, 04:50:01 AM
I had no issue with ur tone ValkyriaL

angry, yet reasonable
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DownTheDrain on November 17, 2016, 05:09:32 AM
Now, now. No more angry comments, lets just leave it be. The mod author has stated clearly he does not want the mod to be touched or modified in anyway. Let the hassle die down please.
Tis true. And I stated it clearly that we shouldn't care because it's against best interests of 99% of the player base.

That's not your call to make.
This is about intellectual property and once you start going down the road of ignoring mod authors' expressed wishes on how their mods are to be handled you risk losing a lot of future content.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Gothars on November 17, 2016, 05:15:01 AM
you have dug up and vandalised a grave I buried...
the mod will hopefully go back to my care, where I will put them to rest permanently...
back in 0.34-0.51 where ... i'd like to remember them ...
This is rather peculiar case of "the need of the many vs the ego of the few".

And I stated it clearly that we shouldn't care because it's against best interests of 99% of the player base.


A mod author maintains the right to his intellectual property. If anyone modifies and publicizes his IP without permission, that is not acceptable.

I don't want to turn this into a philosophical discussion, but let me just say: Not respecting the IP of mod authors would not be in the "best interests of 99% of the player base". It would discourage all authors to continue their passion projects, seeing as those would not be guaranteed to stay their own. The player base does not benefit if you discourage modders from modding.

Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Creepin on November 17, 2016, 05:21:15 AM
That's not your call to make.
But only because I don't know how to mod Starsector. At any rate, this is my opinion to voice.

This is about intellectual property
Umm, screw the intellectual property? The most disgusting, ugly, culturally and recreationally damaging institution modern capitalism created. I fully understand why Disney clings to it, making half of the world bend to keep their fleeting control over almost century old franchise, but why do you?

and once you start going down the road of ignoring mod authors' expressed wishes on how their mods are to be handled you risk losing a lot of future content.
It is my sincere beliefhope that majority of the mod authors are doing what they do for the joy of creation, for the desire to have a better gaming experience and to share it with others. I really doubt there's many authors creating mods for the sake of having common people to kiss them in the ass, and if there's some, well, we're better off without their mods.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Tartiflette on November 17, 2016, 05:26:31 AM
Not having your mod protected by Intellectual Propriety is the fastest way to have a modding community exclusively producing big IP mods and never try to make something new because it will be taken away from them.

Also, what you are saying amount to advocating for piracy isn't it?
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DrakonST on November 17, 2016, 05:30:06 AM
you have dug up and vandalised a grave I buried...
the mod will hopefully go back to my care, where I will put them to rest permanently...
back in 0.34-0.51 where ... i'd like to remember them ...
This is rather peculiar case of "the need of the many vs the ego of the few".

And I stated it clearly that we shouldn't care because it's against best interests of 99% of the player base.

A mod author maintains the right to his intellectual property. If anyone modifies and publicizes his IP without permission, that is not acceptable.

I don't want to turn this into a philosophical discussion, but let me just say: Not respecting the IP of mod authors would not be in the "best interests of 99% of the player base". It would discourage all authors to continue their passion projects, seeing as those would not be guaranteed to stay their own. The player base does not benefit if you discourage modders from modding.


You can add to topic "Mod Index (Categorized)" link for this mod and my fix for this? Like a NGO. Until Originem doesn't update it.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Gothars on November 17, 2016, 05:39:13 AM
At any rate, this is my opinion to voice.

Maybe I wasn't clear enough: Further encouragement of the abuse of IP without permission will not be tolerated on this forum.
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Creepin on November 17, 2016, 05:44:32 AM
Maybe I wasn't clear enough: Further encouragement of the abuse of IP without permission will not be tolerated on this forum.
I'm sorry Tartiflette, apparently I'm not allowed to reply to you seeing as I'm too lazy to create new account ::)
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: DownTheDrain on November 17, 2016, 05:45:52 AM
Umm, screw the intellectual property? The most disgusting, ugly, culturally and recreationally damaging institution modern capitalism created. I fully understand why Disney clings to it, making half of the world bend to keep their fleeting control over almost century old franchise, but why do you?

Because I believe in people having a right to decide what happens to their own creations?
Kindly spare me the drama and the idealism, the modders here aren't withholding life-saving medicine from you for the sake of their bottom line. These are volunteers spending considerable time and effort to create improvements to the game that every player can enjoy for free.

Quote
I really doubt there's many authors creating mods for the sake of having common people to kiss them in the ass, and if there's some, well, we're better off without their mods.

Nobody is asking you to kiss any asses, just to respect their intellectual property.
And if you're better off without mods from people that don't want you to mess with their stuff, why advocate reviving it against their will?
Title: Re: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.
Post by: Orikson on November 17, 2016, 06:14:11 AM
Can a moderator lock this thread? The discussion is kind of getting us nowhere.