Oh and here's an early render of the cruiser:Spoiler(http://i.imgur.com/izaS9Nx.png)[close]Spoiler(http://i.imgur.com/W6NIknh.png)[close]
Finished the model for the new battlecruiser.
Sorry for the short rant- I just wanted to give you guys the full explanation for why the drones don't level.
Nice catch! I'll get that fixed up for the next version. (Also, I could never get Starsector to even run on my dual-booting laptop, I'm kind of a moron when it comes to Linux. Been doing all my modding on Win 8, hence the reason that little bug slipped by me.)
Hey there! The latest uss dev has this gem integrated :).Isn't the Mayorate Hullmod described as a "Widely Available" piece of Mayorate software/hardware?
Btw, I noticed the hullmod you added and I think it would be a "better" implementation if it was exclusive to maj ships (like brdy special hullmods). I will probably make that change in the uss version to keep hullmods vanilla-only.
Isn't the Mayorate Hullmod described as a "Widely Available" piece of Mayorate software/hardware?Generally I base the lore around the mod features, rather than the other way around. It's "widely available" just because I didn't restrict it or anything. Originally it was +sensor range% only, but I was worried no one would take it so I gave it the slight range increase (but now it's a little too good lol). I might actually get rid of the +weapon range bonus and replace it with +weapon tracking (same bonus as the gunnery implants skill).
Also, out of curiosity, do you have any plans for a Mayorate freighter? I only ask because I love your ships and irritates me to no end to be forced to sully visual purity of my glorious Mayorate fleets in Exerelin with fuel tankers and freighters from . . . lesser factions. :D
No worries, sir! I'm just glad to see that you're actively working on the mod, even if progress is slower than you'd ideally prefer :)Also, out of curiosity, do you have any plans for a Mayorate freighter? I only ask because I love your ships and irritates me to no end to be forced to sully visual purity of my glorious Mayorate fleets in Exerelin with fuel tankers and freighters from . . . lesser factions. :D
Hah, that made me chuckle a bit. Yeah I'll try to throw in a destroyer-sized freighter for you next patch.
I've been rebalancing things a bit, especially campaign-level stuff. The Mayorate seems slightly OP in its current incarnation... they're very, very hard to beat relative to other factions even under AI control (the Lilith/Reaver/Esfahan are the worst offenders). In all honestly though, progress has been rather slow. It's been the "perfect storm" of me frantically attempting to finish everything for lab meeting next week + conference in Whistler this weekend (for those of you who don't know how these things work: open bar/free wine all day + SCIENCE + maybe a little bit of skiing ;)). Should have a bit more time after Monday though, so we'll see what gets done.
Speaking of the far right, that sketch just whispers to me... "Giant capital ship with heavy beam cannons and anti ship missiles." :-XI sense a super weapon sticking out from the tip.
Speaking of the far right, that sketch just whispers to me... "Giant capital ship with heavy beam cannons and anti ship missiles." :-XIt's like you know me or something haha... but yeah, plans for something along those lines are in the works (eventually). Probably won't go with that particular ship design, but who knows? I sorta have this fantasy of having the option to "Glass planet" (http://img.gamefaqs.net/screens/6/5/5/gfs_80777_2_1.jpg) on the campaign map whenever you have that ship in your fleet.
The frigate with the spinal weapon intrigues me the most - I'd love to see more awesomely fun ships like the Imaginos.It was intended to be a freighter haha 8)
Yes! It's nice to know that someone is even worse than I am about procrastinating taxes!
A bit off topic, but my roommate is an idiot. He waited until just now to start doing his taxes (the deadline was 17 minutes ago... ::)).
I expected the middle one to be some kind of pocket carrier, Canada style.Indeed! I was suprised at first, given the very symmetrical nature of the Mayorate fleet. This carrier though, at least in the concepts so far, definitely still matches the overall style and feel :D
(http://x4.fjcdn.com/comments/Canada+_6039f9c95c29135235a023f7ba6eba27.jpg)
Also +1 for your first asymmetrical ship kazi.
I was putting together a folder of all the "All Ships" images for the mods I'm running, and yours didn't have one, so I made this. I don't know if you have any use for it, but figured I'd post it all the same!Oh, that's pretty cool.
Great quality stuff, by the way. Your mod is one of the five I chose to run with Exerelin.
I expected the middle one to be some kind of pocket carrier, Canada style.I have definitely thought about making one of those (frigate carrier). The main barrier for me is what it will look like when the fighters getting serviced are almost the size of the ship itself.
Also +1 for your first asymmetrical ship kazi.
I was putting together a folder of all the "All Ships" images for the mods I'm running, and yours didn't have one, so I made this. I don't know if you have any use for it, but figured I'd post it all the same!Hah, that's actually pretty awesome there. Keep in mind that the Esfahan (top right) is getting axed though. :P
Great quality stuff, by the way. Your mod is one of the five I chose to run with Exerelin.
This mod is amazing, I think these ships are op (they seem to completely annihilate enemy factions they come across regardless of fleet size). I'm not sure if there is a % chance that one or the other loses? I have no idea how the game decides who wins. Any way, Love the designs, effects, sounds fx, and the soundtrack.Always working on balance, if you have any specific suggestions, let's hear them (although the two most OP ships left are disappearing next patch). I don't know how battles autoresolve, but I'm quite sure its not % chance. Glad you like the mod!
(although the two most OP ships left are disappearing next patch)Which two are those?
So, I've been meaning to try this for a long time. I'm currently running USS 1.3, I believe that has the latest posted version included?Yep! Although I haven't updated in awhile (combination of laziness and feature creep...).
Anyhoo, so far I've only got a Lilith, which I'm putting through its paces, but I thought its strange that the spine mount has what looks like 5 degrees of mobility when the built-in weapon on it can't turn.I never noticed that actually. Now I can't unsee it lol... gonna make that a little smaller for the next update haha...
Its like its taunting me >:(
The Reaver and Esfahan (which was already almost out of the game anyways). The replacement for the Reaver is pretty awesome. That's all I can reveal for now though ;)(although the two most OP ships left are disappearing next patch)Which two are those?
