Fractal Softworks Forum

Starsector => Mods => Topic started by: kazi on November 09, 2013, 06:16:11 PM

Title: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: kazi on November 09, 2013, 06:16:11 PM
The Mayorate

Widely condemned in most political circles, the Mayorate is a small, isolationist star nation bordering the core worlds. Baseline humans play little to no role in government and economic activities - state affairs have been dictated by the Mayor, an AI of unknown capabilities, since the Collapse.

Features:

Some ship art I like:
Spoiler
(https://raw.githubusercontent.com/jstaf/mayorate/master/graphics/ilk/ships/ilk_lilith.png)(https://raw.githubusercontent.com/jstaf/mayorate/master/graphics/ilk/ships/ilk_cimeterre.png)(https://raw.githubusercontent.com/jstaf/mayorate/master/graphics/ilk/ships/ilk_narayana.png)
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Screenshot (I'll let you discover the other ships and weapons)
Spoiler
(https://i.imgur.com/hssPjV0.png)
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How they play:

Download - v1.1.0 (2021-11-25) (https://github.com/jstaf/mayorate/releases/download/v1.1.0/mayorate-1.1.0.zip)
The Mayorate also requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0) and GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0) as runtime dependencies. Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0) is recommended if you enjoy 4x features. Blothorn and Dark.Revenant get an extra shoutout for contributing large amounts of code and/or maintaining things for the 0.10.x and 0.7.1 releases respectively. This mod is updated on an "as I feel like it" basis.

Source code (https://github.com/jstaf/mayorate) - Changelog (https://github.com/jstaf/mayorate/blob/master/changelog.txt) - Contributors (https://github.com/jstaf/mayorate/blob/master/CONTRIBUTORS.md)
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: kazi on November 09, 2013, 06:25:05 PM
Oh and here's an early render of the cruiser:

Spoiler
(http://i.imgur.com/izaS9Nx.png)
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Spoiler
(http://i.imgur.com/W6NIknh.png)
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Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: haloguy1 on November 09, 2013, 07:08:20 PM
Oh and here's an early render of the cruiser:

Spoiler
(http://i.imgur.com/izaS9Nx.png)
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Spoiler
(http://i.imgur.com/W6NIknh.png)
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sam that looks sexy!
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: HELMUT on November 10, 2013, 08:00:51 AM
I really like the lore of that faction. Also it looks pretty fun to play. Downloading it, i'll try to get you some feedback as soon as i played with them in the campaign.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: xenoargh on November 11, 2013, 10:48:31 AM
I like the lore; when Tech Mining is a thing, it'll fit right in with the official game :)

The ships could use a little more work. 

When constructing / rendering the models, I think you need to use more curvature; most of these ships look very flat and lack depth in the overhead POV.  Also bear in mind that the light source should be slightly in front of the ships, not directly overhead :)

Secondly, don't use the Vanilla gun attachment sprites.  They totally don't fit the style and they're rendered in a completely different perspective and lighting and they make everything look even more flat.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Trylobot on November 11, 2013, 12:00:19 PM
These are some very clean sprites you've made here, kazi. Well done.

EDIT: I love your youtube video as well. The music adds a great deal of personality to this faction as well, good job with that. And it seems like you are well on your way to being vanilla balanced as well. I think Cycerin also would approve of your custom weapon sound effect that I heard, I think it was your large beam weapon? Really neat stuff here man.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Cycerin on November 11, 2013, 12:39:40 PM
Really cool. The AOE missiles seem a tad powerful, but *really* satisfying to use. The ships also look nice and feel pretty good. Excited to see where this is going.

Like the others have pointed out, the vanilla gun mounts stand out a bit, and the ships could possibly do with a more frontal light source and some raster graphics editing to make them pop more.

I also liked the lore a lot, props for integrating with vanilla lore.

Did you make the music? E: nevermind, didn't read that part of the OP
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Sproiet on November 11, 2013, 01:36:37 PM
Are you hoping that this becomes Exerelin compatible? Because the music and different sound effects would be a nice boost to Exerelin in general, that and....I would SOOO play this mod as my faction  :D
Looks awesome and sounds equally so.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: kazi on November 12, 2013, 02:15:25 AM
@ xenoargh - This is exactly the kind of feedback I'm looking for. I agree with you completely here. I am planning on completely redoing/improving all of the sprites except for maybe the frigate. Believe it or not, this is actually my first time ever using either Blender or GIMP (I have absolutely zero art experience), so I've been sorta learning how to do this by trial and error as I go haha... Didn't pay enough attention to the top POV on the cruiser (first sprite ever!), and then I didn't make the other ships have enough vertical depth to really take advantage of the rendering in Blender. My other big issue right now is I think I need to break up the hull outline a bit so that the edges look more 3D.

@ Trylobot - Glad you like it! I have a few more weapon fx sounds sitting around at the moment, waiting for the right ships to put them on. You might like the other beam I bundled into the campaign (not on any of the ships, appears after the supply fleet docks): a little bit smaller, but every bit as awesome sounding.

@ Cycerin - Yeah, the AOE missiles are a bit OP still- considering dropping the damage a little bit. The main issue is that the AI can't comprehend AOE damage and has a tendency to not raise its shield in time (or have it pointing in the wrong direction, etc.). Going to move the light source when I re-do things. Although I didn't write the music for this mod, I actually do write music from time to time (although I haven't really done it much recently - lent my studio monitors to a friend)... was considering adding this, but it took too long to build for combat music, and had too much of a beat for ambient. Sorta of a WIP, hasn't been mixed to commercial volume levels yet and there's a few parts I absolutely hate (the guitars, for instance). http://www.mediafire.com/listen/s49umt78yw8w7tk/seventh_symphony_11.mp3 (http://www.mediafire.com/listen/s49umt78yw8w7tk/seventh_symphony_11.mp3)

@ Sproiet - I'll look into making it Exerelin compatible for you!

Next on the to-do list is add a capital ship... going to flex my creative muscles a bit and see if I can make something like this (except with some sweet looking fins!).
Spoiler
(http://www.hard-light.net/wiki/images/thumb/UEDSolaris.png/600px-UEDSolaris.png)
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Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: HELMUT on November 15, 2013, 07:43:06 AM
Played with them, very cool stuffs. Unlike Cycerin, i found the Nukes not that incredible. Sure you can take down multiple frigates with one missile but that's the only advantage of it. It has kinda low range, very few ammo (1 missile for a medium mount!) and while they are pretty punchy, if you need raw power to pierce trough armor, reapers are better. They are just very good frigate killer, and only when said frigates have low shield efficiency or no shields at all.

So they are only good against pirates and Hegemony (their natural enemies). But even then, Ilkhannae weapons are very armor bursting centered (fusion lance, the destroyer's Hephaestus and the phoenix rockets...) they don't really need the nukes on top of that. So while they are very good against heavily armored opponents, they kinda suck against shielded ones. That's one of the reason i switched the Hephaestus on the carrier with a Gauss cannon, it open the path for the Gunships to wreck the target.

Other than the nukes which i'm not a great fan, the faction seems well balanced to me. Though the lack of ships make the experience with the faction a bit short. But hey, better fewer good ships than a lot of scrap no?
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: kazi on November 16, 2013, 06:16:52 PM
I think you would've liked the old build of this mod Helmut- the nukes did 5k damage (in addition to the already huge EMP payload) and were pretty much an "I WIN" button  ::). Their damage and ammo got nerfed because they detonate on the very edges of a ship's PD envelope (making them near impossible shoot down- it's almost a guaranteed hit). As it stands right now, the AOE blast pretty much destroys all enemy missiles and fighters inside the huge detonation radius. They're also extremely useful in chase scenarios, and can take out a ship's engines from a distance of 2k. The nukes aren't meant to replace the reaper torpedoes, and instead get used in a totally different role.

Right now I'm only adding weapons that have unique roles that aren't covered by the vanilla weapons (like the nukes and thermal lance), going to add more traditional stuff in once I get the ships all done. Speaking of which, here's a preview of the new battlecruiser (WIP):
Spoiler
(http://i.imgur.com/yD04WNT.jpg)
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Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: kazi on November 16, 2013, 06:38:51 PM
Oh and if any of you guys have cool ideas for new weapons/ships, post them or PM me and I'll see if I can add them in.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Thule on November 16, 2013, 06:42:42 PM
I love the lore, exited to see what you will come up with in the future
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: FasterThanSleepyfish on November 16, 2013, 08:17:47 PM
The thermal lance should have a bit more range IMHO
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: HELMUT on November 18, 2013, 10:09:09 AM
The Thermal lance is already very powerful in my opinion. It may be very difficult to get a good shot due the short range and all, but if you manage to stay on the enemy hull, it's game over for him. Also you can still use advanced optic and targeting unit to expand the range a bit.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: ValkyriaL on November 18, 2013, 10:35:27 AM
haven't played this myself, but anything with more than 1000-1200ish range is pushing the limits, I see 1500 as the absolute limit a weapon can have, modded or otherwise, but after that? no, no way, thats like ~1/4 the map worth of range to begin with, and the bonuses from hull mods just goes out of control, weapon range is the strongest stat in the game, having above those limits quickly makes it overpowered.

Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: kazi on November 20, 2013, 01:08:11 AM
Finished the model for the new battlecruiser. Paid a lot more attention to details, beveled all my edges, moved the light source forwards like xenoargh and cycerin suggested, etc. Haven't decided on a name yet. Here's a quickie 1 hr speedpaint. Didn't even know I could do a speed paint till I tried this lol... Thoughts? (Speak now or you're stuck with whatever I put together when I redo this thing in a serious attempt. ;))
 (http://i.imgur.com/xAkJG3F.png)
Oh and the next build has a bunch of medium range burst beams for you all to play with...  ;D
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Cycerin on November 20, 2013, 01:30:12 AM
That looks much better. The color scheme is pretty awesome, reminds me of Deus Ex HR. This is shaping up to be an awesome faction. I suggest adding a tiny layer of grit on top of the ship with a textured brush or something, or using a high resolution brush based on a sampled concrete wall or brushed metal texture, just really faintly. Perhaps also some 1 pixel wide lines tracing the contours of the hull.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Trylobot on November 20, 2013, 08:53:03 AM
Finished the model for the new battlecruiser.

Love it!
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Gotcha! on November 20, 2013, 08:55:56 AM
Looking good! Kudos. ;)
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: HELMUT on November 20, 2013, 09:05:58 AM
Agreed, that's a pretty one. It may need some greebles as the armor look really smooth compared to your other ships.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Runoved on November 20, 2013, 10:20:30 AM
 Excellent sprites! Share the secret of how you managed to so perfectly add textures and details to the render of 3D model? :)
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Lakis on November 20, 2013, 01:42:03 PM
This is an amazing faction! I'll try it with Excerelin now that I've tried it vanilla...
(I want it to work with that so badly... so badly T-Tm)

Nope, and after really reading every post in the topic I see that its being worked on so.. Huzzah!
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: FasterThanSleepyfish on November 21, 2013, 12:14:39 AM
Delicious lore, so very scrumptious and satisfying for the soul.

Good job,  my complements to the chef!
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: kazi on November 22, 2013, 02:57:44 AM
I think I'm getting the hang of this "art" thing. Still need to add more greebling and texturing, esp. on the big flat wings and the side bits near the nose. But hey, custom weapon mounts, right?

New vs. old (for comparison)
(http://i.imgur.com/RZLxZeH.png)(http://i.imgur.com/xAkJG3F.png)
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Cycerin on November 22, 2013, 03:38:39 AM
(http://i.imgur.com/ffKATzO.png)(http://i.imgur.com/RZLxZeH.png)

Amazing work! Tinkered with it a little myself to show you what I mean ;D Hope you don't mind. I couldn't resist, the ship design is so great.

I mainly think it adds a lot to add tiny irregularities to the ship's paintjob to give an impression of size and "authenticity", and a more pronounced depth shading.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: kazi on November 22, 2013, 03:53:50 AM
Oh man, I love what you did there. I'm going to try and see if I can replicate a lot of the details you just put in. For training purposes. And stuff.

(NICE WORK!)
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: HELMUT on November 22, 2013, 07:00:47 AM
Cycerin nailed it. I'll be interested to know how you put all those little details.
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.1
Post by: Sabaton on November 22, 2013, 12:00:32 PM
 Gotta love Cycerins golden touch  8)
Title: Re: [0.6.1a] Ilkhannae Mayorate v0.2 - updated 24/11/13
Post by: kazi on November 24, 2013, 07:34:03 PM
Updated!

Major changes:
-Exerelin compatibility
-New battlecruiser (there is a sprite-only picture on the first page)
-New weapons: Graser and Light Graser (both burst-oriented beam weapons)

(http://i.imgur.com/YAs356M.png)
Title: Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
Post by: Ryan on November 24, 2013, 10:24:51 PM
Hi kazi!

I made an account to tell you how amazing this faction is! I am currently using the new Exerelin feature and I can not be more pleased. I am playing as Sindrian Diktat and the Mayorate are my enemy. The balancing is great and the ships are fun to fight against. Thanks for all the hard work, it has been an awesome experience playing!

Regards,
Ryan
Title: Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
Post by: Uomoz on November 25, 2013, 02:59:16 AM
Looks very promising! Do you have any plans to upgrade the older sprites as well?
Title: Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
Post by: Ryan on November 25, 2013, 03:09:51 AM
The shields on the Mayorate are intense! I noticed that their weakness lies in the shields poor coverage, exposing the relatively vulnerable armor.


Check out this exciting action shot below in the spoiler! Apogee's bullying the poor fellow.  :D


Spoiler
(http://i.imgur.com/woS7SJa.jpg)
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Title: Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
Post by: kazi on November 25, 2013, 10:44:25 PM
Hey guys, just wanted to say thanks for all of the praise and encouragement so far! Although I started this project mostly for my own entertainment, your feedback really means a lot to me! (it also helps me justify all the time I've spent spriting haha...)

@Ryan- Glad you're enjoying the mod! I found it a little funny that you're playing the Diktat... when I first booted up Exerelin to test for compatibility the other night, they handed my ass to me haha... I accidentally steered my fledgling fleet right into a massive blob of them and got completely zerged! (aaaaand that was the end of my "compatibility testing...") You should be nice to them, they've been having a tough time lately lol  ;)

@Uomoz- Yeah, the old sprites are getting replaced (the cruiser will be first probably- needs it the most). I thought they were such hot stuff when I originally made them, but now they look a little sad compared to the new battlecruiser. The frigate is the only one I still really like, but it still could use a few changes here and there. My end goal is to (hopefully) have a small set of sprites on-par with Cycerin's stuff. I'd rather have a few really awesome ships than a whole faction's worth of "meh."
Title: Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
Post by: Thule on November 25, 2013, 11:47:23 PM
Really glad you're still working on your ships.
Putting that much effort into it definitly pays off in the end.

Awesome faction, exited about what you will come up with in the future.

Title: Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
Post by: entropy on November 27, 2013, 11:35:06 PM
This faction is great! Very fun for Exerelin! (All I play these days...) Keep the new ships coming, they are great!
Title: Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
Post by: kazi on December 01, 2013, 02:24:31 AM
Soontm ... (a re-do of the cruiser)

Spoiler
(http://i.imgur.com/9Eq2chY.png)
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Title: Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
Post by: HELMUT on December 01, 2013, 06:50:03 AM
Looks nice, if you managed to keep the same quality as your other ship this faction may become one of the top mod of the forum.
Title: Re: [0.6.1a] The Mayorate v0.2 - updated 24/11/13
Post by: kazi on December 05, 2013, 03:19:23 AM
Gotten a few PMs asking how to convert 3D models to sprites. Anyhow, here's a tutorial on how I've been doing things. http://fractalsoftworks.com/forum/index.php?topic=7469.0 (http://fractalsoftworks.com/forum/index.php?topic=7469.0)

Been pretty busy with work lately, but managed to finish the new cruiser model.
Spoiler
(http://i.imgur.com/1HKT97o.png)
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Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: kazi on December 13, 2013, 03:11:08 AM
Updated to v0.3!

Changes:
-New cruiser sprite- revamped loadout and playstyle
-New built-in weapon and associated sound fx
-Balance changes

Anyhow, finally finished redoing the first of the old sprites, ended up changing the loadout and playstyle of the ship as well. The Narayaan has been replaced by the Del Azarchel, a powerful missile cruiser with a heavy mass driver and fast missile racks. The AI is also much better at piloting this one (the Thermal Lance just seemed to confuse it lol...), so expect to die a lot more when you're up against Mayorate cruisers. It sorta plays like a mini-Onslaught now: a bit slow, but will overwhelm most everything with the sheer quantity of missiles and ballistics it spits out. I'm pretty pleased with the way the Grav Driver sound effect turned out. It's a time-stretched reaper sound (Mass Effect), hellbore cannon, gauss cannon, explosion (Freespace 2), and thunder sample all rolled together with some delay and convolution reverb on top   ::).

Didn't test it that much aside from the simulator, let me know if there's any issues you run into and I'll do my best to fix them asap. Going to be a bit swamped here until the end of the holidays, but I'll keep you all posted if I manage to make progress on new stuff.
(http://i.imgur.com/hHnx5DE.png)
*edit- made a dumb mistake with the modinfo.json file... fixed now
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: Uomoz on December 15, 2013, 11:57:33 AM
This is definitely getting on top of my personal cant-wait-it-to-be-polished list.
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: Cycerin on December 15, 2013, 12:14:22 PM
Amazing, I love the Grav Cannon. What are you going to make next? I think a utility frig would be pretty nice.
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: N7Sniper84 on December 22, 2013, 12:36:25 AM
Looking forward to trying this out. Great job with the sprites by the way, they look great!
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: kazi on December 23, 2013, 10:55:10 PM
Minor facelift for the Rakshasa (might change the name at some point, but hey...). Anyhow, I think it "pops" a little more nicely with the lighting changes. It looks a lot more like a technologically advanced killing machine now. Let me know if the colors look weird (first time doing art on my laptop, has sort of a funny looking screen).

(http://i.imgur.com/kSfm4cO.png)(http://i.imgur.com/eO7o4QR.png)

As soon as I get the old destroyer sprite touched up, I'll start churning out ships and weapons again. My main goal is to add some more diversity on the low end (that's where players will notice it most).
-I'm thinking of adding some form of heavy/long-ranged frigate, perhaps with carrier capabilities? (I've noticed that the current frigate just gets absolutely mauled by friendly fire when nukes are in play, so I want to give players a more survivable escort option haha...)
-I'm also leaning towards some kind of beam destroyer. Something along the line of "AGH! KEEP THAT THING THE HELL AWAY FROM ME!!!!"  ;)
-Also going to add a lot more fighters. Expect interceptors and maybe some kind of bomber/special weapons drone or something.
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: MesoTroniK on December 23, 2013, 11:18:24 PM
Kazi I wanted to mention this for a while but I enjoy your mod a lot, the sprites are good, the weapons are fun, and it is moving along at a very nice pace with art and gameplay evolution.