Just give the mount 0 degrees like the AM Lance mount on the BRDY Nevermore - it works better with helping the player aim a built-in non-aimable weapon. :)Anyhoo, so far I've only got a Lilith, which I'm putting through its paces, but I thought its strange that the spine mount has what looks like 5 degrees of mobility when the built-in weapon on it can't turn.I never noticed that actually. Now I can't unsee it lol... gonna make that a little smaller for the next update haha...
Its like its taunting me >:(
LOL, that is awesome.
Edit: Just saw this:Spoiler(https://dl.dropboxusercontent.com/u/42665548/KSP/Modeling/Screenshot_55.png)[close]
When I'm not playing Starsector, I do the technical side of this little mod (https://bitbucket.org/Taverius/b9-aerospace) ...
v0.7
-Added Foraker-class destroyer. The Foraker is a light carrier with enough ordanance to not be a complete bore to fly, but is very poor defensively.
-Added Safir-class freighter and conversion (destroyer escort). The Safir is quite an average shipping solution, but it still beats using Buffaloes, right? The conversion makes an okay missile support platform. Just don't try to actually take it into heavy combat.
-Added Raad-class heavy fighter wing. Mounting a pair of PPCs, this craft is a credible threat to destroyers, frigates and fighters. Replaces the Reaver Gunship.
-Added Angha light bomber wing. Unlike other bombers, the Angha will decimate destroyers and light cruisers but is weak versus capitals. Mounts the special Tracer Rocket Launcher (8x400 damage, ultra-fast, bad tracking).
-Added the PPC weapon (small energy). It's essentially an IR pulse laser without the suck.
-Added Graser PD. A short-ranged PD laser that fires constant, discrete shots. Very comparable to LR PD lasers, but with different pros and cons (more power, less range). All Mayorate energy flak mounts now use Graser PD.
-Added normal maps for ALL SHIP SPRITES AND WEAPONS! (much purple was had!)
-Added ShaderLib lighting information for all Mayorate weapons.
-Added custom planet graphics for Ilkhanna. Kudos go out to Russian/European/American taxpayers for the base image for this.
-Added custom background graphics for the Rasht star system. Again, thanks to Russian/European/American taxpayers for funding the telescopes that generated the base starfield.
-Added improved Onslaught sprite.
-Added improved Condor sprite.
-Added improved Apogee sprite.
-Added improved Venture sprite.
-Added improved Mule sprite.
-Phoenix missiles now track, which is a pretty significant buff.
-Light Graser fire rate increased, damage decreased. Feels much more responsive when under player control now, although it's a little less bursty.
-Kashef Sensor Suite now gives +5% range, +10% weapon tracking, +50% sensor range.
-Lilith hit with all-around nerf bat. It's still quite potent, but lost a lot of flux capacity, hull points, and weapon range.
-Inanna wing size decreased to 4.
-Removed Reaver Gunship. It didn't look very cool and didn't feel particularly useful.
-Removed Esfahan-class destroyer. It was really OP and the art was bad.
-Removed Impactor Missiles. No one uses them, including me.
-Removed the "Battle1" music track. I got tired of it.
-Changes to Mayorate base hullstyle (more picturesque venting).
-Changes to Mayorate engine styles. Engines appear much hotter, and contrails are more prominent. All Mayorate ships/fighters/missiles now use custom Mayorate engines. Added "small" engine style for better graphics and performance for missiles/fighters.
-Mayorate faction color is now yellow. No more confusing their fleets with the Diktat! (happened to me all the time...)
-Various performance improvements (although implementation of ShaderLib will pretty much erase those gains in performance).
-Miscellaneous balance changes and other fixes not worth mentioning.
You call that a long changelog Kazi? Hehe, do not look at mine then. Anyways I spent some time playing them last night, the new ships and weapons are cool but oh my those nukes are still incredibly brutal. If you are interesting in toning them back to a more fair state, and possibly making the AI deal with them in an intelligent manner.
Poke me back (http://cdn-frm-us.wargaming.net/wot/us/4.1/style_emoticons/wot/Smile-hiding.gif)
Anyways I will play them some more soon™
Well IMO Kazi, the main balance issues go as this and they are simple to fix: Many of the weapons have extreme burst damage, the ships are fast, the shields are quite durable, and the logistics values for the ships are waaaay too low. The nukes are a bit more complex, mainly how the AI does not understand how to deal with them, and the fact they detonate at such a large stand off distance.
And if you need ideas, I always have them :)
One such suggestion that made it in was JDCollie's request for a Mayorate freighter... actually turned out to be one of my favorite sprites so far.:D
Now that I'm writing I might as well give some limited feedback... since it's from playing UsS, though, most of it would be obsolete. At the very least, I can say that one issue I've had is that I can only really notice a nuke when it's exploding in my face. As best I can tell it doesn't look too different from any other missile (perhaps I haven't been paying enough attention?) and I've never been able to make out the audio cue mentioned in the OP.
The Cimeterre is fast enough that I have difficulty running them down with frigates in pursuit scenarios; not sure if that's intended. Esfahan is/was too awesome (but you know that already). Lilith is/was an excellent player ship, although when I delegated them to AI they died frightfully often. Almost always miss the target with phoenix missiles, so the tracking sounds nice. Nerf to Inanna wing size, grazer changes, and pd grazer all sound nice. I'm a bit too fond of UsS, though, so I guess I'll have to wait to find out...
Just had a crash in Exerelin, think it's due to this mod. Using the Mayorate_v0.7_no_music archive, got the following crash error during play:
Fatal: Ship hull variant [ilk_esfahan_assault] not found!
Checking the archive, there is no ilk_esfahan_assault.variant file in data/variants, nor is there a corresponding hull in data/hulls.
ETA: Just saw the 0.7 changelog. Seems like you forgot the remove a reference to esfahan somewhere?
ETA2: Nevermind. Offending lines are in an Exerelin file.
ETA3: There are still references to ilk_reaver_wing in Mayorate_v0.7_no_music/data/missions/hegemony_sdf/MissionDefinition.java on lines 52 and 53. Not sure if this will cause a crash; I caught these references while grepping my mod directory because Exerelin has a reference to ilk_reaver_wing that caused a crash.
-- Griffinhart
While playing with the Belial PPC, I noticed that it seems to have a couple weird properties. The first is that the bulk of the scatter seems to fall outside of the firing arc indicated by the guide, and the second is that the projectile speed is inconsistent. Sometimes the pellets come out really fast, and other times they come out very slowly; since the projectile lifetime doesn't change, this means that the shots fall far short of maximum range.I've noticed this behaviour as well. It's caused by a random number generator coming up with a skewed set of speeds for projectile movement in x and y directions (how the "buckshot" spread is generated). It functions "properly" if the generator spits out a normal distribution of x and y speeds (most of the time). If it comes up with a set of y speeds systematically skewed high or low, the pellets all come out slow or fast as a result. I'll look into making the behaviour become a little more reliable in the next patch. I'll also decrease the "spreading" a little, that bit has been annoying me for awhile.
I'm playing 1.3.7 version of Uomoz's mod btw, so it's entirely possible this was long since fixed. :)
While playing with the Belial PPC, I noticed that it seems to have a couple weird properties. The first is that the bulk of the scatter seems to fall outside of the firing arc indicated by the guide, and the second is that the projectile speed is inconsistent. Sometimes the pellets come out really fast, and other times they come out very slowly; since the projectile lifetime doesn't change, this means that the shots fall far short of maximum range.I've noticed this behaviour as well. It's caused by a random number generator coming up with a skewed set of speeds for projectile movement in x and y directions (how the "buckshot" spread is generated). It functions "properly" if the generator spits out a normal distribution of x and y speeds (most of the time). If it comes up with a set of y speeds systematically skewed high or low, the pellets all come out slow or fast as a result. I'll look into making the behaviour become a little more reliable in the next patch. I'll also decrease the "spreading" a little, that bit has been annoying me for awhile.
I'm playing 1.3.7 version of Uomoz's mod btw, so it's entirely possible this was long since fixed. :)
Also, here's an updated fix for the new "Dev" version of Exerelin (my other fix only worked for 0.632):
Copy this mayorate.json file (http://www.mediafire.com/view/r7gr28x9lpsrcmq/mayorate.json) to exerelin's /data/config/exerelinFactionConfig folder. Overwrite the old one. Play Exerelin as usual.
Also, I know it's a bother, but I can't help but notice that the Mayorate lacks a capital level PPC. If we already have the Belial, then the mighty Apollyon PPC (or some better name) would give anyone who dared to close with the Mayorate a good look out the other side of their face :D I mean, come on, a capital shotgun is both as impractical and awesome as it sounds.Maybe. ;)
Also, how do people feel about the music I've been writing for this mod so far? Is it something I should be spending time on, or is my attention better focused elsewhere? (I noticed I scored poorly on audio, but Exi also uses many of my music tracks and scored very high... hmmmm... ???)
Been learning Java, there will be some pretty new toys in the update (whenever that is...)
New version soon(-ish).I'm still holding out for a large weapon slot PPC. I vote for calling it the Asmodeus and having it be three chaingun style PPC receivers allowing it to purge the unclean in a hailstorm of purifying plasma!
DarkRevenant did a pretty serious overhaul of this mod's code and balance, adding SS+ compatibility in the process. The Mayorate will soon be faster, stronger (actually it got nerfed a bit), and better-looking than ever before!
A few new features as well, like material maps and normal maps. I thought I had the normals working before, but I was being an idiot and wasn't actually having ShaderLib read my texture data. :-\
Also, the Mayorate need a space flamethrower. Just sayin'.
We buffed the Phoenix II, Light Graser, and Belial PPC (but made it more OP-expensive). Inanna and Raad wings also got buffed with a smaller logistics hit.Those changes make sense, honestly. I'm sad about the graser, but I have seen the AI do just as you've said. I assume the RoF has remained the same given the OP cost decrease?
Laserhead, Flux Torpedo, Graser PD, and Light TPC all got nerfed. Graser was scaled down to be worth less OP, cost less flux, and deal proportionally less damage, so it didn't do things it wasn't supposed to (like trick the AI to lower shields and keel over dead). Tornado AM was completely redesigned; it's more powerful than before on a direct hit but is now actually registered as a threat by the AI and won't kill three frigates at a time like it did before. Cimeterre, Foraker, Safir, Safir B, Del Azarchel, and Ravana all have increased supplies/day.
There are a lot more changes besides this but hopefully this clears something up.
Also, the Mayorate need a space flamethrower. Just sayin'.Oh, that's coming to UsS anyway because I made one for SS+.
The graser is still quite powerful (if not more so now actually, b/c it got a bit of extra range). Although it still seems to cause the AI to drop shields. I think what's happening is that when targets reach max flux in a "soft" manner (like from a beam), they shields automatically drop to prevent an overload. I kind of think that's a "feature" rather than a bug (it's usually a lot better to tank the damage than have your ship disabled for like 10 seconds). It happens less now because the burst damage isn't quite so high, but I think it's just default shield behaviour when confronted with lots of beam damage.I've been playing the Daily Dev version of UsS, and I'm not sure why, but it feels like the AI is significantly more competent in flux management. Perhaps they won't be quite so susceptible to Graser blitzing anymore?
The graser is still quite powerful (if not more so now actually, b/c it got a bit of extra range). Although it still seems to cause the AI to drop shields. I think what's happening is that when targets reach max flux in a "soft" manner (like from a beam), they shields automatically drop to prevent an overload. I kind of think that's a "feature" rather than a bug (it's usually a lot better to tank the damage than have your ship disabled for like 10 seconds). It happens less now because the burst damage isn't quite so high, but I think it's just default shield behaviour when confronted with lots of beam damage.I've been playing the Daily Dev version of UsS, and I'm not sure why, but it feels like the AI is significantly more competent in flux management. Perhaps they won't be quite so susceptible to Graser blitzing anymore?
That's part of the new vet AI from DR :) it works for all the AI ships in the game as well!