But something that would help it a lot in my opinion is no longer using the Freespace 2 sounds. I understand you draw a lot of inspiration from it and especially the Blue Planet mods, and they are truly great I agree but the sounds just feel really out of place in Starsector. If you want custom sounds I have a huge pile of them that with minor tweaks fit right into Starsector style wise.

And this is kind of a nitpick, but you referring to the AOE warhead missiles as nukes bothers me. While Starsector is about rule of cool and hand waving things for the sake of fun and game play, a fusion device of any yield is not going to create impressive results against armored "magic tech" space ships unless detonated directly onto the hull. I would suggest reading this (http://www.projectrho.com/public_html/rocket/spacegunconvent.php#id--), keep in mind the effects described there are referring to shooting at realistic hard sci fi space ships.

A simple name change just to increase the credibility of your lore from nukes to "high yield warheads" or virtually anything could not hurt in my opinion. Also if you are bored sometime, there is so much inspiration at that website for weapons and ship designs that you can become lost in it for days :)

Anyways while these are minor things to talk about please do not take offense to my rambling, rock on and mod!
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: kazi on December 24, 2013, 01:20:04 AM
Hah, no problem- I'll change the name of those AOE missiles for you next update.

The situation with the sounds is a little more complicated. I have huge issues with the vanilla Starsector weapon sound fx. I noticed that a number of them are simply kick drum samples or snare rimshots with no post-processing or reverb whatsoever. There's not much variety, and it all just sounds the same to me. (To cut a long rant short, I don't entirely like the style.) I'm more of a fan of the harder-hitting/more dynamic stuff, where firing a large mount feels as if you're about to dismantle a planet and a light mount sounds like, well... a light mount.  ;)

That said, really anything goes at this point. I build weapons around the sounds I like, so if you've got something fabulous, send it over and I'll give it a listen/possibly build a weapon around it (the main catch is that I'm really picky...). Someone previously mentioned helping make custom sounds for this mod, but I haven't heard too much from them yet.

Essentially, if you (or anyone else) feel that there's something awesome you want to see/contribute (aside from art), PM me or post here and I'll consider adding it in.
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: Ishman on January 01, 2014, 07:37:16 AM
I'm anticipating your next update to this, your art's gorgeous and I cannot wait for more beautiful ships to ravage with my ocular orbs.
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: kazi on January 01, 2014, 10:33:27 AM
Art update  :D

Updated destroyer sprite (new/old):
(http://i.imgur.com/r0axWU3.png)(http://i.imgur.com/gm24ANd.png)

New portrait (spoilered, cause its huge):
Spoiler
(http://i.imgur.com/d9AiJkW.jpg)
[close]
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: HELMUT on January 01, 2014, 02:55:59 PM
I expected you to rework the Esfahan. It looks ok but i don't find it as good as the others ships, the parts look too bulky i think. For the portrait it still obviously need some work, but i like the uniform.
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: kazi on January 01, 2014, 06:06:24 PM
Yeah, even after the update its still my least favorite ship (the frigate is my hands-down favorite at the moment). The back isn't quite as interesting as the front, and could use a bit of a remodel. I may redo it at some point, but right now this faction needs more ships before I completely gut the current lineup.

Anyhow, updated portrait.
(http://i.imgur.com/ktF2W19.png)

I really need to just buckle down and start cranking out more ship/weapon graphics, but I keep getting distracted lol...
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: Toxcity on January 03, 2014, 08:56:01 PM
The Grav Cannon appeared in the Orbital Station, though it might be because I started that save without the mod and then saved it with the mod enabled later.
Title: Re: [0.6.1a] The Mayorate v0.3 - updated 13/12/13
Post by: Lopunny Zen on January 03, 2014, 10:48:03 PM
looking pretty good so far...though the portrait is lacking the ships however are really nice looking...once it gets more ships and fighters and bombers then this faction should do well in compilation mods :) keep up the good work and welcome to the faction cluster :)
Title: Re: [0.6.1a] The Mayorate v0.4 (updated 5/1/14)
Post by: kazi on January 05, 2014, 04:23:08 PM
UPDATE! (polish patch)

(http://i.imgur.com/7rc5eQ6.png)
Firing the new Belial PPC!  :D

Changelog:
-Updated Rakshasa sprite
-Rakshasa frigate renamed to Lilith
-Updated Esfahan sprite
-New portrait (I may improve it or make more later...)
-Added the Inanna interceptor, an advanced space superiority drone armed with a single Light Graser. Very effective when used in numbers. Cannot be leveled beyond green (AI pilots never learn...  ::)).
-Added the Belial PPC, a deadly but unreliable flechette shotgun with a new buckshot firing behaviour by xenoargh (no more boring fan patterns!). Lilith-class frigates now carry the Belial PPC instead of the Mining Blaster.
-Added the Windstalker MRM, an alternative to the Sabot SRM. Easy to shoot down and does less damage, but has a deep ammo capacity and launches in swarms. Ravana-class battlecruisers now use the Winstalker MRM instead of Sabots.
-All Mayorate ships now use custom engine graphics! Spews a long trail of icky exhaust behind all of your ships (it kinda looks like your capital ships are running on diesel haha). I don't know about the rest of you, but it's pretty cool looking.
-Various balance changes. Certain Mayorate ships are now slightly easier to kill (Ravana, Del Azarchel).
-THIS MOD NOW REQUIRES LAZYLIB (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Known issues:
-Damage numbers for the Belial PPC occasionally don't show up. Fixed as of 0.41.
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: HELMUT on January 06, 2014, 06:46:58 AM
The PPC is so satisfying to use, i love it. Haven't tried it against fighters swarm, but will probably be devastating. The Windstalker is very good too, i never liked the Sabot SRM, too inaccurate for my taste, i guess i'll only use your version for shield bursting now, also lot of ammo.

For the engine trail, i think i read somewhere it can cause some strain on some computers and lower the FPS, might need one of the coders to certify this though.

Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Lopunny Zen on January 08, 2014, 01:44:34 PM
i dont know about that...we have computers today that learn and adapt so i dont know where that idea came from...i say they should gain ranks since computers can learn nowadays
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Sundog on January 08, 2014, 02:27:08 PM
Computers can learn, but I think kazi had better reasons than realism to make the drones stay at a certain level. He was just making a joke.
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: kazi on January 08, 2014, 10:09:58 PM
@ Helmut - Yeah, I spent a lot of time making the PPC so it felt "just right." I'm really glad you like it! Mesotronik and I spent a not insignificant amount of time troubleshooting the buckshot script (we have some pretty awesome ideas for it now that it's working properly). On the engine trails, there are about 5x the number of engine particles being rendered as before (there wasn't any other way I saw to extend the exhaust trails). I haven't noticed any perceptible performance hit, and I have a fairly average computer. However, if someone is running into performance issues as a result, I'd be happy to tone down the exhaust fx in the next update.

@ Lopunny Zen and Sundog - Honestly the reason that drones stay at the same level is more due to the way CR is calculated than anything else. It really irked me when Alex made it so that Wasp Drones and Mining Drones used crew. One reason was realism (wtf why do drones need crew all of a sudden) and the other was the fact that Wasp drones suddenly became really costly in terms of crew because you lose them so often. This huge drain on crew forced me to change how I was using them (or stop using them for that matter). So I made a drone wing that didn't use any crew. Inannas are meant to be disposable, which is what Wasps were originally supposed to be. An unfortunate side effect of this is that the drones no longer level and start at a CR level slightly below green (40%). It looks like the CR calculation is pretty much like this: 40% + Crew bonus + Skills bonus. I'm sorta fine with this as is (the drone stats compensate for the lowered CR), although it's a bit annoying to see that they have a constant "green" experience and CR level all the time. It's definitely possible to change the experience/CR levels- if you look at my mission (mostly used for testing), I've forced all of the fighters to "regular" for instance. I'm definitely going look into fixing this in campaign mode for future updates.

Long story short, if there's something I really dislike about the vanilla game, I'll do my very best to "undo" it here. In addition to the drones/crew thing, an instance of this is the CR timer on frigates, which annoys me to no end. You will never feel like you're forced into racing against a clock in the corner of your screen while piloting Mayorate frigates  ;).

Sorry for the short rant- I just wanted to give you guys the full explanation for why the drones don't level.
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Trylobot on January 09, 2014, 02:38:09 PM
@kazi: Bravo! Your art is of superb quality, and you are really getting a feel for Starsector modding very quickly. I can't wait to see what you have in store for us (http://i.somethingawful.com/forumsystem/emoticons/emot-golfclap.gif)
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Sundog on January 09, 2014, 03:26:09 PM
Sorry for the short rant- I just wanted to give you guys the full explanation for why the drones don't level.

I reject your apology because it's unnecessary :)
Those are good reasons. Anything that adds variety is good in my book.
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Lopunny Zen on January 10, 2014, 01:54:21 PM
you can make it so they dont need crew you know lol//the neutrino's do it :)
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Sundog on January 10, 2014, 02:39:16 PM
The new Mayorate drone doesn't need crew.
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Garmine on January 12, 2014, 06:18:13 AM
Hi!

The mod looks for the file 'l_kayser.wav', while it's called 'L_Kayser.wav'. Just a tiny miscapitalization that will cause issues on Linux.
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: kazi on January 14, 2014, 12:33:25 AM
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.)
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Garmine on January 14, 2014, 07:40:08 AM
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.)

Thanks! :)

I had loads of trouble getting StarSector to run as well, I managed to solve it by installing the Sun JRE/JDK (version 7, 64 bit) on a system level, pointing the alternative to it, modifying the launch script to use java, and manually updating the LWJGL natives to the very latest version (only on StarSector's copy).

So, if you have some free time to experiment this may work for you too... :)
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: kazi on January 22, 2014, 02:33:49 AM
@Garmine - Hah, typical linux problem. Even the easy stuff seems to be 5 steps or more. I'll give it a try if I get some free time soon, but for some reason I recall that Intel still hasn't updated my graphics drivers to be compatible with the latest Ubuntu dist. I'll give it a try, but it might be a lost cause for the moment until that gets patched.  :-\


Anyhow, I thought I would check in and let you all know I'm still alive. Here's a new strike destroyer I'm putting together for the next update. Still very much a WIP!
(http://i.imgur.com/6pJUavc.png)
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Bjørn_in_the_Sector on January 22, 2014, 04:12:04 AM
that looks seriously cool, kazi! I've always been a fan of your ships, especially the way you take them from a 3D render to a 2D sprite. It just makes them look so much more 3D than other ships.
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Garmine on January 22, 2014, 06:38:51 AM
@kazi - ah, GPU drivers under Linux yay!

Actually, I never had any serious problem with Linux except for the idiotic AMD GPU driver. I can feel your pain :(
(Oh, and with StarSector, but I guess that's some OpenJDK + AMD thing)

At first I didn't quite like your style (the old-old ships), but the new ones you've been doing/improving look quite good. :)
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: kazi on January 29, 2014, 12:03:36 AM
Okay, still chugging slowly along towards the next update. Here's a finalized destroyer sprite, the new Cimeterre-class.
(http://i.imgur.com/6sw3lz3.png)
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: Bjørn_in_the_Sector on January 29, 2014, 02:47:22 AM
that looks pretty awesome, kazi! I'm liking these sprites more and more!
Title: Re: [0.6.1a] The Mayorate v0.41 (updated 5/1/14)
Post by: kazi on February 04, 2014, 01:44:04 AM
Ok. Finally done. Update. Yay!!!!

Full Version: http://www.mediafire.com/download/225bj007u5iosjt/Mayorate_v0.5.rar (http://www.mediafire.com/download/225bj007u5iosjt/Mayorate_v0.5.rar)
No Music: http://www.mediafire.com/download/59hbv55m2dndpqo/Mayorate_v0.5_nomusic.rar (http://www.mediafire.com/download/59hbv55m2dndpqo/Mayorate_v0.5_nomusic.rar)

Changes:
-Added the Cimeterre-class. It's a strike destroyer with medium survivability. Poses a major threat to cruisers/destroyers and otherwise blows the snot out of pretty much anything with its shields down.
-Added the Sprint Drive subsystem. Provides massive forwards acceleration for about a second. Built into the Cimeterre.
-Redid the Thermal Lance a bit. Built into the Cimeterre.
-Reduced ammo capacity of Windstalker MRM by 33%.
-Added balance changes for 0.62a (repair and deployment costs changed for all ships).
-Improved Ravana and Del Azarchel sprites.
-Wrote a new battle music track. It's pretty badass. You can listen to/download it here: https://soundcloud.com/kazi11/steel-rain (https://soundcloud.com/kazi11/steel-rain)
-Removed one of the old battle music tracks.
-Wrote a new ambient music track. The tuning issues from the earlier WIP I posted here have been fixed. You can listen to/download it here: https://soundcloud.com/kazi11/into-the-black (https://soundcloud.com/kazi11/into-the-black)
-Both mod ambient tracks now shuffle with the vanilla music (For the math-disinclined, this means you have 3 ambient tracks).
-Massive overhaul of mod internal ID's and folder structure. Most mod-specific files (.hull/.variant/.wpn/some .pngs) now sport mod-specific prefixes.
-Changed shiplist for the "Treachery!" mission. It's now moderately hard-ish (it used to be I was just testing ships there and throwing new ones in until you could beat it in your sleep).
-Added "System Defense Fleet" mission. I know most people don't play missions that much anymore, but this one is REALLY FUN. It gives you a fairly huge Mayorate fleet and puts you up against the entire Hegemony System Defense Fleet from the campaign. Boom.
-Various minor bugfixes (Thanks to Garmine and others!).

=========================================================================
THIS VERSION BREAKS SAVEGAMES. Sorry.

THIS VERSION BREAKS DEFAULT EXERELIN INTEGRATION. You'll need to do a bit of minor tweaking to get it to work again (very easy!). You can fix it by copy-pasting the mayorate.faction file from the Mayorate's /data/world/factions folder into Exerelin's /data/world/factions folder (overwrite the .faction file there). I haven't checked to make sure this works yet, will post back here once I do. This should work (emphasis on "should").
=========================================================================

First of all, want to thank everyone for playing this mod and putting up with the long break between updates. I know everyone probably isn't a fan of me breaking their savegames and Exerelin integration (caused by me shuffling files around/renaming things), but it will work wonders for mod compatibility/interactions (and my sanity) in the long run. To summarize the major changes in this patch: new ship/new music/mod compatibility improvements. The new Sprint Drive subsystem is a bit of a placeholder (loosely-based off of Cycerin's Burst Maneuvering Jets) until I find someone talented/helpful enough to code what I'm looking for. Although there aren't as many gameplay changes/additions as in previous patches, a not-insignificant amount of time went into writing the new music tracks and internal improvements to mod structure and IDs (and associated bugstomping). For the next update, I plan to continue to focus on making more small ships and a wider variety of weapons for you to toy around with. If you have good ideas for new stuff (and it fits in/seems doable), post here and I'll consider adding it in. Also post if you notice any bugs/crashes (so I can fix them). The 0.41 version of this mod is now bundled into the Uomoz's Sector (http://fractalsoftworks.com/forum/index.php?topic=1799.0) compilation. It's pretty fun, and I anticipate he'll get it working with 0.5 pretty quickly, so stay tuned. The number of downloads I got for 0.41 makes me pretty happy, glad you guys are enjoying what I've been putting out so far! Anyhow, enjoy!

Here's a gif of the Del Azarchel bein' awesome. (This is how you use the fast missile racks system, if anyone was wondering...  :D)
(http://i.imgur.com/8b73Ury.gif)
Title: Re: [0.6.2a] The Mayorate v0.5 (updated 3/2/14)
Post by: Uomoz on February 04, 2014, 03:39:26 AM
You can bet I will update UsS :)
Title: Re: [0.6.2a] The Mayorate v0.5 (updated 3/2/14)
Post by: kazi on February 09, 2014, 05:16:42 PM
Learned a few new things while playing around with some of the vanilla sprites. Did a quick touch up of some of mine.

Spoiler
New/Old
(http://i.imgur.com/r5ZG7uj.png)(http://i.imgur.com/2e2SPJN.png)
(http://i.imgur.com/IvcIpMK.png)(http://i.imgur.com/838L5cx.png)
[close]
Title: Re: [0.6.2a] The Mayorate v0.5 (updated 3/2/14)
Post by: Dezztroy on February 23, 2014, 05:00:03 AM
Great mod, I love the aesthetics.

Question, is the battle1 music track from somewhere else? It sounds very familiar and now I can't get it out of my head.
Title: Re: [0.6.2a] The Mayorate v0.5 (updated 3/2/14)
Post by: kazi on February 23, 2014, 08:44:27 PM
Heh glad you like it (the mod and the song)!

Here is the current tracklist. I gave everything generic names so that the soundtrack would be easy for players to tinker around with and replace (simply overwrite the songs there with another .ogg of the same name- may need to turn the volume down a bit for each track though...).

Battle 1 - Imperitum - Immediate Music (I took the version included in the Blue Planet mod for FS2 since I liked it so much)
Battle 2 - Steel Rain - me! (Pretty happy with the way this one turned out.)
Battle 3 - Picus Restricted Stress - Deus Ex: Human Revolution soundtrack
Ambient 1 - Picus Restricted Ambient + Tai Yong Medical Penthouse Ambient (I stitched them together)- Deus Ex: Human Revolution soundtrack
Ambient 2 - Into the Black - me again!

The copyrighted stuff is mostly a placeholder. One of my goals is to eventually compose a semi-complete soundtrack at some point. I've found it's been a pretty good exercise to do a project like this, usually I have trouble staying focused otherwise. Additionally, if you have any suggestions/ciriticisms/complaints or want certain types of music to appear in the future, lets hear it! I'm open to ideas and always looking to improve things.
Title: Re: [0.6.2a] The Mayorate v0.5 (updated 3/2/14)
Post by: kazi on March 04, 2014, 08:33:47 PM
Buying a tablet appears to have been my best purchase in years, hands-down. Here's my third portrait (we're not going to talk about the second  :-[). Been cheating a bit by tracing over stock photos I find over the internet for the lineart, but the shading/color is all me.

I'm a little blown away by the amount of improvement just from my first portrait (right) to my third one (left). Turns out that I was having some issue involving the pressure sensitivity curve the first time around (which messed up the line art quite a bit). Fixed that now. Gonna give him some clothes next time I sit down to make more art.
Spoiler
(http://i.imgur.com/eOzusGI.png)(http://i.imgur.com/PCe52HV.png)
[close]

Update on the actual mod- made a lot of new art assets and fun stuff like that, just none of it's actually in-game yet. Mostly just need to sit down and start cranking out weapons.