Works wonders for Blackrock. ;D
Just wanted to add another voice of praise to how excellent this mod is overall. Great sprites, sounds, effects, etc. I mostly play against it in UsS and don't think it's OP as some have stated.
Rhast start is almost my favorite
. . . plus like the pirates (et al) you can't join them.Oh, but you can! :D
JD is correct here, ;). . . plus like the pirates (et al) you can't join them.Oh, but you can! :D
In the current release build of UsS, if you beeline for a Pirate, Mayorate, etc. base you can actually join them; however, you cannot interact with the Mayorate or Pirates in any way prior to reaching the station. That is, if you even touch a Mayorate or Pirate fleet (even if you flee) it won't work and you'll have to restart the game and try again.
Also, you cannot have joined any other faction prior to attempting to join the Mayorate or Pirates either, as that will also set your reputation to negative.
Hah, though I love Warhammer 40,000, I generally don't like sci-fi dark-ages. I am starting to think that I may be false, but I think so far from what I understand, that the factions in Starsector still, at least, have the ability to produce things of their own. They may not be innovating, but they can still build new things. Whereas, in WH40k, the Imperium can't actually build anything, and relies on vehicles referred to as artifacts.It's not so much that no one can (there are more than a few non-pattern variants of imperial vehicles) it's that no one knows how to make the STCs (Standard Template Constructs) that the massive world-spanning factories require in order to operate. (They can and do build new tanks btw, it's just that some vehicles were built with now lost STCs. Those are the 'artifacts' because they are, for all intents and purposes, irreplaceable.) Also, even if someone did, they'd have to get past the Adeptus Mechanicus first. (The cult which controls what little technological knowledge is that is left.) Introducing innovation and reform into a religion, even a progressive one, isn't easy. Introducing it into a cult -- especially one which is in power like the Adeptus Mechanicus -- is likely to get you burned at the stake, or in this case, enjoy the tender mercies of the Inquisition.
I dislike it because the Imperium controls huge metropolises and yet no one, not even the tech priests of Mars can figure out how to, I dunno, build a NEW tank.
I'm actually considering halving the number of laserhead shots and directing them ALL towards your ship's current target. I know, right? Ouch.Hmmmm, if only we could make a true laserhead that shoot beams...... *daydreaming*
Yeah, not going to lie. I would kill for that hahah... just need to figure out how to spawn beams (of a certain duration) now....
Hokay, so pretty much everything's broken with this new update. Which actually gives me a bit of an opportunity to change things up, etc., that kind of thing... one thing that kind of amuses me is how I'm going to have to rewrite a lot of the lore, as it's EXTREMELY similar to the new Hegemony description. Oh well.... ::)Can't say I was expecting that. So does that mean the hegemony are now part of the 'solution' instead of the 'problem'? ;)
Hokay, so pretty much everything's broken with this new update. Which actually gives me a bit of an opportunity to change things up, etc., that kind of thing... one thing that kind of amuses me is how I'm going to have to rewrite a lot of the lore, as it's EXTREMELY similar to the new Hegemony description. Oh well.... ::)Can't say I was expecting that. So does that mean the hegemony are now part of the 'solution' instead of the 'problem'? ;)
As far as raw compatibility/new features being separate updates, while it'd involve more downloads I wouldn't mind there, I like flying the mayorate ships.
"rasht":[-6500,-8000],
"rasht.json",
I ran the mod (I have the LazyLib 2.0 mod and the Console command mods also installed) and when the loading screen finishes I receive a crash error:
"Fatal: org/dark/shaders/util/ShaderLib"
If I run with only the LazyLib mod off then I receive an error:
"Fatal: org/lazywizard/lazylib/JSONUtils"
Hope that gives some help?
Gonna test this. Hopefully I remember to save before accidentally opening the Intel page in Scy's hidden system again. :P
EDIT: Maybe it's something else, but the music completely stopped playing after a single BGM track after I added Mayorate.
EDIT2: Also, the custom music is pretty loud compared to vanilla music.
EDIT3: I just realized Mun was there, and what it references. I'm so slow. :-X
-Removed anamorphic flare effect on nukes. I was never super happy with it.
sector.registerPlugin(new CoreCampaignPluginImpl());
sector.addScript(new CoreScript());
sector.addScript(new CoreEventProbabilityManager());
sector.addScript(new EconomyFleetManager());
So after playing around with it for a few hours I feel like the Tiamat might be a bit under powered. Its built in weapon and weapon hardpoints are great. To me where it suffers three places. OP, Speed, lack of flexible shield generator. To me right the now the Slasher frigate seems to out perform the Tiamat in a lot of ways. More base Op, Faster, and its more maneuverable. Sure its weapon mounts aren't as flexible but overall it can do about anything the Tiamat but its is much cheaper to replace. Honestly I think a OP (ord points) buff would be great for this ship, as well as an increase on the range of the built in weapon, and possibly an increase in either dps or how my charges it can hold. Honestly the ship special also feels a bit strange, dont get me wrong I love the phase jumps but I just wish the ship had the base maneuverability to use it better, or at the very least a full shield or omni shield to protect it exposed engines from salamander missiles and their like.
Overall the ship for me seems to fit best when I escort it with some little frigates, not when it escorts something else. As it stands its a amazing platform for kinect damage when loaded up with windwalkers on the universal and missile hardpoints. Although its a bit slow to wolfpack with it still does a great job in supporting other smaller ships in dropping larger ship's shields and tanking some of their damage, albeit for a very short time. This ship would I think have made a really great addition to the mayorate or least a better one that it does now pre .65. All that being said I still think its a great concept and a good looking ship.
If I seem smug of standoffish its not my intention. Just trying to put my two cents in.
Kazi, you've got a bit of a problem in the mayorateGen file. Specifically this:Codesector.registerPlugin(new CoreCampaignPluginImpl());
sector.addScript(new CoreScript());
sector.addScript(new CoreEventProbabilityManager());
sector.addScript(new EconomyFleetManager());
Having made this error myself, I know it might be easy to make... and you probably made it because of me, actually (sorry)... but yeah, don't do this. It literally doubles the economy, to the best of my knowledge, thus leading to an absurd proliferation of fleets, among other things.
When I enter the Rasht System it only contains empty planets without colonies and a space station that I can fly to but can't even try to land on...
Any idea what I'm doing wrong? I've edited the 2 .json files and the required mods are the latest versions.
That is a very puzzling error. Hmmmmm... can you post the content of those files here for me? I admit I've been doing all of my testing on Alex's hotfixed version, and just copied Tartiflette's install instructions which seem to work (installation on the hotfix version is a bit different). The fact that the system spawned, but the economy didn't implies that it is a problem with the rasht.json or economy.json files. Are you using Linux? It could also be a case-sensitivity issue that I missed while doing my modding on Windows...
{
"version":2.0,
"initialStepsToRun":500,
"maxExoticUtilityAtRange":14000,
"defaultConnectionMult":1,
"defaultConnectionFlat":1,
"defaultTariff":0.3,
"starSystems":[
"askonia.json",
"corvus.json",
"valhalla.json",
"arcadia.json",
"magec.json",
"eos.json",
"rasht.json",
],
"map":"../starmap.json",
}
{
"starSystemLocations":{
"askonia":[1000,4000],
"corvus":[8000,-1000],
"valhalla":[7000,6000],
"arcadia":[3000,-7000],
"magec":[-3000,-4000],
"eos":[-10000,-2000],
"rasht":[-6500,-8000],
}
}
@ Ubik - I think I've figured it out. Foxer's economy.json and starmap.json are overwriting the core files from the actual game. Delete Citadel's copy of those files, append the lines with "Citadel" in them to the main game's copy and try things again. It's an ugly workaround, but it should work in the meantime while I figure out the merging issue. There is currently an issue where those two files do not merge properly and I think that's the root of your problem. You can also do a "test" to see if this will fix your issue by simply deactivating Citadel to see if the economy works. If it does, follow the above steps until I get a proper fix out. (This is of course a major bug that is fixed in the next Starsector patch... :P)
Foxer, you can simply convert to a full Java implementation of your system and economy(s) and you won't need to worry about conflicts with other mods.
Hrm, now I can play with both mods active.
But I no longer can reload any saves (of newly started games), getting Errors when trying to load.
Should teach me not to edit any files... ::)
v0.8.1
-The Mayorate no longer requires editing files to install. Just activate the mod and play.
-Fixed an economy bug that was causing markets to be a bit more intense than they should have been.
-Doubled Windstalker projectile health.
-Increased Tiamat built-in weapon range by 100.
Assuming a windows system, there's a file called "vmparams" in the starsector directory.
Editing that with any text editor (notepad will do but notepad++ will be better, wordpad would probably be fine too) and replacing this: "-Xms512m -Xmx512m" with this: "-Xms1024m -Xmx1024m", then save and use the launcher as usual.
You could go up to -Xms2048m -Xmx2048m if you have the ram, but in my experience this means the launcher won't start properly because Java fails to allocate all that memory. To fix that, you may need to replace the JRE with a 64 bit version. This basically involves downloading a recent 64bit JRE, and copying it over the one in the starsector/jre folder. If that's too complex, try numbers in between 1024 and 2048 until something works for you.
Finally: Loading a save seems to take quite a bit more memory than actually playing the game, presumably because the game doesn't keep -everything- in memory all at the same time, but loading needs to do initial setup on everything at least once.
Thanks Darloth! I am going to quote you on my other thread for this work around, and I appreciate the help. I had a weird issue updating my Java, but obviously that is unrelated.
The latter number can also be a single-digit-followed-with-G if you've replaced the starsector jre folder with 64-bit java. (ex. 5G)Yep.
What ship is that supposed to be?
Spoiler(http://i.imgur.com/60N9YEc.png)[close]
Had a field day with the gradient tool. This will be the market interaction image for Inir whenever I get around to making another update. And before you ask- no, I don't know what the beams are for. ;)
Spoiler(http://i.imgur.com/60N9YEc.png)[close]
Had a field day with the gradient tool. This will be the market interaction image for Inir whenever I get around to making another update. And before you ask- no, I don't know what the beams are for. ;)
Low-intensity lasers in the green visible light spectrum to prevent collisions with tall buildings, of course!
So it begins...
Mayorate Commander: "A Templar Crusade? in ASKONIA?! quickly, lets help defend the system!"Spoiler(http://i.imgur.com/cZfXS58.png)[close]
good to know the Mayorate have their priorities in order. ;) gotta love them pirates
I like your mod. However I find the Graser is not very useful, its dps and burst damage are unexceptional and it deals soft flux. The Belial PPC on the other hand is my favorite medium energy weapon. I would suggest buffing the Graser family of weapons a bit.
On an unrelated note, was the front of the Ravana ever supposed to have a built in weapon? I ended up adding a new weapon to its front because it just seemed so appropriate.
It's true that Starsector's modding can eventually get a bit boring after a while. Still, i hope you'll try to keep the Mayorate updated for the next updates, i wouldn't like to see it disappear like the old popular mods.
And good luck with your game.
Learning experiences are the best kind!
Good luck with your game, and don't be afraid to post it here when you're done :D
* Dark.Revenant wrings his hands, laughing evilly while playing with both Exigency and Blackrock on his personal 0.65 setup *
*ahem* Judging from Nemonaemo's SS+ Youtube series, the Thermal Lance seems to be a tad bit over powered. I would suggest upping the flux and reducing the damage.
*ahem* Judging from Nemonaemo's SS+ Youtube series, the Thermal Lance seems to be a tad bit over powered. I would suggest upping the flux and reducing the damage.
*chuckles ominously*
oi... i love your ships and such, but could you use normal .zip files from now on? .rar files are a hassle, and i hate having to use win.zip (and dealing with all the addware crap it comes with.) sure, your mod with music is kinda big, but a normal .zip file should still get the job done.Get 7zip then. Completely free and no adware s*** to deal with
Whenever you get around to it: Anghas are so good that they make other non-shielded bombers obsolete. They are extremely difficult to intercept or dodge, which is fine, but they also only fall slightly short of a Reaper's damage at 3700 per craft and less armor pierce, which isn't a huge difference at 400 damage per rocket. Their hit rate makes them incredibly powerful for their cost in a mass strike.On the other hand they also have twice the logistics footprint (LR usage + supplies to recover) as a Dagger wing.