*edit- added clothes
*later edit -spoilered
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on March 28, 2014, 03:32:45 AM
UPDATE!!!!

Here's some pictures of the new stuff (also in OP):
(http://i.imgur.com/GpMT7BR.png)
(http://i.imgur.com/3MsG5hv.png)(http://i.imgur.com/jWQXC67.png)

I didn't get quite as many features crammed into this update as originally planned, but there's still a lot here. I spent A LOT of time improving/redoing old artwork for this update. Everything looks cleaner/prettier than it did before. Almost all of the sprites have been edited in some way, and there are new portraits that don't suck as much as the last one haha... There are two new weapons, both of which are extremely flashy code-wise and graphics-wise (kudos go to MesoTroniK for the shockwave fx), so I hope you enjoy them as much as I do. Also, new ambient track, much more eerie and foreboding than the last one. The other ambient track has been tacked on to the end of the new track so it doesn't play quite so often (it was originally intended to be more of a "spacer" to break up the longer dark ambient tracks, if that makes any sense). I'm moving to a bit of a slower release cycle, doing things on more of a "when I'm in the mood" basis now than before. Check the OP for the latest news, I usually silently post teasers there long before I release a patch. Anyhow, enjoy!

Changelog for v0.6:
Spoiler
-Improved Del Azarchel, Cimeterre, and Lilith sprites.
-Improved Graser weapon sprite.
-Added 2 new portraits (old portrait has been removed).
-Added the Jamaran-class cruiser. The Jamaran is a slow, heavily armored carrier that can usually hold its own against enemy cruisers and destroyers. The Jamaran excels in the fire support role and lets you repair/deploy fighters much closer to the center of battle (meaning you will have less fighters "wasted" as they taxi back and forth to your carrier). Replaces the Esfahan.
-Removed the Esfahan from most Mayorate fleets. It's going to disappear altogether once I add a light carrier.
-Added the Flux Torpedo, a heavy energy weapon that devastates enemies at range (if you can manage to hit them with it...). Kudos go to Mesotronik for the wonderful "shockwave" effect code. Comes as part of the Jamaran's standard loadout.
-Added the Laserhead LRM, a medium AOE missile. Upon reaching its detonation radius, the laserhead fires a spread of 20 laser bolts in random directions. Generally does more damage to larger foes, and tears apart tightly packed groups of frigates/destroyers INCLUDING your own (be careful!). Comes as part of the Jamaran's standard loadout.
-Added the Kashef Sensor Suite hullmod. Grants 50 percent bonus to sensor range and 10 percent bonus to weapon range. It's extremely useful for figuring out where the enemy is sending the bulk of their forces, giving you a much longer time to give orders/respond to threats. Comes as part of the Jamaran's standard loadout and has no skill requirements.
-Added "The Expanse" ambient music track.
-Sprint drive cooldown increased by 25%.
-Miscellaneous bugfixes and other small changes not really worth mentioning.
[close]
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Lakis on March 28, 2014, 08:04:52 PM
Hey hey, just dropping by to tell ya that that in the fx folder on linux the 'k' in "L_Kayser.wav" should be lowercase for Linux.

That's the only problem that I've had though, otherwise this is a great mod!

Something I truly think will be with me for as long as it's around!   ^^
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Uomoz on March 31, 2014, 03:10:19 PM
Hey there! The latest uss dev has this gem integrated :).

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.

EDIT: some balance feedback as well: the Lilith class is a tiny bit too powerful in the combat layer, given it has a pretty standard-low punishment for it in the campaign layer. Cycerin was stomping hard with one of them in streaming (not a surprise), but it was that type of effortless stomp that feels a bit meh.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Nanao-kun on March 31, 2014, 03:23:48 PM
Hey there! The latest uss dev has this gem integrated :).

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?
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Cycerin on April 01, 2014, 07:28:41 AM
It should still be restricted to their ships, because 4op for 10% more weapon range is close to a no-brainer.

I've been using Liliths a lot due to the hand I was dealt in my recent USS voidwalker run, and I really love the damn things. The amount of damage they can deal is fantastic. I don't think they are as out of line as Uomoz does, because I could have done the exact same thing in a Wolf (within reason) since I was speccing Combat. What I'd do is lower the range of the Light TPC.

The Cimeterre is also a really fun destroyer, I've fought a few and really want to get my hands on a blueprint. I gotta give some love to the Light Graser too, such a great allround weapon, especially on a turret with good coverage. Obliterates unshielded fighters and really punishes ships who lower their shields vs kinetic damage, but being a beam weapon with high flux buildup, you are highly rewarded for micromanaging whether or not it is allowed to fire. A good example of a simple weapon design with emergent depth.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on April 02, 2014, 12:21:30 AM
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).

And yeah, I've always been a little worried that the Lilith was slightly too strong. The thing packs a lot of punch but has relatively low survivability. It's so-so in the hands of the AI (the AI simply doesn't understand when to disengage), but a good player will simply steamroll with it. I'll try nerfing the TPC a little bit to compensate like Cycerin suggested. As with the Lilith, probably the biggest balance issue with this mod is that all of the ships are a bit meh in the AI's hands but nearly unstoppable when player piloted (often even more so than in most other mods).

Here's another example of player vs. AI broken-ness (that I'm not quite sure how to fix):
The way to play the Ravana is to close into point-blank range and get your flux as high as absolutely possible (basically the opposite of every other ship in the game/all mods). Once your flux is at like 90%, drop your shields and start firing your grasers like there's no tomorrow. Because they are beams, they will fire regardless of how much flux you have and do +50% damage (with the flux bonus). It's impossible to overload (because your shields are down), there's no flux limit to how much you can fire, and your main weapons are nearly impossible to disable because of their placement in the middle of the ship. Yeah, you'll take damage, but there isn't really anything that can stop a player-piloted Ravana. Meanwhile, the AI-controlled Ravana simply dodges in and out of range meekly (and fires the grasers at the enemy collision radius instead of the actual target because of how beam AI is programmed) until something comes from the side and kills it. Sigh...

@Viyemese- Spent a bit of time looking over the mod files in question and both the .wav file and sounds.json use "l_kayser.wav" (thought I fixed this bug from the last version). I'm not sure where you are getting the "L_Kayser.wav" reference, but is it possibly from an old version (completely delete my mod and reinstall to check)? Or did I forget to change a reference somewhere?

@Uomoz- On the topic of hullmods, it might actually be interesting to allow players to "unlock" different hullmods by joining factions or by paying for them. When you either join a faction or pay them some amount of credits, "hullmod x" becomes unlocked for all of your ships.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Cycerin on April 02, 2014, 02:54:04 AM
Blackrock has a lot of the same problems, esp. re: AI vs player piloting. It goes for most vanilla ships, too, so I wouldn't lose sleep over it.

As for the Lilith, the most powerful aspect of it is that it doesn't have a CR timer. Not sure if that was intended.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Ishman on April 02, 2014, 05:29:41 PM
Kazi, you might try just running a find and replace using a regex module for notepad++ if you run into a problem with capitalization  again.

I've often mentioned it before, but I don't believe it's a good idea to balance ships based on how they perform in player hands, but how the AI does with them - there's only a handful of ships that can't be made abusive versus AI with proper setup and supporting skills (it's missile boats, they suck) so I'd say that you should simply consider how they'll perform as enemies to fight against and allies to play beside, and whether they're fun or not.

An easy example: if you were to set up a race that had nothing but scratch damage weaponry - except they dealt MASSIVE emp damage - they'd be incredibly FUN (in a dwarf fortress sense) to play against, though as an allied support ship it'd be a devastating inclusion. All in all a net loss to include, as the frustration of facing against em would overshadow any fun of playing as them (stunlocking an enemy while you chip their health away very slowly is almost the exact opposite of my idea of fun (and yet every ARPG seems to think that's the only way endgame can be...)).

... tangents aside, point is balance for AI not players, players gonna break your game anyways, just try to eliminate any outrageously OP combinations (regenerating armor + armor strength hullmods as some other modders have found out)
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on April 12, 2014, 03:01:26 PM
@Cycerin - Heh, I've never been much of a fan of the CR timer. It takes the fun out of flying frigates, makes it feel like I'm constantly "racing against the clock." Limited ammo (like missiles) and low survivability are much better ways of implementing a similar "timer" mechanics without putting too much time pressure on the player imo.

@Ishman - Yeah I've been balancing everything around the player for the most part (basically ensuring things aren't super broken), and then seeing how the AI performs with it. If the AI doesn't "get" how everything works, I rebalance it.

Attempting to make another frigate (in reality, its probably closer to a destroyer escort). Using my tablet only this time around and hand-painting everything. Curious to see how it will turn out in the end relative to the modeled ships.

Original crap sketch/current WIP (40-50% done, needs detailing and more complex shading- currently its just light/dark)
(http://i.imgur.com/U1B2s3x.png)(http://i.imgur.com/CJ86QYo.png)
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: JDCollie on April 17, 2014, 01:22:10 AM
Easily my favorite looking ships in the entire Starsector modded universe. Nice work!
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: JDCollie on April 24, 2014, 01:10:50 PM
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
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on April 25, 2014, 08:48:31 AM
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.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: JDCollie on April 25, 2014, 09:59:44 AM
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.
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 :) 

Good luck at your conference :D
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Aklyon on April 25, 2014, 07:57:55 PM
Liliths aren't a huge problem to face, singularly and not face-on. Usually they're in fleets though, fleets tend to be less easily evaded to the side of, and the same weapon that makes them pretty awesome to use is unsurprisingly painful to get shot with ;)
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on April 30, 2014, 08:29:13 PM
Just *** around with a few ship sketches. I REALLY like the carrier on the left.
Spoiler
(http://i.imgur.com/hKvLU7A.jpg)
[close]
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: MesoTroniK on April 30, 2014, 08:36:32 PM
Agreed on that far left carrier.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: FasterThanSleepyfish on April 30, 2014, 09:00:32 PM
ditto, it looks really cool. possibly a condor-ish equivalent?
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Nanao-kun on April 30, 2014, 09:09:52 PM
It does look nice. Definitely want to pilot the one on the far right though.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: MesoTroniK on April 30, 2014, 09:24:55 PM
Speaking of the far right, that sketch just whispers to me... "Giant capital ship with heavy beam cannons and anti ship missiles." :-X
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Nanao-kun on April 30, 2014, 09:57:07 PM
Speaking of the far right, that sketch just whispers to me... "Giant capital ship with heavy beam cannons and anti ship missiles." :-X
I sense a super weapon sticking out from the tip.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Uomoz on April 30, 2014, 10:31:46 PM
All cool designs but I find the middle one the most interesting :D
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Ishman on April 30, 2014, 11:24:00 PM
The frigate with the spinal weapon intrigues me the most - I'd love to see more awesomely fun ships like the Imaginos.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on May 01, 2014, 12:19:12 AM
(http://i.imgur.com/ddQPZE1.png)
I liked the carrier enough to get started on it immediately. I'm planning on it being a slightly nicer version of the Condor (hopefully nice enough to actually enjoy flying).

Speaking of the far right, that sketch just whispers to me... "Giant capital ship with heavy beam cannons and anti ship missiles." :-X
It'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)


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...  ::)).
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: HELMUT on May 01, 2014, 05:43:06 AM
I expected the middle one to be some kind of pocket carrier, Canada style.

(http://x4.fjcdn.com/comments/Canada+_6039f9c95c29135235a023f7ba6eba27.jpg)

Also +1 for your first asymmetrical ship kazi.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: JDCollie on May 01, 2014, 12:03:34 PM

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...  ::)).
Yes! It's nice to know that someone is even worse than I am about procrastinating taxes!


I expected the middle one to be some kind of pocket carrier, Canada style.

(http://x4.fjcdn.com/comments/Canada+_6039f9c95c29135235a023f7ba6eba27.jpg)

Also +1 for your first asymmetrical ship kazi.
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
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: ahrenjb on May 01, 2014, 03:58:06 PM
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!

Great quality stuff, by the way. Your mod is one of the five I chose to run with Exerelin.

(http://i.imgur.com/vbceiNo.jpg)
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Nanao-kun on May 01, 2014, 04:12:14 PM
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!

Great quality stuff, by the way. Your mod is one of the five I chose to run with Exerelin.
Oh, that's pretty cool.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on May 02, 2014, 12:24:56 AM
I expected the middle one to be some kind of pocket carrier, Canada style.

Also +1 for your first asymmetrical ship kazi.
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.

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!

Great quality stuff, by the way. Your mod is one of the five I chose to run with Exerelin.
Hah, that's actually pretty awesome there. Keep in mind that the Esfahan (top right) is getting axed though.  :P

(http://i.imgur.com/LCLfDwB.png)
Here's the progress from tonight. I'm feeling a little "meh" about the red lights/paint scheme, probably will redo those. Need to go a lot more hardcore on the highlighting/shading to prevent things from looking flat.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: MesoTroniK on May 02, 2014, 12:38:26 AM
Kazi, what happened to that destroyer escort?

I noticed that you are painting your sprites straight up now, rather than painting over renders.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on May 02, 2014, 12:58:50 AM
You're going to laugh when I tell you this, but I decided I didn't like the "flow" of it. Back to the drawing board for that one. :-[ (I'll probably end up making something similar though...)

And yeah, I got tired of making all of my ships twice (once in Blender, and once in GIMP). Going to see if I can pull off a sprite of the same quality without the model. To be honest, the models became more of a limitation towards the end (though they were a really awesome tool for learning how to do lighting). It's really hard to change any details once you've made the model, and I found that I was getting stuck using the same shapes over and over again.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Protoman on May 11, 2014, 03:10:06 PM
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.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on May 19, 2014, 02:17:01 AM
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!
(http://i.imgur.com/Ln8EiyL.png)(http://i.imgur.com/CB07V2z.png)
Getting better at this 'pixel art' business. Sprite on left is a heavy fighter, the other is a light bomber. Pretty sure that this will be quite a 'fighter-centric' update.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: MesoTroniK on May 19, 2014, 02:23:30 AM
Battle auto resolve is based on the ship / fleet stats all aggregated together.

The largest contributors to auto resolve strength is shield stats (arc is irrelevant), overall firepower of a ship (missile launchers are not counted unless they hold 30 or more rounds), and ordinance points. Technically it counts most everything but those listed above make the largest difference, and there is some RNG involved but its just to prevent it from being a sure thing every time.

Edit: Forgot to mention that scripted exotic defenses or on hit weapon effects and things like that are not counted at all. Only the base raw values count, just like if they are straight up vanilla ships.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on May 24, 2014, 05:07:48 PM
hmmm... it almost appears as if there are city lights on the night-time side of the planet...

(http://i.imgur.com/E2EAwD9.jpg)
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: pyg on May 24, 2014, 06:18:15 PM
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.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on May 27, 2014, 01:45:08 AM
Ah, thanks! Been doing this mostly as a side project in my spare time. Learning how to do most of this as I go along (6 months ago, I couldn't do anything coding or art-wise whatsoever haha...). It always makes me quite happy when I hear people like it! :D

Noticed a few new things on the forum since I was last on. Namely a new feature in ShaderLib that allows for normal maps. What will that do?
Spoiler
(http://i.imgur.com/am1Nt84.gif)

Although I probably shouldn't count on it (until I investigate things a little further), it appears as if I'll be able to add direction-specific lighting to all of the non-fighter sprites (imagine the lighting fx from the above gif applied to sprites in-game). If I can pull this off, it should add some very fancy lighting fx for those of you with Dark.Revenant's ShaderLib installed. (For once, I'm happy I built my stuff up from 3D models- it should make things much more realistic-looking than if I had tried to start from 2D sprites.)
[close]

*edit-fixed the broken parts
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Taverius on May 29, 2014, 10:33:19 PM
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?

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.

Its like its taunting me  >:(
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Aklyon on May 30, 2014, 11:45:51 AM
(although the two most OP ships left are disappearing next patch)
Which two are those?
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on May 31, 2014, 02:48:37 AM
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.

Its like its taunting me  >:(
I never noticed that actually. Now I can't unsee it lol... gonna make that a little smaller for the next update haha...

(although the two most OP ships left are disappearing next patch)
Which two are those?
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  ;)
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Taverius on May 31, 2014, 04:54:43 AM
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.

Its like its taunting me  >:(
I never noticed that actually. Now I can't unsee it lol... gonna make that a little smaller for the next update haha...
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. :)

Progressing very slowly here due to USS not giving me any destroyer BPs and the only one that's been for sale so far being the Esfahan. Really, really feeling the need for a smaller faster frigate, pursuits are painful with the Lilith, and the OP cost of unstable injectors cripples it even with 5/5 OP skills.

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) ...
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Arakash on June 20, 2014, 10:16:48 AM
I was playing with this mod today without reading where the sound came from. I had one of your weapons equipped on my ship and i heard the laser sound and swore i remembered it somewhere. :) Of the two you listed, it was likely from Nexus: Jupiter indecent. I played a lot of that game so its sounds are etched in my head.

So far i enjoyed using the weapons a lot :)
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on July 07, 2014, 09:58:46 PM
a bit of a necro here, but I'm getting quite close to releasing another update. Here is a preliminary changelog with all of the currently implemented features (still need to add a couple more things before it's "ready"):

-Added Foraker-class destroyer. The Foraker is a light carrier with enough ordanance to not be a complete bore to fly, but not be OP. Replaces the Esfahan.
-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.
-Added Raad-class heavy fighter wing. Mounting a pair of PPCs, this craft is a potent threat to destroyers, frigates and fighters. Replaces the Reaver Gunship.
-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. 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.
-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.
-Removed Reaver Gunship.
-Removed Esfahan-class destroyer.
-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.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: ValkyriaL on July 08, 2014, 08:31:02 AM
Yay, Moar stuff, the maps and shaders are welcome, wish i could figure out how to make those myself.

Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Sabaton on July 08, 2014, 11:46:42 AM
Why is everyone so on to these maps? I don't see them making much of a visual impact (or maybe just me).
On a side note, your ships paint jobs resemble the Hyperion guns from Borderlands 2, inspiration much?
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: kazi on July 08, 2014, 03:12:38 PM
@ ValkyriaL - google CrazyBump and download the demo. It works somewhat well, though it's not as good as using 3D models.

@ Sabaton - To be perfectly honest, all they do is direct the lighting to go to the proper places. So instead of lighting being applied everywhere in a certain radius, the lighting only gets applied to the areas it could actually reach. However most of the normal maps so far have been generated from 2D objects, which means that they will never appear very "deep" or impact the lighting very significantly (or occasionally it gets the shading wrong and makes certain details appear very, very weird). Normal maps are much more apparent in video than from the screenshots everyone keeps posting. The main difference here is that most of my ship normal maps have been generated from 3D models and are much more deep and sharply defined than ones you can achieve with CrazyBump (which is what everyone else is using). Hopefully you should see a difference with these (if not, there's no hope haha...).