This is the erm... "smaller" version of one of the new weapons. I would have made this a gif, but it's slightly more terrifying with the sound on.So basically you've taken one of the most satisfying energy weapons I have ever fired in any game, then given us a strikingly similar weapon with the same beautiful SFX?
https://youtu.be/v1Ka4pKzIBU
TL;DR- My take on the old-school Mechwarrior PPC, except PINK!!! (I even have a permissive license for the sfx!) I have a feeling everyone's going to "love" going up against these just as much as they do the Tornado AM lol... Still some balancing to do, but it absolutely shreds the fancier high-tech ships and struggles a bit vs. the low-tech ones.
So basically you've taken one of the most satisfying energy weapons I have ever fired in any game, then given us a strikingly similar weapon with the same beautiful SFX?;)
shut up and just take all my money.
[...]-Custom renderer for spawning beams, a complete rewrite of Tartiflette/Deathfly's FakeBeam code. Beams can be spawned independently of weapons, and functions identically to a normal Starsector beam (the old FakeBeam code was a one-shot affair, where damage and images were applied only once and did not move).[...]To be fair it was limited by design: the AI don't "see" spawned beams and don't raise it's shield against them, and I didn't wanted to cope with feedback like "This doesn't work, you S**K!" or completely over-powered weapons in other mods. However for decorative effects it could be handy (thinking about my LIDAR in Seeker for example).
Is there a version of this available that isnt locked inside a .rar file? WinRar seems to really not be free anymore.You can use 7z then...
Awesome! Now we'll see how those templar bastards like eating their own beam weapons AND miniaturized TPCsIs there a version of this available that isnt locked inside a .rar file? WinRar seems to really not be free anymore.You can use 7z then...
iirc the bombers do ~350 high explosive damage and have 8 shots that they fire in quick succession (and track!). They're a really good light bomber, but aren't quite as deadly versus the heavy stuff (although 1-2 wings *will* kill capital ships if deployed at the right moment).
And yeah, I need to make more ships. That's kind of a given.
Finally!!! Been waiting with my pants off here.
I actually liked the old laserheads, it's one of the few missilesyou can barrage without feeling overpowered.
Really satisfying seeing them go off too, like fireworks.
IR Laser | PPC | |
fps | 152 | 143 |
dps | 152 | 214 |
range | 500 | 500 |
op | 5 | 6 |
Can't get the game to start with the mod activated, keeps coming up with this error:Spoiler86411 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Could it be something on my end?
Two quick observations: Rasht is located in the same place as Blackrock's Rama system. I'm probably not the only person who'd like to use both of these mods at once, so if you or Cycerin could move one of them a little, it'd be appreciated.
Also I'm not sure if it's a Nexerelin or Mayorate issue, but when starting a new Corvus mode game and picking the Mayorate as your starting faction, you get plopped in the middle of hyperspace, instead of next to Ilkhanna. It's not much work to fly there, but it's a little odd.
what happened to the PPC?
IR Laser PPC fps 152 143 dps 152 214 range 500 500 op 5 6
it didn't use to be like that, right?
I copied the 64 bit java into the starsector files and it works fine now. now, i simply must fly that battlecruiser!
-fixed the Nexerelin invasion bug
Download: https://github.com/kazi11/mayorate/releases/tag/0.9.1 (https://github.com/kazi11/mayorate/releases/tag/0.9.1)
I just had an interesting chat with a human about the Mayorate's founding, composition, goals, and ideology. (Apparently they have built some hipster AIs) Great to see modders are jumping ahead of the base game to provide flavor text in-universe.
I just had an interesting chat with a human about the Mayorate's founding, composition, goals, and ideology. (Apparently they have built some hipster AIs) Great to see modders are jumping ahead of the base game to provide flavor text in-universe.
I added a "consul" to Mayorate market comm directories last update. The consul only shows up in non-Nexerelin games.
You can chat with them about faction lore/other factions and they will do you favors in exchange for Mayorate rep (must be "favorable" or above). Currently you can trade between 10-30 rep for new, fully-equipped ship(s), or 10 rep for +5 rep with factions that the Mayorate is friendly with in vanilla.
1260201 [Thread-5] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1260332 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error initializing music source - AL error 40965
java.lang.RuntimeException: Error initializing music source - AL error 40965
at sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at sound.H.o00000(Unknown Source)
at sound.H.o00000(Unknown Source)
Mayorate is hostile with Neutral, (as in, literally the "Neutral" faction), which causes them to attack and destroy such fleets as named bounties. It's awkward warping into Rasht to see the Mayorate dog-piling a pirate bounty fleet.
I'll chime in and say that I'm fine with faction "special powers" in Nexerelin, as long as they aren't game-breaking. There's already a limited amount of this, in the form of things such as the Lion's Guards, Luddic Majority and in the future the Tiandong escort fleets.
Unfortunately, i need to post a bug report. In SS 0.7.1a-rc5 with Mayorate 0.9.1, i seem to have found a fairly repeatable crash bug? Not entirely sure what's causing it, but if i stay in the refitting screen for the Last Hurrah mission for too long (15+ minutes?) it crashes to desktop.
The error message is "Fatal: Error initializing music source - AL error 40965, check log for more info, and the last line of the log isCode(the first line repeats... several thousand times before this)1260201 [Thread-5] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1260332 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error initializing music source - AL error 40965
java.lang.RuntimeException: Error initializing music source - AL error 40965
at sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at sound.H.o00000(Unknown Source)
at sound.H.o00000(Unknown Source)
I removed all mods except mayorate/lazylib/shaderlib and still got it, so i'm mostly sure the problem is here. I play with the music muted (sorry!), usually, so i can't really comment on if things sound funny before they go wrong right now
I also noticed that the standard fits for most of the Mayorate ships have all capacitors instead of a majority of vents or a balance. is there some sort of secret to piloting these ships that i haven't figured out?
2926875 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/weapons/ai/DisruptorAI
java.lang.NoClassDefFoundError: data/scripts/weapons/ai/DisruptorAI
at data.scripts.MayorateModPlugin.pickWeaponAutofireAI(MayorateModPlugin.java:107)
at com.fs.starfarer.launcher.ModManager$3.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.launcher.ModManager.pickWeaponAIPlugin(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.addWeapon(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.super(Unknown Source)
at com.fs.starfarer.title.super.?0000(Unknown Source)
at com.fs.starfarer.title.super.String(Unknown Source)
at com.fs.starfarer.title.super.?0000(Unknown Source)
at com.fs.starfarer.title.super.super(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.ai.DisruptorAI
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 20 more
72054 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:635)
at java.util.ArrayList.get(ArrayList.java:411)
at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Mayorate is hostile with Neutral, (as in, literally the "Neutral" faction), which causes them to attack and destroy such fleets as named bounties. It's awkward warping into Rasht to see the Mayorate dog-piling a pirate bounty fleet.
I set the faction to be hostile to all factions by default, (this was a catch-all for other random mod factions), but this appears to have been a bad idea. Didn't realize there was a "neutral" faction and didn't manually catch that one.... whoops.
2232271 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.SystemBountyEvent - Paying commission bounty of 2430 from [Mayorate]
2258069 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.i.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.coreui.oOOO.dismiss(Unknown Source)
at com.fs.starfarer.coreui.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
14315 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
JAVA_VERSION="1.7.0"
OS_NAME="Windows"
OS_VERSION="5.2"
OS_ARCH="amd64"
Are you running JRE 8? that is the error it gave me when i wasn't running 8.I listed my JRE version above. 1.7.0
Addendum: Indeed, upgrading Java worked. Can play now with Mayorate enabled. Celebratory whiskey will be poured.
I also should probably admit that I usually get bored when flying around in capital ships (it feels very steamroll-y to me), and often simply restart when I reach that point of the game, so I've neglected that ship class a bit.Ugh, I know the feeling. =( I just fought a bounty fleet led by a Paragon, my very first time seeing one outside of the arcade. I kill it, get a boarding opportunity for it, and because I was capturing markets in Nexerelin I actually had the marines to capture it! I now have a Paragon and don't even want to use use it. D: I love my destroyer-based fleets too much, the starting charge and agile battle line, ships jockeying until one side can gain a lethal advantage to pounce.
Cruisers are good to have in limited numbers so you can engage into heavier fleets, pure destroyers will get wrecked after a certain point. I like 2-3 cruisers, a whole bunch of destroyers, and 4-8 frigates, the frigate count just depending on what I have available overall. Sometimes I'll have a relatively fast, fleet-friendly capital ship as well, like a Renegade.
Don't know what you could be making, but if the quality is anything like what you have made here, it will be awesome!
9317041 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error initializing music source - AL error 40965
java.lang.RuntimeException: Error initializing music source - AL error 40965
at sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at sound.H.o00000(Unknown Source)
at sound.H.o00000(Unknown Source)
at com.fs.starfarer.loading.H.void(Unknown Source)
at com.fs.starfarer.loading.H.Ö00000(Unknown Source)
at com.fs.starfarer.Object.H.super(Unknown Source)
at com.fs.starfarer.Object.E.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatMain$3.playMusic(Unknown Source)
at data.scripts.plugins.MusicReset.advance(MusicReset.java:24)
at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Let me introduce you to the beautiful world of Del Azarchel + 2 ROLANDs.
Alright, I'll make a push to update things this weekend. ;)Woohoo, thanks!
*EDIT - let me know if there's any key things you want to see beyond raw 0.7.2 compatibility and the fixes needed for my last update (no new art- that stuff really slows me down).
It's a Lilith Mk.II with a large missile hardpoint.
Alright, I'll make a push to update things this weekend. ;)
*EDIT - let me know if there's any key things you want to see beyond raw 0.7.2 compatibility and the fixes needed for my last update (no new art- that stuff really slows me down).
Alright, I'll make a push to update things this weekend. ;)
*EDIT - let me know if there's any key things you want to see beyond raw 0.7.2 compatibility and the fixes needed for my last update (no new art- that stuff really slows me down).
Your mod is worth having without the super update, that would only make it x10 better.
If your able, could you put it to .72rc3?
Either way, THANKS for a great mod, and all the work you have put in.
...with the Corvus system enabled in Nexerelin, if that'd help you narrow it down?
...with the Corvus system enabled in Nexerelin, if that'd help you narrow it down?
I'm pretty sure Mayorate isn't compatible with Corvus Mode in Nexerelin.
Thanks a ton.
I have been playing with mayorate of late, and LOVE the interactions of the main menu, the ability to get re-enforcements at a cost, the in game back story. Awesome stuff.
Saved me, it did once, was able to get a quick few ships at the cost of a few prisioners. Love what your doing.
Ratheden
The asteroid belts in Rasht overlap with the dust rings for double stationary hiding bonus.
The asteroid belts in Rasht overlap with the dust rings for double stationary hiding bonus.
It's not too odd, vanilla does the same thing in the Magec system.
Some oddities I noticed:
- Planetary AI Core consumes about 2.5 times as many metals as rare metals. Since Ore Refining Complex produces about 20x as much metal as rare metal (and most things consume it at the same ratio), this means Mayorate planets are using up a disproportionate amount of rare metal.
I did the math and the effect shouldn't be that significant, but I still suspect this is at least contributing to the elevated rare metal prices in my Corvus mode game (350-900/unit being typical), in turn leading to runaway inflation for supplies and fuel (they were at about 150 and 60 credits each at the start of the game; after 2.5 cycles they climbed to 250 and 150).
On the other hand this may just be because something was totally broken (see below).- Rare metal buy and sell prices on Ilkhanna and Inir (which had been conquered by the Diktat) were both zero. Couldn't reproduce with a clean new game (no Nexerelin, no other faction mods, no DynaSector or SS+) though.