Probably the biggest inspiration for the ship art is an old Homeworld mod/now an unreleased standalone game called Angels Fall First. They had absolutely fabulous art direction, although the project appears to be mostly dead now :( . Makes for fabulous viewing if you enjoy "internet archaelogy." Haven't played Borderlands.

Stuff like this:
Spoiler
(http://atticinflames.com/wp-content/gallery/angels-fall-first-planetstorm/newanubis3000x.jpg)
[close]
or this
Spoiler
(http://www.aff2aw.com/data/media//Survivor_Sweep_v1_5_by_strangelet_small.jpg)
[close]

@ Arakash - Yeah I really liked the Nexus games. Which is why I keep trying to recreate the weapons I like (like the lasers and AOE missiles of death) here.

@ Taverius - I'm going to add another frigate eventually. Perhaps next update or something. And yeah, I'm glad you found that little easter egg. I'm actually amazed no ones mentioned it until now haha...
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: JDCollie on July 10, 2014, 09:48:45 PM

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) ...
LOL, that is awesome.

Also, I'm loving the updated ships. (Unfortunately, I'm mostly on the receiving end of their ministrations)
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on July 13, 2014, 10:52:58 PM
BUMP BUMP BUMP! UPDATE! (link in OP)

As a bit of a "sorry I take forever to update" present, I included some of my retouched vanilla sprites from elsewhere on this forum. I think they're an improvement over the originals, but if you don't like them, simply delete them from /graphics/ships. Lots of new art and stuff. Could have added more code and scripts, but at my current modding rate this update would probably come out next year if I waited until I added all the features I originally intended.  :(

Quick summary of update for those who don't want to read the changelog below (it's looooonnnng):
-Mayorate carriers/fighters are now a viable playstyle
-Couple new small mounts
-New fighters/destroyers/freighters
-New art assets for Mayorate star system
-Updated some vanilla sprites
-Full ShaderLib Support and normal maps
-Faction got nerfed a bit. Not too much though  ;)

(http://i.imgur.com/rOahv4i.png)(http://i.imgur.com/BRvlx0L.png)(http://i.imgur.com/Ln8EiyL.png)(http://i.imgur.com/CB07V2z.png)(http://i.imgur.com/ooIiTW2.png)

Play now. Yes?

Changelog:
Code
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.

NOTE: Mod now requires ShaderLib.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: MesoTroniK on July 14, 2014, 07:51:29 PM
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™
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: JDCollie on July 14, 2014, 08:27:51 PM
Good grief, I have been getting thrashed by these guys lately o.O 






I must get some of my own soon . . . oh yes, very soon . . .
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on July 16, 2014, 06:24:54 PM
Okay so the overwhelming consensus from the mod feedback thread (http://fractalsoftworks.com/forum/index.php?topic=8122.0 (http://fractalsoftworks.com/forum/index.php?topic=8122.0)) is that the Mayorate is fun, has great graphics, and is very, very "somewhat OP." Balance seems to be the only major thing that people dislike about this mod so far. Although I attribute much of the "somewhat OP"-ness to being the only starting system where everyone is outright trying to kill you at the start of UsS, it's clear I need to spend a significant amount of time nerfing things down a bit (the original intention was to have a bit of a "quality over quantity" thing going on, but it appears people are not fans of that). Even a modest score in the balance category (>0.4) would put this in the "top 5" of the feedback thread lol.

The other area I can improve in is coding/ship systems/unique features/etc., which is a direct consequence of how I've been developing things so far. Been trying to build the "skeleton" of the faction up first (graphics, giving everyone a full set of ships, basic weapons, etc.), before I flesh things out with the cool/tricky stuff. Anyhow, I'm feeling things are becoming a lot more "complete" with the addition of the new ships and weapons (many basic roles are starting to be filled), so the next patch will probably focus more on stuff in the coding department.

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™

But the nukes are my favorite :(. I just noticed the nukes do 1500 damage as opposed to the 500 like I thought they did (forgot that the MIRV code overrides weapon_data.csv). Oops.


*Oh, and should anyone have any creative suggestions on unique/interesting things to include in future updates (like "hey a ship system that did ____ would be super cool"), post here and let me know. I'll definitely give it consideration and will possibly bundle it into the next update if I really like it. 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.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: MesoTroniK on July 16, 2014, 06:53:30 PM
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 :)
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: Flunky on July 16, 2014, 07:58:50 PM
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 :)

But I love having cruisers that use supplies at destroyer rates! Getting some Mayorate ships is currently quite handy in UsS-- they're not only good ships, but they're much more profitable. Of course, getting them requires either busting them up or joining a faction about as popular as pirates.

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...
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: JDCollie on July 17, 2014, 09:40:24 AM
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
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: Griffinhart on July 17, 2014, 03:02:55 PM
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
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on July 17, 2014, 11:44:52 PM
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...

I'll make the nukes easier to see in the next patch. The audio's a bit hard to hear unless you're really close to the ship that's firing them. The Cimeterre is fast, but perhaps it shouldn't be quite that fast. Might slow it down at some point. Also yeah, I love playing UsS more than just mod compilations, can't wait till Uomoz adds the latest version.

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

Whoops, forgot to mention in the OP how to fix that. Although I have no control over Exerelin's core files, copy/pasting the Mayorate.faction file from Mayorate/data/world/factions to Exerelin/data/world/factions will restore Exerelin compatibility. I include all of the Exerelin-required information into the .faction file so you can always play the most up-to-date version with a simple copy/paste.

And although the two references in the mission definition aren't crash-inducing, they will make the mission unplayable. Might have to hotfix that, but not a game-breaking issue.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: JDCollie on July 22, 2014, 07:48:40 PM
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'm playing 1.3.7 version of Uomoz's mod btw, so it's entirely possible this was long since fixed. :)
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on July 23, 2014, 01:44:09 PM
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'm playing 1.3.7 version of Uomoz's mod btw, so it's entirely possible this was long since fixed. :)
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.

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.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: JDCollie on July 26, 2014, 12:37:55 AM
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'm playing 1.3.7 version of Uomoz's mod btw, so it's entirely possible this was long since fixed. :)
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.

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.

Thanks :D


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.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on July 28, 2014, 10:45:29 PM
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...  ???)

Off topic but here's a wip of something I originally intended to be a combat track but might now be a little too hardcore :(
https://soundcloud.com/kazi11/controlled-burn-wip (https://soundcloud.com/kazi11/controlled-burn-wip)

Just for kicks, here's a screenie of my oscilliscope giving up on life (you'll know where when you hear it).
Spoiler
(http://i.imgur.com/rZFzV45.jpg)
[close]

Been learning Java, there will be some pretty new toys in the update (whenever that is...)
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: MesoTroniK on July 28, 2014, 11:03:44 PM
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...)

I enjoy the music you make :) But the difference in audio score on the mod feedback poll is likely because Exi uses original sounds for the weapons and ship systems. As great as your sounds are, they are borrowed from other games.

Also about the music, in the upcoming update I am removing the music that is shared between both our mods. For several reasons, I ordered more original music and I am trying to reduce the file mass of the mod, music control will likely be exposed in the API soon™, and many people run both the faction mods at the same time or a compilation such as UsS so sharing music is somewhat superfluous.

Hmmm, new scripted toys?
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: oranoron on August 12, 2014, 10:33:14 PM
Don't know if this came up before in this thread but did you take inspiration from the Foundation series of novels. There are a few key similarities.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on August 14, 2014, 01:37:28 AM
Actually, yes. I love those books... mainly the first one. Although I had a little bit of a different idea when I started, I'm definitely moving in that direction. The end result will behave much like a hybrid between Asimov’s Foundation and the modern-day Islamic Republic of Iran.

Here's a bit more faction background story/slight lore rewrite for those interested. Probably way more than anyone asked for, but it will hopefully be useful as a guideline for other mods’ faction relationships and that kind of thing (since that is apparently happening waaayyy sooner than I thought). It might work its way into a story/plotline if it ever becomes possible to implement something like that… *cough* *cough*

Spoiler
The Mayorate is a society organized around a single long-term goal: the continuation of human life in the sector and by extent, the galaxy. Barring outside intervention or a major change in sector affairs, simulations predict the complete and total extinction of human life throughout the sector within less than 400 years. Known resource deposits are nearly depleted. The biospheres of most terraformed planets are slowly collapsing from overharvesting and a lack of Domain-era know how. Amidst it all, the sector’s various factions continue to war over token bits of power and technology – often not even understanding how their weapons continue to function in the first place. Drastic action is required to stave off the slow but inexorable decent into total anarchy.

The Mayorate leadership intends to forestall and prevent this collapse by any and all means at its disposal. All power will be concentrated in the hands of several all-powerful corporate monopolies, the Mayorate military establishment, and a state church that espouses the understanding of technology and unswerving loyalty to the greater good. Freedom of the press and most forms of political dissent are ruthlessly, ah… “discouraged.” If you are not part of the solution, you are part of the problem. This attitude has ensured the Mayorate remains more or less a pariah in sector politics. Although many view the Mayorate as a destabilizing influence, it believes itself committed to advancing humanity’s best interests and is one of the few factions actively conducting new research and development in the sector. This hasn’t stopped them from attempting to eradicate anyone who disagrees with them, however.
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Relationships with other factions (core):
Spoiler
Hegemony: a long and very dirty war
Viewing it as a destabilizing influence (and rightly so), the Hegemony has tried to wipe out the Mayorate on a number of occasions. Mayorate warships occasionally slip through Hegemony defenses and glass a planet. It’s doubtful these two will stop shooting at each other anytime soon.

Tri-Tachyon: co-conspirators
The Tri-Tachyon Corporation actively arms the Mayorate as a means of waging a proxy war with the Hegemony. Mayorate agents and lobbyists have infiltrated the Tri-Tachyon Corporation and wield significant influence at its highest levels. It’s not entirely clear who’s using whom. 

Sindrian Diktat: neutral
The two factions share little contact beyond regular trade and the occasional cordial diplomatic exchange. Brutal, autocratic regimes have to stick together, right?

Independent worlds: intense distrust
It would be out of character if the Mayorate didn’t attempt the occasional coup or annexation of neighboring systems every once in a while.

Pirates: relatively friendly
The Mayorate funds “privateers” extensively to disrupt and weaken rival factions throughout the sector. Strangely enough, Mayorate-flagged vessels never seem to be targeted by pirates. Hmmmmm…

Church/Knights of Ludd: intense dislike/occasional shooting
They don’t like each other. Besides, “Ludd” is a silly name.

Path of Ludd: cooperation/conflict depending on the circumstances
Although they occupy opposite ends of the political spectrum, the Mayorate and Path of Ludd both claim to work towards humanity’s salvation. Occasionally they unite to destroy a common enemy. It’s a pity they still see each other as heretics.
[close]

Relationships with other modded factions (just UsS for now since there are so freaking many mods out there). Feel free to suggest a correction if you think one of these is out of line (I did my best to be faction lore-friendly). Factions not listed are neutral/neutral-hostile.
Spoiler

Exigency Incorporated: enigmatic
Like most factions in the sector, the Mayorate has no political or economic contact with Exigency at any level. They shoot each other on sight (just to be on the safe side).

Nomads: dislike
The Mayorate has little regard for this faction that flits from place to place, depleting local resources and then moving on. Nomad ships caught draining Mayorate planets or supplies will be fired upon.

Shadowyards Heavy Industries: distrust
SHI generally dislikes large, centrally organized, organizations who seek to dominate the sector. This includes the Mayorate. Scandal erupted recently when a prominent Mayorate official commented on how much nicer the sector map would look if Anar used the same color as the Mayorate.

ASP Syndicate: neutral
*SPOILER ALERT* The Mayorate has been known to ship packages from time to time. *SPOILER ALERT* (outrageous, I know… ;))

Blackrock Drive Yards: cold war
The Mayorate views Blackrock’s adoption of unknown and untested alien technology as a ticking bomb with unpleasant implications for the sector. The Blackrock Interstellar Authority frowns upon certain Mayorate practices (including but not limited to wiping out planets and the technological enslavement of minds). Borders remain tense.

Junk Pirates: ambivalent
Although the Junk Pirates and Mayorate dislike each other, they share many of the same enemies (and taste in fine liquor). They are fine with allowing each other to exist… for nowTM.

Ahriman Association: cooperative (as long as they’re not backstabbing one another)
The Mayorate pays well for samples of Exigency technology to dissect and analyze. Deals have been known to go bad from time to time (but they try not to let that get in the way of things).

The Pack: no contact
These two societies have had little contact and don’t have a reason to start shooting each other yet.
[close]
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: MesoTroniK on August 14, 2014, 01:49:24 AM
I like that post Kazi, thank you for making it. A couple of thoughts though, it would be more legit to refer to Exigency as the "Exigency Corporation", this also reminds me that I should add the Mayorate to the Ahriman Association's neutral list for the upcoming patch.

Also, I think it is time for some kind of more official mod embassy post; especially with .65 SS creeping up on us :)
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on August 14, 2014, 02:34:54 AM
Done! http://fractalsoftworks.com/forum/index.php?topic=8160.0 (http://fractalsoftworks.com/forum/index.php?topic=8160.0)

I was thinking of making that "open source art" thread I mentioned awhile back as well.  :)
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: MesoTroniK on August 14, 2014, 02:36:04 AM
Nice, thank you Kazi!

Also I hope to see you on Skype maybe sometime ever again :(
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on August 14, 2014, 02:36:51 AM
ah getting on in a second :P
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: ValkyriaL on August 14, 2014, 08:27:38 AM
Thinking of writing a few lines on that thread myself, just not sure what yet, my factions lore isn't really all that thought through. XD

and how come you don't speak with me anymore meso? its been 4 whole days! =(
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on August 25, 2014, 03:17:15 AM
New version soon(-ish).

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.  :-\
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: JDCollie on August 25, 2014, 08:41:38 AM
New version soon(-ish).

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.  :-\
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!

I'm excited to see the balance changes, even if they did nerf the glorious Inquisiti-- I mean Mayorate, though beyond the obviously overpowered nukes, I'm not sure what really needed to be changed. (Then again, I don't know where the stock Mayorate differ from the UsS version)


Also, the Mayorate need a space flamethrower. Just sayin'.

( I love this mod, can you tell? )
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: Dark.Revenant on August 25, 2014, 12:36:52 PM
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.
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+.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: JDCollie on August 25, 2014, 12:45:19 PM
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.
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.
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?

Quote
Also, the Mayorate need a space flamethrower. Just sayin'.
Oh, that's coming to UsS anyway because I made one for SS+.



(http://freecodesource.com/myspace-graphics/images_db/1113/1342207954happy-lesquee.png)
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on August 27, 2014, 02:24:47 AM
That's adorable JD haha...

Yeah the changes make a lot of sense. After playing with them a bit (although I haven't really done any testing in campaign yet  :-X), things feel similar to before, although with a bit less effortless steamroll (which is a good thing). Probably my favorite feature is the updated Cimeterre sprite. I'm a bit of a graphics snob and stopped using that ship somewhat just because I didn't like the old rear wing area.

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 briefly sidetracked writing some more music for MesoTroniK, but am otherwise still making slow albeit steady progress.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: JDCollie on August 27, 2014, 07:44:09 AM
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? 
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: Uomoz on August 27, 2014, 07:56:51 AM
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!
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: JDCollie on August 27, 2014, 08:14:06 AM
That's part of the new vet AI from DR :) it works for all the AI ships in the game as well!

Well, it works wonders; the AI feel a lot more dangerous now that they don't keeps such a Scrooge McDuck-like grip on their flux.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: Cycerin on August 27, 2014, 09:52:10 AM
Works wonders for Blackrock. ;D
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: JDCollie on August 27, 2014, 12:49:09 PM
Works wonders for Blackrock. ;D

Wait a sec . . . BRDY flux coils . . .

(http://www.fixedforum.it/forum/uploads/monthly_05_2014/post-2163-0-24229500-1400660622.png)


I'll never win against them again ;_;
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on August 29, 2014, 02:04:56 AM
Spoiler
(http://i.imgur.com/eP9M0UZ.jpg)
[close]

The revamped nukes + working normal/material maps are ridiculously good looking. And no longer OP (I think).

It should now be possible to dodge them (it's still pretty hard unless you're in a frigate), shoot them down (hint: don't use light PD mounts), OR HAVE THE AI ACTUALLY UNDERSTAND THE CONCEPT OF AOE (and raise shields)!!! They emit a moderately fast moving shockwave. The more of the shockwave that hits you, the more damage you take (larger ships and those with "thin" shield generators will take more damage. Repulsors will protect against the shockwave damage. They still retain a bit of their fighter/missile clearing ability, although it's been markedly reduced (and wont 1-shot several fighter wings at a time like it used to).
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: Cycerin on August 29, 2014, 04:05:39 AM
Good stuff.
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: Thule on August 29, 2014, 04:33:59 AM
looks beautiful
Title: Re: [0.6.2a] The Mayorate v0.7 (updated 13/7/14)
Post by: kazi on September 03, 2014, 02:53:16 AM
mmmm... update...

v0.7.1
Giving credit where it's due, the overwhelming majority of the changes this patch are by Dark.Revenant. I made the material maps and the majority of the "phase leap" system. Most, if not all, balance and code changes are by Dark.Revenant. The goal of this update was to balance things a bit more, add in the normal maps and material maps (you should notice a big graphical improvement), and just polish things in general.

This is likely to be the last "major" update before the next Starsector version drops (I'm guessing that will be ~1-1.5 months from now). My game plan going forward is to spend the majority of my time adding more ship systems and other fancy Java scripts until I feel the mechanics of this faction have been fleshed out enough. The "phase leap" system is a pretty good taste of what's to come (think lots of control effects, aoe, mobility systems). After that, more ships (frigates and capitals). And whatever else the next SS update will bring... ;)

Changelog:
Spoiler
-Now compatible with Dark.Revenant's Starsector+.
-Now compatible with LazyWizard's "Version checker" mod.
-Nukes revamped to not be a complete game ender. Although they still retain a small amount of instant AOE (200 frag damage), the majority of the damage is now based on arrival of a blast "shockwave." The AI now understands that AOE damage exists and will shield itself appropriately.
-Normal maps actually work now. My bad on the last update.
-Added material maps for all ships.
-New Cimeterre sprite.
-Added new "phase leap" ship system (mounted by the Cimeterre). I completely recreated the teleport code to make it so that this system teleports you in whichever direction you're facing, as opposed to direction you're traveling/where your mouse pointer is (how the vanilla teleports work). Anything you teleport through takes 500 energy damage. Very satisfying to use. The AI occasionally uses it to brutal effect.
-Rasht background image quality increased (it was a little grainy before because I was trying to skimp on mod size).
-All weapon sounds are now mono to better cooperate with the Starsector sound player. This should make everything quite a bit more immersive.
-Massive code overhaul and jar-ification.
-Weapon arcs cleaned up.
-Decreased OP of Phoenix IIs to 4.
-Laserhead ammo decreased to 20.
-Graser PD flux per second increased to 100.
-Light graser flux per second decreased to 126.
-Belial PPC OP increased to 13, spread decreased.
-Flux torpedo: moves faster, range lower, damage decreased.
-Graser: DPS decreased to 733, OP reduced to 20, flux reduced to 210, range boosted to 700.
-Light TPC (lilith main gun): increased flux/sec to 150.
-Lilith: repair cost increased to 70, CR recovery/day increased to 10%. Default variant loses 3 capacitors.
-Cimeterre: supplies/day increased to 5, repair increased to 180 (from 80), default variant loses insulated engine assembly (HINT: SHOOT ITS ENGINES!!!!!!)
-Foraker: supplies/day increased to 5, repair increased to 150
-Safir/Safir B: supplies/day increased to 1.5/2, repair cost increased to 100/120, crew cost increased.
-Del Azarchel: supplies/day increased to 10, repair cost increased to 500, CR recovery decreased to 3%/day
-Jamaran: Increased the repair cost to 450 from 275.
-Ravana: supplies/day increased to 18, repair cost increased to 1200.
-Inanna wings now use 1.5 supplies/day
-Raad wing: supplies/day decreased to 1.5, deployment cost increased to 7%
-Angha wing: deployment cost increased to 6%, now targets frigates
-Other changes I probably forgot to mention.
[close]

There is now a public Github repository at https://github.com/kazi11/mayorate (https://github.com/kazi11/mayorate). Feel free to submit a pull request if you feel you have something clever to add. You can also clone the repository if you want to always be playing the most up-to-date version of this mod. (I should warn you that I have been known to leave it in an instant CTD state overnight though... so perhaps use caution here.)

Download: v0.7.1
Full Version (20.9 Mb): http://www.mediafire.com/download/hp341blsewhv42b/mayorate-master.zip (http://www.mediafire.com/download/hp341blsewhv42b/mayorate-master.zip)
No Music (5.1 Mb): http://www.mediafire.com/download/l6lbql2w7eacgdz/mayorate-no_music.zip (http://www.mediafire.com/download/l6lbql2w7eacgdz/mayorate-no_music.zip)

Note: I HIGHLY recommend updating to the most recent version of ShaderLib (1.7). Otherwise, you will probably encounter a very persistent NPE right in the middle of combat if you're using versions 1.66 and earlier (not fun). This is fixed by updating ShaderLib. Dooo it.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: pyg on September 04, 2014, 03:35:38 PM
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.

Quoting myself as I'd just repeat what I said a while ago.  Great mod that is still getting better.  I still don't love flying any of your ships but I like fighting them well enough and a Rhast start is almost my favorite if I can get to the independents without loosing it all.  Top notch art for a non-professional (maybe you are though).  OK, so I'm repeating myself already.

Suggestion:  Massive ass kicking capital ship.  Maybe not well shielded or armored but with Onslaught kind of firepower and a Mayorate twist (whatever that is to you).  Hegemony is currently the most over the top enemy in Uss but I think the Mayorate is more fun, plus like the pirates (et al) you can't join them. 
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on September 04, 2014, 10:41:38 PM
Hah thanks! I'm actually a neuroscientist- no formal art training over here :D

Were on the same page about future direction- I was going to depart from what other people have done with their capital ships so far. Right now, vanilla/mod capital ships are sort of something that aren't that fun to play with: they effortlessly steamroll virtually everything in a small radius around them, but outside of that, you can pretty much ignore them because they're too slow to be much of a presence on the map. I'm going for more of a "fleet in being" approach: something you can hold back away from the fighting and use to dominate several capture points at once, a massive force-multiplier if you will. It's going to really struggle if a capital or heavy cruiser manages to close with it, but will otherwise casually dismantle opponents from across the map. If you try to save it for last, you're going to lose a lot of ships. Should be interesting to balance...

Here's a concept I sketched up awhile back- the dark bits (and some of the red bits ;)) are tentative weapon mounts.
(http://i.imgur.com/Iy64Iqq.png)
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Uomoz on September 04, 2014, 11:25:34 PM
Rhast start is almost my favorite

Clearly masochist. :D
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: JDCollie on September 05, 2014, 10:26:05 AM
. . . 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.
Title: Re: [0.6.2a] The Mayorate v0.6 (updated 28/3/14)
Post by: Aklyon on September 05, 2014, 10:34:45 AM
. . . 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.
JD is correct here,  ;)
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on September 05, 2014, 10:55:18 AM
Honestly it should get a little easier with the next update when we can specify relationships beyond just "love/hate/who are you anyways." Right now things are a little too binary for my tastes.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: TartarusMkII on September 26, 2014, 08:38:49 AM
Heya, I'm new to the game and forum so forgive me if I ask some kind of silly question, even in this context.

I am playing Uomoz's Sector, and associated myself with the Mayorates to prevent them from killing me when I entered my first system.

I love the lore the creator wrote, and I'm impressed with the art and (some) music that he made for it! Awesome!

But I had one question. From the lore, it sounds like the Tri-Tachyon corp should be friendly to me, but they are not. How come?

Thanks!
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on September 26, 2014, 09:04:52 PM
That is an excellent question. I have no control over the relationships in UsS at the moment, so you'd have to ask Uomoz. Regardless though, it should get fixed with the next Starsector update.

Glad you like my mod so far! I noticed you seem a bit ambivalent about some of the music tracks, which ones don't you like as much and why (so I can improve the tracks in question)?
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: TartarusMkII on September 30, 2014, 02:45:18 PM
Hey again; by "some" I meant that I'd prefer to cherish the ones that you wrote, rather than the ones from Deus ex. I've never played the game so I would not recognize which were the ones added.

I hate to sound fan-boyish, but I spent a bit of time today on my drive home from class thinking about the Mayorate. It seems so original, and almost too original! I searched for the name on google to see if a government had ever called itself a mayorate, but this thread is the first return.

I'm so curious, where did you think of the name? The lore? What inspired you? I love to think about creating my own universes with politics, lore, etc, and I am just so impressed with what you've created.

edit - I saw your three tracks linked on the original post, and I have to say, they are really some of the tracks I love hear most in the compilation, and I've heard the same from friends who play the same mod pack as well. Steel Rain is popular- your right about how awesome those samples are!

If I had to give criticism, I'd say that Into the Black uses instruments (or samples) that I've just heard too many times, and it makes the track sound dated.

edit2! - Also saw elsewhere in the thread you had mentioned some of the inspiration. Sorry for asking repeat questions! I am very impressed!
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 01, 2014, 03:23:24 AM
Hah, the "Mayorate" name and much of the lore (initially) were rather heavily inspired by Sean McMullen's wonderful book "Souls in the Great Machine." It's a pretty amusing read if you ever have the time and can find a copy. I won't give any big spoilers, but the basic premise of the book is absolutely batshit insane: 2000 years after humanity nukes itself back to the stone age, electricity and steam power are banned by every major religion, and Australia is ruled by a bunch of librarians with a primitive computer in the mayorate/city of Rochester (Australia is pretty much the last civilization remaining on the face of the Earth at this point). Said computer was built by kidnapping everyone who could count and forcing them to operate abacuses all day, and it's creator intends to use it to destroy a giant death machine in space left from 2000 years ago (remember that they don't even have diesel power and the most advanced weapons in existence are flintlocks...). Oh, and for some reason there is this "call" where people tend to simply drop everything they're doing and randomly walk off to their death. Yeah - it's insane. You'll have to trust me on this, but it's actually a decent book, not to mention the most unique thing I've come across in years...

The initial inspiration for the name and lore came from that, and the rest I just sat down and wrote. I take snippets of inspiration from other things too (books, games, and even the current disaster that is international politics), but it's mostly just whatever I sit down to write at the end of the day. I would put together more of a story/plot (and with it, more lore), but the game currently doesn't support that kind of storytelling atm.

If you've been thinking about making your own universes/politics, why not just go for it? Put it on paper, in a mod, something. You might be surprised at what you end up with.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: TartarusMkII on October 01, 2014, 06:23:55 AM
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.

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.

But that's just me!

I used to want to design a game, but I just don't have the patience to program, and I am absolutely not artistic (though, I wish I were!). I like how you say that in Starsector you can more easily see results for your work, but even still I don't really know what I'd /do/ with my limited skillz!
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: Athsanateny on October 01, 2014, 11:59:00 AM
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.

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.
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.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 07, 2014, 10:10:01 PM
I have been contemplating putting together a pretty comprehensive spriting tutorial. Would people be interested in reading one were I to put it together? It'd cover most everything I typically do to create a sprite, focusing on lighting techniques (since that's the main thing I seem to be good at). Basically I'd be going along and narrating all my thoughts and whatnot as I create the sprite for this frigate here.
(http://i.imgur.com/YXjtaj9.png)
@Athsanateny-
Heh, while you were explaining that I couldn't help but think about how Starsector is inspired by 40k lore. The STCs sound exactly like Starsector's blueprint system.

@Tartarus -
Yeah, I'm in the same crowd as you. Although I don't generally like scifi dark ages, this was a pretty good book (I saw it in bookstores a few times before I finally decided to just pick it up and read it).

I think all of the vanilla factions have lost all of the know-how to build new things aside from blueprints. Although many mod factions are still creating things of their own, the tech level generally seems to be lower than the "high tech" stuff (Exigency, Mayorate, Shadowyards, Blackrock).

Also, keep in mind that exactly one year ago, I had zero art and coding experience. Granted, I generally pick up and learn things pretty quickly compared to most people, but it's easier than you might think (just requires a bit of your time to actually pick up and learn how to do things).
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: TartarusMkII on October 07, 2014, 10:32:17 PM
Aye you have inspired me, I may try it. But I am artistically useless. But I bet if other people have the talent, but lack the know-how, a spriting tutorial would do great work for the modding community here.

Also wanted to say, in my play through I have set up in Rasht, neutral and living with the Independent miners. I'm fighting the Mayorate to have access to their ships more often than if I were allied with them (unless I am doing something wrong), and I notice that their ships are very hard to use! I admit I am not the best at the game, and I don't totally understand the application of energy weapons. Though, I really like the Esfahan Destroyer (it has PD drones and 1 flight deck), but I notice it is so slow to turn that even when I am in the back of a line, my engines will surely go out. But again I think this is more of an issue of my being bad at the game =P

I mention though, because I'd love to ask, how do you suppose Mayorate ships are meant to be used/played?

(And yes, that is to say that I am enjoying breaking down your Mayorate fleet! =P)
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: Nausk on October 07, 2014, 11:18:44 PM
Would definitely check it out if you made a guide, I just started spriting (literally 2 or 3 days ago, my thing is in the spriter judging thread.  :))

I really like the content you make and I find it inspiring to know that a year ago you had no experience in these fields because neither do I right now.

I have very limited knowledge of coding though, but nothing to do with java. But art, never lol, so this is kinda rough but I'm having fun so far.


Anyways, I really hope to see that guide from you I'd love to have a look at that, love your mod and sprites.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: Tartiflette on October 07, 2014, 11:40:26 PM
But, he did wrote a TUTORIAL (http://fractalsoftworks.com/forum/index.php?topic=7469.0)... Granted it's kinda lost in limbo, but the search bar is a good tool to recover it. There are many others HERE (http://fractalsoftworks.com/forum/index.php?topic=633.0), HERE (http://fractalsoftworks.com/forum/index.php?topic=3342.0), and even MORE (http://fractalsoftworks.com/forum/index.php?topic=6373.0) everywhere.


Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 07, 2014, 11:47:37 PM
Alright, I'm going to put together that tutorial as soon as I finish the next sprite.

@ Nausk -
I saw your sprite on the judgement thread, its actually quite good (actually it's hands-down better than my first one haha - my main suggestion right now is to use a brush instead of the pencil tool)! Making good art is the hardest part of modding, but as long as you have good taste and a bit of perseverance, you'll do fine.

As for the coding, I found that attempting to do the first few classes of MIT's "Intro to Java" online course helped A LOT. Yeah, it took awhile, but Java begins to make sense after several of the powerpoints and practice projects. Frankly, knowledge of Java isn't necessary unless you want to start making custom ship systems/onHit scripts. Editing .json files and making ship variants/etc requires almost no coding experience (you can create new missions and star system spawn scripts by using other people's stuff as examples and editing things to be how you like).

@ Tartarus -
Hmmmmmm... Esfahan? I thought I deleted that ship awhile ago and there should almost be no trace of it left in the mod files haha (it was OP and I didn't like the artwork that much).... you sure you have the most recent version???

All in all, the Mayorate excels most at mid-long range- most ships are built towards stand-off engagements (the Cimeterre and Ravana are exceptions). What I mean by this is you should sit back and work up an enemy's flux at range, THEN move in and try to score a kill. You generally don't have enough flux to fire both weapons and raise shields at the same time. You are generally better off simply dropping your shields and firing all of your guns if your flux is getting high or if you want to press the attack. The above average armor is usually enough to take whatever punishment you receive while your shields are down.

My usual strategy is to work up to either of the cruisers and use those as the centerpiece of my fleets. The Del Azarchel is a mini-Onslaught (overwhelming, constant firepower) and the Jamaran makes for an all-around command ship (flight deck + enough weapons to survive vs. most cruisers).

Liliths in particular seem to explode if you look at them the wrong way and are most suitable for escape scenarios/commerce raiding/early game fights - it's pretty much a glass cannon. I'm making another frigate right now so the Mayorate has a frigate that can survive more than a couple of shots.

The Cimeterre has extremely high burst damage and can outright destroy most smaller ships in a couple seconds if it catches them at an awkward moment. It can do horrendous damage to capitals and cruisers if their attention is elsewhere. The shields and armor kind of suck, so in the event of a big fight, it's best to let your other ships take the damage while you pick off vulnerable ships.

Mayorate fighters/bombers are best deployed as a screen, eliminating smaller craft from the field of battle. They will get absolutely murdered if you try to use them against large ships.

@ Tartiflette -
Well that tutorial is kinda hard to find/doesn't cover the actual painting haha... (I like how I'm badmouthing my own tutorial haha)
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: TartarusMkII on October 07, 2014, 11:53:49 PM
I am using what I believe to be the most up to date version of Uomoz's Sector. http://fractalsoftworks.com/forum/index.php?topic=1799.0

That does not seem to have been updated in a while, though..
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 08, 2014, 12:52:55 AM
Hmmmm... the version I have appears to still have the Esfahan as well. Well, it will be disappearing as Uomoz takes those files out (and it's probably already gone in the dev). Enjoy it while it lasts, I guess.  ;)
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: TartarusMkII on October 08, 2014, 12:55:26 AM
What did you find to be OP about it? I just like the idea of a combat capable destroyer with a respectable burn speed and 1 flight deck!
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 08, 2014, 01:09:52 AM
Er, it was very difficult to kill for its class, had a punishing amount of weapons (especially that large ballistic mount and those drones), and also had a flight deck. It simply did everything well and was better than virtually every other destroyer in the game. Blackrock's Desdinova is probably the only destroyer that is more OP for what it does... last time I did a BR playthrough, that ship was a guaranteed steamroll (it pretty much one-shots every other destroyer it comes across).

Long story short, the Esfahan posed a major stumbling block to anyone attempting to fight vs. the Mayorate, including me (I really struggled to kill that ship regardless of what faction I was playing with). It was pretty much unbeatable, especially when paired with another OP fighter wing. So I removed it and replaced it with the Foraker, which struggles a little bit more if you put pressure on it.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: TartarusMkII on October 08, 2014, 01:13:48 AM
Oh, also, speaking of up-to-date, the thread's name says updated 3/9/14; is that September, or March?..
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 08, 2014, 01:20:31 AM
September.  ;)
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: CopperCoyote on October 09, 2014, 03:51:35 AM
I've been playing with Mayorate quite a bit recently, and i have some opinions and observations about them. Overall i like them. They feel a whole lot like vanilla mid tech ships, but with more missiles (and i'm a fan of missiles in this game).

Ships:
Spoiler
Lilith*: Ok ship. It's built in weapon is like a powered up pulse laser and is rather good. Because they're so frail i usually undergun the medium mount and use 3 small PD weapons to try and make them a little more hardy.

Safir: Too good. totally worth 2 LR instead of 1.5. It's a lot like a buffalo with an extra PD turret so might live another second or two while under fire.

Safir-B: Also too cheap. Worth 4 LR. Makes a wonderful Fire-Support ship.

Cimeterre*: Can really dish out the pain, but is probably too expensive at 5 LR because it dies so easy. If it had more OP it'd be worth the 5 LR i think.

Foraker: Decent combat carrier that is on par with gemini. The gemini has better cargo so i'd probably pick it over foraker, but the foraker looks much cooler so i'd pick it if i was going to pilot.

Jamaran: Like a slightly higher tech venture with more guns and mobility, but less survivability. I like it, and unless i need more cargo capacity i'd probably choose it over venture. (unless all my ships are about the same speed as venture then it's extra toughness matters)

Del Azarchel*: Underwhelming. All the different missile mount sizes make it hard to use optimally. The built in weapon needs some love. More ammo or more damage or something. It's short shield makes it incredibly vulnerable to frigates and salamanders. It feels like it has less armor than an eagle also. I forgot to check though so i could be mistaken. But the short shield paired with it's low (for a cruiser) armor it's really easy to destroy.

I haven't flown the battle cruiser, but it has lots of gun and it's really scary when it looks at you. With lots of frigates it's fairly easy to hamstring and kill though.

* These ships have super expensive upkeep on their shields and you either have to spend the op making it more reasonable for the AI to use or deal with lots of losses. It's ok in player hands with the exception of the azarchel. It's flux venting equals its shield upkeep so essentially all flux is hard flux. This massive shield cost contributes to it's underwhelmingness quite a lot.
[close]

Weapons:
Spoiler
PPC: Good if somewhat short ranged. not usually good on mayorate ships, but great on faster ships that can easily close the distance.

Graser PD: Not a very good PD weapon. The PD laser is equal to or better than graser pd in nearly every way. The graser PD is slightly better at dealing with fighter armor though. If it was 5 op it might be useful for ships that want better fighter than missile defense, but right now it's not really a choice.

Light graser: An ok weapon. Better at dealing with armor (and by extension fighters) than tac lasers, but still not nearly good enough to be a main weapon.

Belial: Pretty good if somewhat situational. It breaks shields well and at a flux efficient rate, but armor laughs at it. So working as advertised. It's short range does make it a little hard for the very average speed Mayorate ships to use well though. Fantastic on a medusa for example.