I saw that Nexerelin-support was patched in, but maybe it doesn't work in Corvus mode?It works just fine in corvus mode for me.
Bring large slot on Ravana back! It was the best and the most balanced ship in the entire Mayorate fleet.
Bring it back, bring it back, bring it back, pleeeease :)
Aaand done. Now for coding it...Spoiler(http://i.imgur.com/k5zLAEC.png)[close]
Hey, i'm not sure why but since i visited Ilkhanna a new consul spawns every day.
Spoiler(http://i.imgur.com/aDirzdu.png)[close]
Any way to stop this? I'm using a large list of mods, nearly everything compatible with SS+ / Nexerelin.
6663749 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.CometOnHitEffect.onHit(CometOnHitEffect.java:34)
at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at data.shipsystems.scripts.ilk_PhaseLeap.apply(ilk_PhaseLeap.java:148)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
So, it's that time of year again. Let me know what sucked about the last version so I can fix it (or add it!) for this one.
Current todo list:
- 0.8 compatibility
- Rare metals bug (most of the offending market condition is getting axed)
- Consul functions are getting bundled into the typical "station leader" persona
- [REDACTED]
Currently hit a bit of snag due to SS not recognizing modded rulecmds (might require another SS hotfix before this mod can be updated), but hey, getting there slowly...
Until this mod gets a serious balance and sound pass, I won't touch it
Until this mod gets a serious balance and sound pass, I won't touch it
Balance side: One of the biggest things that I see mentioned is your missile cruiser. IIRC, it has 2 large missiles, one medium missile AND Fast Missile Racks, which can easily become stupid OP, even in .8. I would say at least remove FMR AND cut down the mounts to 1 large and 2 mids. That way it is still a missile cruiser but it isn't bulls*** OP.Until this mod gets a serious balance and sound pass, I won't touch itSpecifics would be useful here. :)
Balance side: One of the biggest things that I see mentioned is your missile cruiser. IIRC, it has 2 large missiles, one medium missile AND Fast Missile Racks, which can easily become stupid OP, even in .8. I would say at least remove FMR AND cut down the mounts to 1 large and 2 mids. That way it is still a missile cruiser but it isn't bulls*** OP.
Also, I would seriously talk with the other modders to see what issues they have with your mod, as sometimes there can be issues that can be right in front of us and we can't see them. Your mod has some nice things but needs many tweaks here and there to get it perfect and the others can help with that.
Working on the rare metals bug will also be good, which was another big issue I had with this.
If you haven't already, please stop replacing the Apogee sprite (and any other vanilla sprite if you do).
Sound side: PLEASE, for the love of the Goddess and everything that is holy, STOP using sounds from famous games (Mass Effect, MechWarrior, FreeSpace are a few that I remember)! It is lazy, can throw off the player and from what I have heard, you can make some pretty damn good sounds on your own.
Disruptor was an absolute pants weapon in the most recent version. SS+ or ship weapons pack added a similar weapon (heavy ion disruptor I think it was?) that basically did the same job, but was waaaay more effective for the flux and OP cost. Which was a shame as the sound and visual for the Mayorate disruptor are really great. I think the charge up delay on firing really hurt how the AI used it.
Graser PDs and that family were a really neat idea with the increasing damage with ship flux, and balanced pretty well. You also added the grav gun toward the end, the super high bullet speed kinetic weapon with decent range. That was also really niche for an anti frigate weapon for cap ship, definitely a keeper, though the weapon description says that you will add the weapon description this time around :p.
Cimeterre needed counselling though. That ship had suicidal tendencies on a whole new level, not sure how much you can change without manipulating the core AI files though.
Be sure to get the Ravanna to burn 8 and a little bit of love as well ;)
Genuine question: what are people loading their Del Azarchels with that makes them "bulls*** OP"? I mean, throwing 80 Squalls at something is amusing, but it's not... like... particularly effective or anything.
My officers need their coffee. Please help.Why are your officers using a captain's only coffee maker on a ship dedicated to cargo and coffee?
Hello, can I port this mod to the Chinese starsector forum? https://www.fossic.org/forum.php
:D
ThankHello, can I port this mod to the Chinese starsector forum? https://www.fossic.org/forum.php
:D
Absolutely :)
Anyhow, happy second Thanksgiving! Here's version v1.1.0.Thank you for the update! ;D
Download link (https://github.com/jstaf/mayorate/releases/download/v1.1.0/mayorate-1.1.0.zip)
(If a moderator sees this, yes - you can add this to the mod index. Seems to have taken people a few years to get things added. ;))Makes total sense to me. The Mayorate has existed for over 7 years? :o
I'm not really playing Starsector too much anymore, but the Mayorate may return (https://imgur.com/a/c6Q7wij) some day in a game of their own. Or not. I have a bad track record with these things.Please consider returning and updating at least once more, when the long foretold SS1.0 'is released'.
I'm not really playing Starsector too much anymore, but the Mayorate may return (https://imgur.com/a/c6Q7wij) some day in a game of their own. Or not. I have a bad track record with these things.
A bit unrelated but damn, the OST is so good, very reminiscent of Michael McCann's DX HR and XCOM EW OSTs, mostly the former. I came to know of its existence through Audio Plus as this isn't listed on modindex. I know there aren't that many tracks in the mod and some are too short but is the OST streamable anywhere? Even simple youtube upload works for me. Thanks. Love Nebula, Friendly and Expanse the most.
A bit unrelated but damn, the OST is so good, very reminiscent of Michael McCann's DX HR and XCOM EW OSTs, mostly the former. I came to know of its existence through Audio Plus as this isn't listed on modindex. I know there aren't that many tracks in the mod and some are too short but is the OST streamable anywhere? Even simple youtube upload works for me. Thanks. Love Nebula, Friendly and Expanse the most.
Totally with you on this. The music is so good. And the first thought that popped out of my head are the XCOM and DX HR music as well.. I wich we got more of whoever tdid the music. I tried really hard looking for the composer but there's just nothing other than his work in the Mayorate.