Graser: Not great at anything, but not bad either. Good choice if you've already got the advanced optics mod installed for other weapons. It suffers some of the same pitfalls as the HIL. I happily use it on sunders over HILs. On mayoate ships in particular i like the base range of the HIL better.

Flux torpedo: It seems to be good; especially versus armor, but i don't like it because it's so inaccurate. If i hunted more capitals i'd use it for that.

Windstalker: A good ASM. Flak stops it dead, but the ships that really need to stop it (Med/High) frequently have laser PD so half the damage of every shot typically gets through (in 1V1). I also like that it's a good anti-fighter missile in a pinch.

Laserhead: It's so situational it's basically a bad weapon to use. It's damage is kinda low, and the random nature of the bursts make it even lower. The burst is also super friendly fire waiting to happen. If you're using laserheads you necessarily have to micromanage your ships. Hard to do for non leadership captains. The one situation it shines is firing it at carriers & killing off the circling fighters waiting for a refit. That crushes fighter fleets so well it's almost worth it to have a ship in reserve (safir-b usually) with laserheads.

Tornado AM: It's a little underwhelming. I'm also surprised it's Explosive instead of Energy. The AOE nature risks friendly fire too, but it's not as big a burst so it usually just ruins fighters and missiles while striping of a nice chunk of armor too. The problem is it has so little ammo the AI almost never uses it properly, and as a missile aficionado i have trouble making good use of it too.

Tornado AM battery: Same thing but a bigger mount. It has enough ammo to play nicer with the expanded magazines mod though so a tiny bit better for missile specced characters. I still think it needs more ammo though.
[close]

I'm excited about the new tougher frigate on the way. Will it be better able to shoot down fighters? The liliths particular vulnerability to fighters means i rarely use it except in frigate swarms (because it can punch up so well i use it like a strike frigate).
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 11, 2014, 05:24:21 PM
Hey, just would like to say thanks for the detailed feedback. It's really gratifying to see that I've finally managed to nerf things to a state where the Mayorate can be considered "underwhelming" at times. It looks like Dark and I nerfed things WAYYY too hard and I may need to buff things back up again.

A few comments about your criticism:
-Del Azarchel - going to completely disagree with you on this one. The built in gun is 1k kinetic damage per shot, and the missile launchers are fabulous if you kit the smaller ones out with the same type of missile and put MIRVS or nukes in the large slots.
-The Mayorate shield generators comment - I've sorta been planning to redo all of the Mayorate ships with a faction-specific shield generator. As currently balanced, you need to drop shields if you really want to dish out the pain. Armor is slightly above average across the board so you can generally take the return fire while you crumple their shields. Upkeep is twice as high as it should be as a cheap way of forcing everyone to use stabilized shields (otherwise equipping it would let you shield tank too well).
-Graser PD - might have nerfed this slightly too hard. Used to be on par with LR PD lasers.
-Graser - also may have nerfed this too hard. Used to punch through shields rather well.
-Tornado AM and battery- Good point, used to be much better before the AI changes (used to be able to wipe a few frigates at a time  ::)), I could probably increase the ammo to 5 and 10-15 respectively.
-Laserheads - does more damage than piliums and crunches shields of multiple ships nicely. I'll see about decreasing the blast range to handle FF better, although the better MIRV behavior in the next update might also give me an FF-free laserhead as well.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: CopperCoyote on October 11, 2014, 11:37:12 PM
Carefully examining things is part of the fun for me, and Mayorate is one of the mods that's caught my eye. Balance is an iterative thing. I wouldn't worry about overshooting a little. Going full Mayorate is still a decent choice. None of the combat ships are as vulnerable as a buffalo2.

My concerns about the Del Azarchel's spinal weapon are because its damage is spread over 3 shots. Even with expanded mags i have ammo issues when fighting other cruisers. My suggestion for more damage was so it'd be more strike-y in nature; allowing for the same low ammo count to get more done. It has a low-ish ROF so it's hard to use it as a primary shield breaker. If its ammo was doubled for example it'd then become a very good support weapon. Like the offspring of a heavy AC and HVD in a large mount.

My concerns with the missiles is based on my human limitations, and the fact that we're limited to 5 weapon groups. So unless i'm ok with having PD and non-PD turrets on the same autofire (which i'm not) i have to double up the missiles in one of the groups. Once we can no longer switch weapons while paused i'll feel even more compelled to under-gun the medium mount so it has the same firing characteristics as the small ones. Sometimes i use pilums in the larges so it meshes with the medium (and i have room for costlier turrets). The high complexity of the missiles and the DA's FMR is probably the biggest limiting factor on it's strength. Those two things don't pair well.

If the graser PD was 5 op you could think of it as a 16% increase in power. It'd be a good sidegrade for the PD laser for ships that want to trade some missile PD ability for slightly better antifighter capability. Like the front three mounts of the aurora would be a great place for them. I'd also use 3 on the lilith because fighters ruin it's day so often.

Vanilla beam weapons are a little lackluster at the moment (which is too bad because they're neat). As it is right now the graser is a side grade for the HIL. You trade range and flux efficiency for being better at destroying armor. It's a great weapon on a sunder because the loss in range in destroyer scales doesn't matter and it's great for ships with more shield stamina like an apogee because it just adds to its power. If you make the cost of using Mayorate shields something other than high shield upkeep it'll probably be good on Mayorate ships too. The HIL is better on Mayorate ships because it allows for the shields to be off more frequently thanks to its greater range.

I imagine part of the reason i'm so hard on the laserhead is because the first time i used them i had bought 2 safir-bs and loaded them up with them. In the next fight they were shooting at the same ship i was attacking and all of the dang things blew up over my ship overloading my shield and i took a ton of hull damage from the enemy. I'm aware they have a huge hypothetical damage, but in practice they blow too far away from most ships to do decent damage. Further exacerbating the problem i have to micro manage the heck out of them by not even choosing to deploy them till we're well into the fight with the enemy and telling them to engage the furthest enemy in the pile and hope that we kill all of them before my flimsy fire support ships get there. I have no way of saying "stay here and shoot at that" so the AI derps it up and fires them at the nearest enemy thereby endangering my ships too. If they had smaller explosion radii and burst much closer to the enemy they could be great all the time. They would be more vulnerable to PD weapons, but that'd be totally worth it in my opinion.

Before i switched mods and started a new game i played a little with the capital in the simulator. Those 3 large mounts are nuts. It's like someone looked at a sunder and thought "that's pretty good, but i need  a lot more every thing" So they made a BC that looks at things and they melt. I can't personally kill a paragon or onslaught but could kill a conquest and sometimes a mimir with it (those things are so trixy). It seems pretty good if particularly vulnerable to swarms of smaller ships.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 12, 2014, 12:31:37 AM
So the lilith sucks against fighters, eh? (ancient video, in it's first incarnation, the belial used to have prox fused ordnance and a massive projectile ownership bug) https://www.youtube.com/watch?v=ZIu_gqjwu8M&index=1&list=UUX-t0gKrkPNLuVdirBhdMkw (https://www.youtube.com/watch?v=ZIu_gqjwu8M&index=1&list=UUX-t0gKrkPNLuVdirBhdMkw)

But yeah, I'll see what I can do to address your comments. I'm actually considering halving the number of laserhead shots and directing them ALL towards your ship's current target. I know, right? Ouch.

Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: Tartiflette on October 12, 2014, 12:34:12 AM
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*
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 12, 2014, 12:47:15 AM
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....
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: TartarusMkII on October 12, 2014, 12:48:21 AM
I suggest this not knowing any of the technicalities of what's possible, so bear with me.

What if you designed a missile warhead and smoke trail to look like a photon dart with a laser 'trail'- when the laserhead explodes, a bunch of these bending lasers can then burst forth and zero in on a target?
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: MesoTroniK on October 12, 2014, 01:03:35 AM
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....

We will never be able to spawn beams :(

But, you could do some trickery to get the same effect. Using shaders, or the EMP Arc anamorphic flare method to create the visuals and then script the damage in its entirety ;)
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: Tartiflette on October 12, 2014, 01:06:34 AM
Spawning beams ex nihilo is not possible and never will (Alex's words). The closest achievable is spawning long bullets with long glow in BALLISTIC_AS_BEAM collision class and very high speed. The cheatty complicated way would be to spawn an invisible drone equipped with a beam, force it to fire immediately and then removing it.
The first few pages of the Misc modding questions (http://fractalsoftworks.com/forum/index.php?topic=5061.15) thread are about this problem.

[edit] nija'ed but posting anyway ^^
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: MesoTroniK on October 12, 2014, 01:08:57 AM
The drone method is a bad idea, it will mess with the AI and create unforeseen consequences that will never be solved.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: CopperCoyote on October 12, 2014, 10:07:32 AM
A shotgun laserhead would be nuts. It'd also be great for shooting frigates with fire support ships. The biggest downside would be the laid-back way laserheads tend to turn. It'd have some of the accuracy issues of the current iteration of the sabot srm. That issue mostly only pops up when their target dies en route and they have to re-orient to another.

I think part of the issue with liliths vs fighters is how timid the AI is about active venting. Another way to think about liliths vs fighters is to compare how often they die to fighters in comparison to other frigates. They're pretty far down the continuum, but still ahead of the medium tech vigilance and brawler. And like the vigilance and brawler they're better on the killing bigger ships continuum. It seems like a fair trade off.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 14, 2014, 12:22:56 AM
Yeah, I'd probably have to nerf the things hard. But it'd be awesome and would stop everyone complaining about missile friendly fire haha...

Some recent art updates for those who don't watch the spriting thread. Still quite WIP... missing a couple mounts and all of its details besides shading.

(http://i.imgur.com/dmoXDz6.png)(http://i.imgur.com/RMnhGmb.png)

And some very rough portraits:
Spoiler
(http://i.imgur.com/dydm5WN.jpg)
[close]
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 18, 2014, 09:41:48 PM
Okay, threw together a spriting tutorial for those who wanted one. Note: sprite in that tutorial is probably not 100% complete, but meh, close enough...

http://fractalsoftworks.com/forum/index.php?topic=8292.0 (http://fractalsoftworks.com/forum/index.php?topic=8292.0)
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 21, 2014, 01:35:37 AM
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....  ::)

Anyhow, I've done a lot of playing of the new update (well as much as one could expect from the day of release), going to start and see if I can restore raw compatibility ASAP. We'll have to see how it goes, but restoring raw compatibility and adding in new 0.65 features might actually be done in separate updates.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: Aklyon on October 21, 2014, 10:03:08 AM
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.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 22, 2014, 02:43:33 PM
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.

I know, right? I used to think the Hegemony was just an entrenched bureaucracy, with no pressing goals besides its continued existence. Nevertheless, even if I have to completely rewrite all of my own stuff, I think the new changes are a very positive development. The Starsector universe actually has quite an interesting backstory to it now.

Speaking of which, I'm going to be completely rewriting the lore for the Mayorate (since the new Hegemony virtually replaces it). The relationships with other factions will stay very much the same, although the Luddic Church likely will replace the Hegemony as the primary antagonists. Things are about to go in a much more dark and sinister direction.

I'll leave you with this tidbit for now: rather than a kingdom of pseudo-zealots bent on restoring the Domain (through force of arms and whatnot), think reckless foray into the next steps of human evolution, artificial intelligence, and a society based upon the technological enslavement of minds. They'll be much less expansionist, but make everyone else in the sector very, very uneasy about what's going on within Mayorate borders.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 23, 2014, 03:50:10 AM
OH YEAH!!!!!! Do I get a second-place medal or anything?

Spoiler
(http://i.imgur.com/r4FhnH3.png)
(http://i.imgur.com/piQy4De.png)
[close]

*Note: that is not the Mayorate flag, just a test image I stole from the Persean League.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: kazi on October 26, 2014, 06:14:45 PM
Still a bit far from my official next update, but I'd figure I'd post my current dev here. Why not share? Especially if there are only two other mods functional at this point haha... Keep in mind this one is still a work in progress.

No music version: https://www.mediafire.com/?1qqscy9xnwhdsz8 (https://www.mediafire.com/?1qqscy9xnwhdsz8)
Normal version: https://www.mediafire.com/?is732hklkhv6jcz (https://www.mediafire.com/?is732hklkhv6jcz)

Install is slightly different than before (until Alex hotfixes the economy/starmap.json merging issues). You need to modify some of the vanilla files. When you want to disable the mod, un-modify the files.

Copy and paste this line into starmap.json under "starSystemLocations":{ (its in /data/campaign):
Code
"rasht":[-6500,-8000],

And also paste this line into economy.json under "starSystems":[ (in /data/campaign/econ):
Code
"rasht.json",

v0.8
-Added compatibility for 0.65a, which was a HUGE amount of effort to get working. Requires the latest versions of ShaderLib (0.9 Beta) and LazyLib (2.0), so make sure you have those!
-Added the Tiamat Destroyer Escort. It's slow for a frigate, but much more tanky and devastating up at close range. Use it to really put the hurt on other frigates or escort your larger ships.
-Added Iolanthe, a new planet/market controlled by the Luddic Church. You can beat up on them to make the Mayorate/Pirates like you more. Or vice versa.
-Reshuffled the rest of the planets a bit.
-Added the "Indoctrination" market condition and custom art. Mayorate planets really need it to stay functional while being friendly with the pirates (otherwise it's food shortage/trade disruption ALL THE TIME).
-Removed anamorphic flare effect on nukes. I was never super happy with it.
-Added flag/crest. Although I'm not super in love with it, this is the flag until I redo it again.
-All ships now have the Stabilized Shields hullmod built-in.
-PPC flux cost, cooldown, and damage decreased.
-Phoenix II rocket launcher damage/tracking/speed buffed. Think of it as a harpoon with worse tracking but more shots.
-Graser PD range increased.
-Lilith's weapon arcs adjusted to give it better PD capabilities.
-Lilith's main gun range increased to 650.
-Graser damage increased 20%.
-Laserhead explosion range decreased, damage increased.
-Tornado AM ammo increased to 5/10 depending on mount size.

Let me know what you think of things so far and give me a shout if you run into any issues. Also let me know how the economy looks in places. I've doing all my testing on the super secret dev SS copy, and I think Alex has the event frequency turned up to 11 lol...
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: Nanao-kun on October 26, 2014, 06:18:27 PM
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
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: PerfectDeath on October 27, 2014, 10:04:15 PM
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?
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: kazi on October 27, 2014, 10:26:36 PM
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?

You need the latest version of both ShaderLib and LazyLib installed and activated. Each of those errors indicates that it is trying to call up missing java scripts, not finding one or the other, and crashing (because you are missing one or the other mods). Generally you should always leave LazyLib activated - pretty much every mod uses it and it comes with no performance cost. Many mods now require ShaderLib as well, so you should always leave that activated as well. If your computer can't run ShaderLib, don't like how it looks, etc., leave it activated in the mods menu, but disable it in ShaderLib's settings.json. There is a new version of each for 0.65, so make sure you are using those versions!

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

BGM? Also haven't really touched the music yet since the last update. I'll turn the volume down next update (MesoTroniK mentioned something about the music additions having changed). Also, hehehe...
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Alphascrub on October 28, 2014, 01:05:26 AM
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.
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: PerfectDeath on October 28, 2014, 09:03:03 AM
Okay, I needed ShaderLib (http://fractalsoftworks.com/forum/index.php?topic=7958.0) as well, didn't know that.
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Ubik on October 28, 2014, 12:20:42 PM
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.
Title: Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
Post by: Cycerin on October 28, 2014, 03:29:11 PM
-Removed anamorphic flare effect on nukes. I was never super happy with it.

Nooooooo
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: MShadowy on October 28, 2014, 06:48:29 PM
Kazi, you've got a bit of a problem in the mayorateGen file.  Specifically this:

Code
        sector.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.
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: kazi on October 28, 2014, 08:09:43 PM
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.

No, I value your opinion on things. Point taken on much of the balancing bit - I literally added the Tiamat at the last second to add more content (since I had the sprite and maps ready to go) so it didn't get quite the amount of balancing that other ships have had. It originally was super terrible (I was having trouble killing lashers with it lol), and was buffed to the point where it is now. As it stands right now, it seems to win 1v1 other frigates in the simulator under AI control. Still, I could probably buff it more - there aren't really many good builds for it now besides hopping repeatedly over enemy ships with short range weapons (which the AI doesn't know how to do). Speaking of which, that system is a placeholder (going to add a fortress shield-ish system as soon as I get more time to code). Also considering removing the built-in weapon (and making it mountable), and replacing it with a medium universal mount.

Kazi, you've got a bit of a problem in the mayorateGen file.  Specifically this:

Code
        sector.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.

That explains a lot actually. I thought Alex had the economy and event frequency turned up to 11 in the dev version, but that's probably it. Tartiflette, SilentStormpt, and I were reverse-engineering your mod last week to get 0.65a working, so I redid my gen file to look like yours as one of our bits of troubleshooting. I should fix that bit.

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...
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: TartarusMkII on October 28, 2014, 09:42:06 PM
Hello again Kazi,

The new update to the base game is like a holiday for my group. I'll be sure to keep an eye on the Mayorate once I've sort of re-antiquated myself with the game, and lend some feedback. Congrats on getting it to work for the most part! And I feel like your new lore for the Mayorate and Rasht  will be great!
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Alphascrub on October 29, 2014, 12:13:25 AM
Windwalker missile health might be a tad low. The sim kinetic slasher pd system seems to be able to easily take down entire volleys without much of an issue. As it stands phoenix system seems to be better at effectively taking down shields because they hit much more successfully. That being said I understand the windwalker is meant to be a very cheap swarmy missile system so maybe its health is in a good place. Maybe they need to be tweaked elsewhere, unsure (tracking?). Will continue to throw them at everything.


Edit: They seem to work well against actual in game pirates. Weaker pd systems and d class hulls seem to be the cause. Could maybe add a more advanced version of the weapon with greater rep inside the mayorate? Would be interesting mechanic.
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Ubik on October 29, 2014, 01:35:16 AM
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...

I'm running the game on Win 7, 64 bit.

Starsector 0.65a Release from 20.10.2014 with the mods The Mayorate 0.8, LazyLib 2.0, ShaderLib Beta v0.9 and Citadel 0.7.3 active
(Not sure where to get the hotfixed Version of Starsector, thought there was none so far).

I have edited the starmap.json and economy.json with http://jsoneditoronline.org/ by simply copy/pasting your lines into the specified places.

Content:
Quote
{
   "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",

}

Quote
{
   "starSystemLocations":{
      "askonia":[1000,4000],
      "corvus":[8000,-1000],
      "valhalla":[7000,6000],
      "arcadia":[3000,-7000],
      "magec":[-3000,-4000],
      "eos":[-10000,-2000],
      "rasht":[-6500,-8000],
   }
}

Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: kazi on October 29, 2014, 07:41:28 PM
@ 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)

@ Alphascrub - I'll take a look at buffing the projectile health.

@ TartarusMkII - Hah I hope you enjoy things when you try them out. Keep in mind that many things are still a work in progress. I was actually going to do more of an extensive rewrite than I ended up doing, but got burned out like halfway through. Might even change the system name when I get around to it. ;)
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Ubik on October 30, 2014, 03:58:32 AM
@ 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)

Yes, the Citadel mod did actually cause the problem, it worked fine when I disabled Citadel.

In the end I did not delete the citadel files and add their content to the vanilla files but (as you said the Citadel ones overwrite the others) just added your lines to the files in the Citadel mod... seems to work now, both factions have planets/stations I can land on and fleets going around.

Thanks for taking the time to look up my problem.
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: FasterThanSleepyfish on October 30, 2014, 06:58:32 AM
I swear there was some bold warning text below the 0.7.3 download link...
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Debido on October 30, 2014, 07:07:53 AM
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.
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Ubik on October 30, 2014, 08:02:19 AM
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...  ::)
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: kazi on October 31, 2014, 12:22:13 AM
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.

Yeah, I'm personally going to get to this this weekend. Should solve a lot of problems. This is what I get for not looking through the new APIs yet lol...

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...  ::)

To be fair, this happens when you modify any files that have to do with the base campaign generation or add/delete stuff. The only things that do not cause corruption are very topical changes to .csv's and .wpn/.ship json's. Welcome to the wonderful world of modding.  :)
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Ubik on October 31, 2014, 05:59:14 AM
I prefer the wonderful world of using interesting mods made by others.  ;)

Guess it will take a few more days/weeks till the mods work as nicely as before the patch but I still got to finish the legend of grimrock 2 anyways.  8)
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: TartarusMkII on October 31, 2014, 12:50:39 PM
Aw, why change the name away from Rasht? lol
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: TartarusMkII on November 01, 2014, 05:46:05 PM
Hiya, I am just putting this link here for the author of the mod to look at. I hope it can help, and I'd really appreciate it!

http://fractalsoftworks.com/forum/index.php?topic=8552.0

It is in regards to the current issue of having to edit files to get factions to work, from the perspective of an end-user.

(I realize you've done this already Kazi and I appreciate it- just wanted to share it, as I don't know how many mod creators actually browse the child forums.)
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Histidine on November 02, 2014, 05:10:22 AM
Is the Del Azarchel supposed to have Stabilized Shields installed twice?

(also mission briefings need updating for new lore)
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: cardgame on November 02, 2014, 02:06:17 PM
I seem to keep getting loading errors when loading any Mayorate saves. Specifically, an outofmemory error, java heap space.

I already have modified vmparams to 2gb so idk how to fix it. :\

Weird part is I started and played it fine all the way to level 23

edit 2: sorry, this seems to be a general base game issue, not necessarily specific to your mod. Also, my vmparam was somehow displaying false info. Truly modified it now and it works. Still, it might be nice to include instructions on modifying vmparams to increase memory allotment in the OP, since I hit the 512 default just by using this mod (native actually worked fine with only 512).

And the Del Azarchel has only one SS mod installed in my game.
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: TartarusMkII on November 02, 2014, 07:23:10 PM
Hey Cardgame, I am having the same issue you are having. I used to use a .bat file to run the game, but after the last update, it no longer works. What did you change to give Java more memory for the game? Thanks!
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: Darloth on November 02, 2014, 11:34:48 PM
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.

Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: TartarusMkII on November 02, 2014, 11:59:10 PM
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.
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: kazi on November 03, 2014, 02:50:43 AM
Normally I would wait until I actually "added something" before releasing an update, but this patch fixes a number of economy and compatibility issues. You no longer need to edit the core files. Just activate the mod and play!

Thanks go out to Debido for making it so I almost didn't have to do any coding at all for this update haha  :D

Full: http://www.mediafire.com/download/fetj1zz8iuol6n8/mayorate-0.8.1.rar (http://www.mediafire.com/download/fetj1zz8iuol6n8/mayorate-0.8.1.rar)
No music: http://www.mediafire.com/download/fq7oobg1r1yzep8/mayorate-0.8.1-nomusic.rar (http://www.mediafire.com/download/fq7oobg1r1yzep8/mayorate-0.8.1-nomusic.rar)

Changelog:
Code
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.

also (for when I actually get around to adding things again...) (http://www.mediafire.com/listen/5au77a5g5esetfq/santa.ogg)

Okay, I'm done now haha....
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: TartarusMkII on November 03, 2014, 03:13:47 AM
Great, thanks for the update, Kazi!
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Ubik on November 03, 2014, 11:50:08 AM
Yea, works without any trouble now.  :)
Title: Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
Post by: cardgame on November 08, 2014, 12:41:40 PM
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.

Wordpad is not a program you want to use for editing game files of any kind, due to its lack of support for unicode or something like that what is displayed will be incomprehensible nonsense signs (and if you save over the existing file it will corrupt it). It seems to work for vmparams, but it's best not to get used to using Wordpad. Notepad usually works, but for some instances you'll want to use Notepad++ (free). Also, don't just 'try numbers in between 1024 and 2048'; they have to be in base 2.
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Aklyon on November 08, 2014, 03:19:49 PM
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)
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Nanao-kun on November 08, 2014, 03:59:34 PM
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.

Mine is "-Xms2048m -Xmx6g"
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on November 10, 2014, 01:41:26 AM
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.  ;)
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: MesoTroniK on November 10, 2014, 01:47:41 AM
Nice picture, hmmmm.
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: TartarusMkII on November 10, 2014, 01:54:45 AM
Looks gorgeous, Kazi!
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: CopperCoyote on November 10, 2014, 03:22:41 AM
If it's a space port the beams might be retro laser launch drive firing form the ground. Using them to launch what amounts to big barges into space for cheaper than normal space craft because you can make the engines as large as you have space for on the ground, and the ship can be nothing but cargo.

Alternatively they could be anti meteor/ship weapons used to keep your city safe.

Alternatively they could just be pretty laser shows to keep the populace more complacent.

Whatever it ends up being the whole picture is rather pretty, and evokes a strong sense of "what if"
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Histidine on November 10, 2014, 04:12:38 AM
I'd assumed they were energy relays for space-based solar power stations at first, but the perfectly vertical columns imply a geostationary satellite, which only works at the equator and is pretty useless for the purpose anyway. I'll go with decorative light show, probably for a ceremonial purpose?.
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on November 11, 2014, 02:19:14 AM
Spoiler
(http://i.imgur.com/n4KpRxz.png)
[close]

"What's forcast look like for Cloud City today, Sarah?"
"Hmmmm... looks like more clouds, Tom. Intermittent showers through the afternoon with a chance of hulking Mayorate cruisers."
"So nothing out of the usual? Back to Nick with sports..."

(A very WIP market illustration for Iolanthe. Haven't been able to get away with as many cheap tricks as the last one... :P)
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: cardgame on November 11, 2014, 02:45:48 PM
What ship is that supposed to be?
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: TartarusMkII on November 11, 2014, 03:00:56 PM
Awesome work!

A long time ago I put effort into designing factions of my own video game that would never be made- you know, young gamer fantasies. And I wonder, if the Mayorate are going to rely more on AI , perhaps they could use a few cool staple designs in their architecture, like large towers topped with a beacon for the purpose of relaying data very quickly. It's highly irrelevant, but thought I'd share. lol

Also, I noticed that the name of the thread states 0.6.5a. Is it not up to date for 0.65.1a? I feel sorta silly for asking.
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Histidine on November 14, 2014, 07:42:40 AM
Are the Mayorate portraits not supposed to be selectable for new characters any more?  :(
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: jupjupy on November 14, 2014, 08:24:09 AM
What ship is that supposed to be?

It looks like a Sarif to me, though I've never flown one in game, so I wouldnt know.
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: JT on November 14, 2014, 01:02:17 PM
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!
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Plasmatic on November 14, 2014, 01:58:44 PM
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!

Considering those beams seem to go into space... what buildings are you referring to? space elevators? :P
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: JT on November 14, 2014, 04:41:33 PM
When you're flying at nap-of-earth at 1 km/s in atmosphere, it's important to know where the tall buildings are if you decide to ignore the safety regs just a little. ;-)
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on November 22, 2014, 04:39:27 AM
Spoiler
(http://i.imgur.com/UAahbpe.jpg)
[close]

*evil cackle*

Toying around with rules.csv (still aways to go though...). Let's see if I can actually pull this off...  :P.
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Tartiflette on November 22, 2014, 05:03:33 AM
So it begins... I don't know if I'm envious or eager to try! (probably both)
Title: Re: [0.6.5a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: TartarusMkII on November 22, 2014, 07:51:55 AM
So it begins...

Oh, !@#$. *stands behind explosion-proof glass*
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Ratheden on November 24, 2014, 03:03:47 PM
Greetings, I would like to know whom the enemies of Mayorate are please?
I cannot seem to get much favor from them, as IMO there are not enough pirates.

Thanks

Ratheden
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Ratheden on November 24, 2014, 09:09:03 PM
Thanks for setting me straight... I had assumed that it would be the Hegemony.

Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: StarSchulz on December 09, 2014, 01:30:05 AM
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
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: isaacssv552 on December 09, 2014, 02:00:06 PM
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.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on December 10, 2014, 01:21:45 AM
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

Gotta make sure your friendly neighborhood pirates are safe, right? Seriously though, I got a good laugh out of that screenshot.

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.

As a matter of fact, I am actually revamping that ship right now. I think it's sometimes rather boring to play as it currently is (fly up to them slowly, blast away till they die), so if you have any thoughts over what might be an improvement, I'm all ears. And yeah, the grasers are a bit underwhelming right now and were already on my list of things to fix for the next update. They were in a pretty good spot several versions ago, but got a bit over-nerfed by Dark.Revenant to avoid this phenomenon where the victim's AI unexpectedly drops shields if you hit them hard enough with beams (usually cripples the AIs ship). I have a few creative ideas for them in the next patch, but we'll see how that works out.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: isaacssv552 on December 10, 2014, 08:04:59 AM
I found that giving the Graser high burst damage, high flux costs, a long cool down, and a long charge up with the beamfireonlyonfullcharge flag worked pretty well. My numbers need to be tweaked a bit as right now the Ravana with a full Graser load out destroys the Onslaught with ease but is completely annihilated by a Paragon. The biggest issue is that beams are complete useless against good high tech ship without really insane dps, and even then they're not that great. (I made a beam with over 100k burst damage and tried it on the Onslaught and the Paragon, the Onslaught is literally vaporized while the Paragon just shrugs it off)

On the topic of the Ravana, I'd advise a slight boost to the shield arc, I have mine at 180, adding a built in weapon on the front, and tweaking its mobility and maneuvering jets. I used hullmods and a few ship_data.csv edits to do something like this and it made the Ravana much more interesting to fly as. I basically set it up as having high forward burst damage and very good PD (4 dual flak cannons). It was extremely good against low tech ships but much less good against high tech because of its reliance on beams. It also had very high flux all at once from the forward burst weapons (like 10k in 5 seconds) and 6 buffed light grasers that were amazing at at taking out low tech destroyers and frigates supporting the primary target but were horrible against high tech ships. Very strong against single capships but high flux and reliance on maneuvering jets for quick turning, as well as a relatively narrow shield, made it weak to numbers (except fighters, 4 dual flak kills fighters disturbingly well.) which I thought made sense given its description.

On the topic of the shields dropping if you hit hard enough with beams, this happened a few times when I was fighting the Paragon in the simulator and always turned the fight from me getting completely blocked out by the Paragon due to my reliance on beams to me destroying the Paragon in about 15 seconds.

(sorry for rambling about the Ravana, I'm not good at concisely describing ship stats.)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on January 12, 2015, 09:26:58 PM
Hey just figured I would drop by and let everyone know what's going on with this (been away from these forums for quite awhile).

Aside from wanting to play the game my way, I originally started putting together this mod as a way of teaching myself how to code and produce digital art (I had literally zero starting experience in either department when I began). I think I've definitely come a long way since the very first release I threw together over a year ago. Anyhow, the reason for this post is that I've become rather bored of modding Starsector. It's not really something I can put on a resume, I haven't been learning quite as much as I was before, and it takes a metric ton of work to create and add new assets/features to the game (although I admit that the end product is really fun!). So I recently decided to up the difficulty level a bit and start writing my own game. It's actually been going quite well so far, but coding my own stuff eats up virtually all of the time I used to spend modding.

This is by no means a goodbye or statement that you're never getting another update. Just that development is going to get reeeaaaaallyyyy slow, and the vast majority of my time is going to be invested elsewhere. However in an effort not to hang everyone out to dry, I do have a partially completed update on my hands. I'll see if I can release that (without the broken bits) sometime in the near future. It will likely contain a lot of art/quality of life improvements, but few major changes. If there is anything you really want to see in it, let me know. I am probably not going to implement suggestions that require a large amount of new code or art.

And for those curious about the game I'm (attempting) to write:
Spoiler
I'm putting together a hex-based strategy game for Android (possibly iOS, but there are a couple complications because Apple's business practices are *** ***...) built with libGDX. Think Battles for Wesnoth, but set in the future, touch- and small screen-friendly, and with a slew of new mechanics. Right now I'm admittedly in the early stages - I've put together a responsive map/interface, but not too much else (I'm assembling all of the "infrastructure" before I get started on the actual artwork/gameplay).

The end product will hopefully be fun (duh), have one or two story-driven campaigns, possess strong enemy AI, and be able to be played casually (think something the average person could pick up and play during bus rides on the way to work). Of course, failure is always an option, but the goal here is to pick up a bunch of new skills and have something to show for it. It won't be pay to win. (Totally off topic, but one of my friends is a "Product Manager" or something like that for EA, and I often like to jokingly make a point of what a bloodsucking corporation he works for. It turns out that he and most of the other management don't actually play video games, which explains a lot.)
[close]
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Histidine on January 13, 2015, 03:30:48 AM
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
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: HELMUT on January 13, 2015, 10:33:23 AM
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.
Title: Re: [0.65.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on January 14, 2015, 10:26:53 PM
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.

I have no intention of letting this die. This mod started as a way of being able to play Starsector the way I wanted to play it. Now I sorta get frustrated if I ever have it turned off when I play. Since I always come back and play this like crazy when an update comes out, you can probably imagine how annoyed I would be if I didn't have a functional version of my mod out.

On the same topic, I'm very sad that Cycerin and MesoTroniK never updated their mods for 0.65. I know that there's always a temptation to have everything be perfect and wait 'till you've added a huge amount of new content every update, but it means you're leaving everyone who enjoyed playing your mod out in the cold in the meantime (including me  :'(). Why not put out a playable dev to keep people happy in the meantime? Plus, the playerbase has gotten a lot bigger with the update. I indirectly keep track of the number of people playing Starsector/mods by the number of downloads I get. Without listing the actual number of downloads, I would say that there are at least 4-5 times as many people playing mods than there used to be- which means that the vast majority of the people now on this forum haven't played what were arguably two of the best mods before the patch. Which saddens me. Although it's ultimately up to them to decide when they want to release things, I want to play those again at some point regardless of how "finished" they are (WINK WINK, NUDGE NUDGE).

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

I was planning on it  :). Although it could be awhile till I have a viable prototype... although things are going rather well (I've been able to implement everything I've wanted to so far), I'm not exactly the fastest or most experienced coder around hehe...


And thanks to everyone here for playing this and keeping me inspired to keep working on things all this time! To those original 60 people who were actually willing to play my original 0.1 version, you guys are the best! (The rest of you are awesome too :))
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Dark.Revenant on January 14, 2015, 10:57:40 PM
* Dark.Revenant wrings his hands, laughing evilly while playing with both Exigency and Blackrock on his personal 0.65 setup *
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on January 15, 2015, 02:22:10 AM
* Dark.Revenant wrings his hands, laughing evilly while playing with both Exigency and Blackrock on his personal 0.65 setup *

Hah, that made me chuckle a bit  :)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Tommy on January 15, 2015, 03:58:12 AM
Dark, tell us how :p
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Dark.Revenant on January 15, 2015, 04:31:57 AM
You just need to be a development contributor.  In both cases, I did all of the scripting.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Cycerin on January 15, 2015, 07:29:16 AM
Good luck out there kazi and thanks for all your work in the modding scene so far.

Dont worry, Blackrock is being updated soon.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: mendonca on January 15, 2015, 11:44:59 AM
Good luck Kazi with your new project, sounds cool.

And failure is not an option. I demand a completed game! :)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: JDCollie on January 19, 2015, 12:11:05 PM
I have it on very good authority that MesoTroniK is updating Exigency Corp pretty much as we speak. The reason it hasn't been done sooner is that it isn't just a compatibility update.

*queue ominous music*
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: FasterThanSleepyfish on January 26, 2015, 05:27:54 PM
Me wants yousa to make videos again, JDCollie. Pretty Pwease?

*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.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on January 27, 2015, 02:19:14 AM
*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*
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: FasterThanSleepyfish on January 27, 2015, 08:45:20 AM
*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*

Yeah, yeah, I'm nerfing the Kinetic Chirped Pulse Laser soon. No need to bite >.>
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Delta7 on January 30, 2015, 03:27:19 PM
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.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Midnight Kitsune on January 30, 2015, 03:35:09 PM
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
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Spenz on February 15, 2015, 05:10:29 AM
7Zip....greatest compressed file software ever made.  Never leave home without it haha.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Ahne on February 20, 2015, 06:41:18 PM
Is this faction going to be updated soon?

I hope so.

Greetings
Ahne
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Aklyon on February 21, 2015, 12:27:32 PM
It works fine in .2a, if you're worried about compatibility Ahne.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Ahne on February 21, 2015, 05:53:02 PM
ok thx :)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Histidine on February 21, 2015, 06:17:21 PM
Though kazi never got around to re-buffing the Graser series and 0.65.2 has left them even further behind compared to vanilla beams, so you'll probably want to open weapon_data.csv and tweak them yourself. (I just slapped some extra range on them)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on February 22, 2015, 12:37:45 AM
For those interested, I am like 30-50% towards getting another decent-sized update out, but progress is extremely slow. I don't really have anything that could qualify as releaseable right now, unfortunately.

Long story short, I started heading in like 5 different directions (in terms of new features) with the latest update, and never really followed up on and truly finished any of them. Most of my completed stuff is more "polish" than actual new gameplay, so I have a lot of work ahead of me.

And I built a new computer two days ago, so I am currently reinstalling all of my old dev tools... it's actually a bit mind-blowing how many pieces of software you need to create a mod (and I'm pretty sure I'm the only person here who attempts to do all of a mod's art/music/sfx/code themselves :P). Reinstalling my tablet drivers right now... :P
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Ahne on February 24, 2015, 08:12:24 AM
Oh man, i wish you luck, love your sprites and faction. I would like to build my own faction mod too but i'm simply not very well suited for that task.

i'm looking forward to your progress mate!

Ahne
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: LB on March 07, 2015, 02:49:46 AM
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.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Histidine on March 07, 2015, 02:53:12 AM
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.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: JohnDoe on April 04, 2015, 04:10:07 PM
:^)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: whatdoesthisbuttondo on April 20, 2015, 05:47:04 PM
Just dropping by to say your mod is awesome, love the way the ships are designed and handle.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on April 20, 2015, 08:44:34 PM
Thanks ^^ I had a lot of fun making them too!

For the curious, I am slowly slogging along towards another update. There is a huge amount of quality-of-life changes and new stuff, some of which hasn't been done before (sorry, not divulging any details atm though...). Probably going to be one of my larger updates, although no new ships (yet). If I do add one, it'll be something along the lines of a sleek, modernized Hound.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: tanith on April 24, 2015, 10:19:22 AM
More frigates is always a good thing, can't wait to see what you've done when it drops.  :)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on June 02, 2015, 12:00:03 AM
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.

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.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Nanao-kun on June 02, 2015, 11:22:59 AM
Woah, nice.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Cycerin on June 02, 2015, 01:26:21 PM
Awesome.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Ahne on June 02, 2015, 01:56:12 PM
So nice. I hope i'm able to create similar nice weapon/sounds/effects, but i doubt that  :-\
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Surge on June 09, 2015, 07:31:56 PM
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.

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.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on June 10, 2015, 06:54:55 PM
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.
;)

@ Ahne - I didn't make that particular sfx (although I have modified it a bit- esp. in the case of the large mount version). One of the major things I've been doing in terms of sfx is trawling the interwebs for really great/open licensed resources and bashing together my sounds from there. When I eventually release a new update, I'll post links to make these resources available for others, but right now I'm keeping things to myself to prevent others from grabbing the really good ones before I can use them. As for the best tools to use, I'm not exactly an expert at sound design, but FL Studio has some pretty handy tools for mashing things together. iirc Cycerin is also using the same set of tools for sound design and stuff...
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Ahne on June 10, 2015, 07:54:21 PM
thanks for the hints kazi, i too "only" mix some nice free to use license sfx and tweek them, i'm right now at creating weapons (first try) and cuz of that also sounds, fun stuff but not so easy to get the real feel for the sounds, i love your ppc sfx version, very cool!
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on June 11, 2015, 02:57:45 AM
Campaign scripting. It's happening.

Rather than give you a carefully edited and post-processed teaser of what the next update might look like, here's a bunch of raw footage of me mucking around in devmode with some campaign tools I've written. It's done, it works, and there are no NullPointers to be found. I tried to spawn another fleet and detonate it again for some fireworks at the end of the video... but as you can see it didn't quite work out (dont judge me haha :P)

https://youtu.be/KDEAvuUkPFs

The next update features deep/dynamic dialog trees, heavy campaign integration, a huge amount of custom art, rewards for helping out certain factions, more rpg-like play, and a short demo campaign where your actions leave a permanent mark on the sector (not to mention the scripting tools which I will probably try to include in LazyLib once I get things done). Anyhow, enjoy!
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Tartiflette on June 11, 2015, 03:03:23 AM
Copyright block for me...
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on June 11, 2015, 03:12:56 AM
Really? It works for me :P. That's unfortunate, must be google getting crazy overprotective about the music I have in the background. Here's a direct link to the video: http://www.mediafire.com/watch/6s3990orja7i289/campaign_scripting.flv (http://www.mediafire.com/watch/6s3990orja7i289/campaign_scripting.flv)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Ahne on June 11, 2015, 06:01:41 AM
even that link doesn't work for me
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Tartiflette on June 11, 2015, 06:44:33 AM
Well, it worked for me this time. Interesting stuff Kazi, I wonder how much will be doable in vanilla once 0.7 gets out though. It certainly gives me hope that Seeker will be possible.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Delta7 on June 19, 2015, 11:53:36 AM
ok, .rar files are a nono for me. please, .zip files would be much appreciated. not all of us have the brain cells to get 7zip to work or the patience to put up with winrar's "buy me now!" crap.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on June 19, 2015, 11:04:04 PM
Lol, I haven't updated this mod since the last time we had this discussion like 3 pages back.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: code99 on July 31, 2015, 06:54:59 AM
so .. umm ... does this work with 0.65.2a?
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on August 03, 2015, 08:12:13 PM
Yep. The current version will work with Starsector bug-free. Currently writing up my thesis right now and coding a bunch of science-related algorithms/software libraries, so I've had barely any time to get a new update out. I will though. Eventually.  :P
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on August 10, 2015, 05:51:44 PM
Here's a fun new system: the Minelayer. It's exactly like it sounds.

And with it comes a video of a minelayer-equipped ship defending a location against a swarm of smaller ships without shields (exactly what the minelayer is designed to kill). Took a lot of tries before the ship survived, but eventually it got real lucky with a couple groups of clumped up enemies. Yes, that's the AI piloting. (Also, this video has convinced me that the medium-mount nukes need a big fat nerf.)

http://youtu.be/iK0l4KQnN78 (http://youtu.be/iK0l4KQnN78)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Cycerin on August 10, 2015, 07:26:15 PM
Cool. Also, man, all those Heavy Disruptor misses.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on August 10, 2015, 08:17:49 PM
Yeah, it looks like the default Starsector weapon AI fires the instant a weapon path intersects an object's collision circle instead of the actual object bounds. I'll probably need to write a custom AI for that gun, since the misses are so spectacular and costly lol
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Cycerin on September 20, 2015, 01:33:09 AM
How's stuff coming along Kazi?
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: HELMUT on October 18, 2015, 08:15:45 AM
I know you aren't too much around these times, but at least you'll have some stuff to read when you'll come back.

I just finished playing a Nexerelin Mayorate campaign. They're pretty good during early/mid game but i was struggling quite a bit by the end. They currently lack a proper ship of the line for late game battles.

The Lilith fly a bit like a Wolf but without the missiles and the mobility. The Omni shield make it quite a bit tougher to take down, having better shield efficiency and flux stats help a lot too.

I really like the Tiamat, it felt like a high-tech Brawler. Not only it hurt very hard, it's also extremely tough and with its phase leap, surprisingly mobile. I want to say it feel a bit too strong, it have anything you'd want for early game. Unfortunately, it currently share a fatal weakness with the Cimeterre that make it unfit for the AI to use later on, i'll come back on this later.

Speaking of the Cimeterre, it's an awesome destroyer. It obviously hit ridiculously hard with its thermal lance that can drill a hole in every armor. It's countered by shields, but with two universals turrets that can mount kinetic guns, it's not that much of a problem. It's also quite tough, like all mayorate ships, its shield is very good which is complemented by its big flux pool. Add the phase leap on top of that, it's probably one of the best destroyers to get as a flagship.

However the AI really have trouble with the phase leap system and i found it very common for my Cimeterres/Tiamats to jump at point blank range with the enemy. Plus the thermal lance having a long fade time, friendly fire is very common. Fielding a bunch of destroyers is never a bad idea in general, but it really doesn't work with mayorate (unless you're not worried about causalities) just because of the AI spamming phase leap without thinking through. I don't know if it's possible to fix this problem. Either tweaking the phase leap AI, new ship system. Or maybe a new destroyer to fill the backbone role the Cimeterre can't?

The Foraker is pretty good too, like a frontline Gemini, but a bit more expensive. It's good early/mid game when you're not encountering too many cruisers and battleships, the Foraker can then bring its reasonable firepower to the front unlike other carriers. Later one however, the medium turret doesn't have the same impact and the frontline is much more dangerous for a carrier. Which is why i eventually ditched the Foraker for a bunch of Condor for late game.

For the cruisers, the Jamaran felt like the best (only) ship of the line for the Mayorate. I think someone compared it to a Venture earlier in the thread and that's how i feel as well, a high-tech Venture. It's quite a bit more expensive but it is tougher. The large energy and two medium missiles allow for some really good build, either as a front line ship or long range fire-support. It's not a heavy cruiser though, it can't hold the line very well and will eventually go down quickly against something bigger.
 
The Del Azarchel is even less of a front-line ship. While it is very tempting to bring it to the melee so it can use its grav cannon, it will still die very quickly. The two large mounts are pointing sideways, so no capital ship killer build possible either (unless you're willing to perform some spatial acrobatics in the middle of the battle). Personally i didn't knew what to do with this ship. It's too fragile as a front line ship. Too expensive as a pure fire-support ship, especially when the cheaper Jamaran can do it better with its flight deck. It's an okay-ish flagship as the grav cannon require some precision, but why flying a Del Azarchel when you can fly the big one?

The big one in question is the Ravana, and it's a pretty incredible beast. It fill the role of the Conquest without having to spin around like a weather vane to use its guns. It's more expensive but also tougher with it's shield efficiency of 0.5 (better than the Paragon). The locked front shield still require you to be careful as flanking will hurt it real bad. But it's not like you can be flanked as you have one the fastest capital ships in the game, with Maneuvering jets on top of that. There's not much you can't kit to death with a Ravana.

The three frontal large universals permit any kind of build. Triple torpedo launcher, triple Mjolnir, triple Plasma cannon... Things can get really fun when you add other mods. I personally settled for a triple flux torpedo for my flag ship as my fleet badly needed a capital ship killer. I'll say it's too good right now. Its main competitor is the plasma cannon, which is 5 OPs more expensive, have 200 less range and produce quite a bit more flux. Granted, the Flux torpedo have a very low ROF and the slow projectile speed make it quite hard to hit anything smaller than a destroyer. But the very high damage burst will wreck any kind of armor and overload shields like nothing, and even if the target survive, it still deal 2000 EMP damage to disable its weapons. So perhaps a little nerf would be welcome.

I was a bit underwhelmed by the fighters though. The Raad is an overpriced Gladius and didn't felt much stronger, if at all.

Same thing for the Inanna, very expensive. While it is a good interceptor, like the wasp, it is destined to only perform this role and nothing else. It's also stuck at very low combat readiness and won't have as many replacement in battle as other interceptors. On top of that, the beams weapons prevent it to become a threat to shielded targets, unlike Talons that will slowly raise the target hard-flux.

The Angha is the only one i liked. It's outrageously fast, which is huge deal for a bomber, and the rockets are equally fast and accurate. Not the best capital ship killer but they will make quick work of anything smaller. A swarm of Angha is probably one of the worst thing to encounter, you can't dodge them and there isn't many thing you can do to intercept them before they dropped their payload.

Overall i didn't noted any big balance issues, only the phase leap problem was quite bothersome and i don't really know how to fix it. Maybe a little nerf to the Tiamat/Ravana/flux torpedo/Angha, then a little buff to the Del Azarchel/Raad/Inanna. Obviously nothing big, just some tweaks, i think.

The only thing that Mayorate really need? More ships, probably big tough ones that you can let the AI fly. Mayorate struggle pretty hard during end games battles, mostly because there's no ships that can reasonably hold the line against other battleships, even the Ravana. So maybe a Mayo-dominator or even a battleship? Something to think about when you'll find the time.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Adraius on October 18, 2015, 12:05:00 PM
Great post, it comes at an awesome time for me, as I've been fighting a long war war with the Mayorate and have captured a lot of their ships, which I'm now integrating into my fleet.

I agree with pretty much all your comments on the Lilith, Tiamat, and Cimeterre.  I'm worried that my Liliths will get torn to pieces when they encounter a destroyer as they have only marginally better flux stats than a Wolf (IIRC) but less mobility and likely a shorter ideal engagement range, but I'll reserve judgement on that until I try them out in some real fights. =) The Tiamat rocks - I'll say more, again, once I've gotten it in some real fights.

The Cimeterre I have actually deployed several of, and it works very well on paper, but the combination of phase leap and the thermal lance make it kinda awkward in practice.  The long duration of phase lance and it's (kinda odd?) ability to persist through phase leaps allow the AI to (unintentially?) pull some cool tactics where they fire off the thermal lance then immediately jump behind the target while rotating 180 degrees, gutting the target's rear.  However, like HELMUT, I've had problems with mine phase leaping forward into overwhelming forces.  Additionally, the duration also really works against it, as the the Cimeterre has a habit of getting in a little too deep thanks to the shortish range of the termal lance, forcing it to back off quickly - this leads to the thermal lance shot that should gut the opponent to instead just graze their front armor and then waste itself shooting vacuum as the Cimeterre retreats out of range.  A moderate reduction to duration and/or increase to range would be great, but I'm unsure if the ship would also need some corresponding nerfs.

I've been hesitating to deploy my Jamaran, as I don't need the flight deck, so I'm glad to hear it's dependable.  I have used a Del Azarchel, however.  Fighting masses of these spamming laserheads and antimatter missiles was very rough on my destroyer-heavy fleet, and I can't wait to make that tactic work for me, if I can ever capture enough of them. =P Until then, I agree that it has a bit of a split focus that makes it unsuitable for major fleet fights, but I've found it a capable hybrid cruiser for my style of charge-the-center/snowballing attacks; some Trebuchets or Heavy Ballistas (if you prefer regenerating ammo) in the missile slots lend credible ranged firepower despite not being able to keep up with the destroyer/fast cruiser charge, and it arrives soon enough to lend a powerful shield and the grav cannon to the fray.  But it can't fight as well against unfavorable odds as most other cruisers, especially in protracted fights, even with regenerating missiles.  Hmm, maybe I should try those large MIRV launchers...

Lastly, I've been puzzling for ages over what to fit my Ravana with, thanks for the ideas HELMUT.  And I love the mod, thanks for your hard work kazi. =)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Surge on October 20, 2015, 06:35:45 PM
I quite like the Inanna personally, I agree it has problems with CR, but not losing crew to fighter deaths and still having rather effective interceptors for mob tactics is very nice I think.
So good for early game but falls off pretty hard later on when you can spare the elite crew for squadrons. (Squadrons are always lowest priority for me for veteran crew due to their high attrition rate)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on October 20, 2015, 07:35:20 PM
Hah, thanks for all your comments, I agree with pretty much all of them (and have actually already addressed many of them on my end in the current dev). Some comments on my end about the current/intended playstyle (let me know what you think):
Spoiler
========================================================================

-The faction generally dominates/wins battles in the first minute or two of engagement or suffers a crippling defeat. This is especially true in larger engagements, where their lighter craft get wiped out rapidly. See next point.

-Mayorate ships generally need to have the initiative to be effective. They're great vs. solo targets, but as soon as they get targeted by multiple enemies, they either have to disengage or die (especially true for the Lilith/Cimeterre). Although this is intended for those ships, it's a little extreme atm. The only two ships capable of surviving for any length of time are the cruisers and possibly the Tiamat. This faction really needs a heavier destroyer and capital to compensate and give the ultra-dangerous/vulnerable ships like the Lilith/Cimeterre/Ravana breathing room to disengage and reset the fight if they get in trouble.

-Positional play is extremely important. The best Mayorate defensive strategy is absolutely overwhelming firepower. If an enemy gets too close or starts putting pressure on one of your ships you need to destroy/overload/force their retreat as soon as possible. As a result, Mayorate ships do WAY better in clumps where multiple friendlies can help focus on threats.

-The faction does extremely well in and around nebulas and sensor arrays, as those help nullify other factions' speed/maneuverability advantages. Telling a Mayorate fleet to defend a sensor array in a huge nebula usually ends in a complete massacre for the other guys.

-Mayorate ships generally bring much larger, but fewer mounts than other factions. The side-mounted missiles are generally better than what you'd get to carry otherwise, but you have to pay for that with reduced weapon choices (you need seeking missiles capable of hitting targets in front of the ships- dumbfire weapons like topedoes are a bad idea).

-Shields are okay-ish but often a liability. Armor is generally above-average, so you can take a limited number of hits on the hull to compensate. Playing with your shields down a lot is currently the best way to play imo.

-A lot of ships thrive on high flux with the new energy weapons changes. Sure it makes you more vulnerable, but your damage output goes up dramatically as well.  
============================================================================
[close]

For those interested, here is the current changelog for the update I'm sitting on (haven't had time to balance, finish up the last few art assets- namely a medium-mount nuke, new laserhead, station, and a couple other things that I'm totally forgetting about right now).
Spoiler
=================================================================
v0.9 (still being worked on)

GRAPHICS
-Added two new portraits.
-Mayorate portraits are available for player use again.
-Added a bunch of unique interaction images for every Rasht market. They're kind of scribble-y, but whatever.
-Improved Ravana sprite.
-New nuke sprites (mount and launcher)
-New Mayorate faction logo graphics.

COMBAT ADDITIONS AND BALANCE
-Added Disruptor weapon class. Does moderate amounts of fragmentation damage and EMP damage. Although worthless in terms of damage vs. enemy armor, disruptor-type weapons deal hard flux damage directly to enemy ships (dropping shields and taking shots on hull decreases hard flux generation by 50%). You can effectively lock down enemy craft with massed disruptors, although it comes at an extreme cost to DPS (the new particle FX are pretty though!). Comes in medium and large energy mounts and sounds absolutely terrifying when fired.
-Added Shrike Hunter-Killer Drone wing. It's a shielded superiority fighter that's a replacement for the Inanna.
-Added Bubble Shield system to Tiamat. Upon activation, shield rapidly expands to 360 and the ship becomes completely invunerable for a short period of time. Shield-bypassing weapons will still work fine.
-Added Minelayer ship system to the Safir B and Jamaran. The minelayer deploys a spread of 12 high-explosive mines that lay dormant for up to 90 seconds or until an enemy gets near. Once triggered, the mines lunge towards their target and explode for AOE damage. The AI will intelligently deploy the mines when near objectives, ordered to defend or control a location, is under pressure, or thinks it has a chance to finish off a target in close range. The mines are quite lethal if your attention is elsewhere, but can be easily spotted/avoided/cleared with PD weapons if you're cautious. Also, protip: don't ever give an enemy minelayer a chance to fortify an objective - the longer you wait, the more mines it will deploy (saving a few charges to replenish the minefield or as a reserve if you try to attack the minelayer).
-Added Graser beam buff. Grasers (every type) now do bonus damage (up to about 100%-ish increase in damage) based on how much flux you have. They go from being "meh" to really potent fast. One nice effect of this is that Graser PD becomes more effective the more exposed you become (which is a kinda unique mechanic for PD weapons). Should encourage more brinksmanship. ;)
-Laserheads now fire a directed beam attack and launch in salvos of one. Yes, they dump a full power heavy graser into their target.
-The Cimeterre's Thermal Lance is no longer a burst beam. Lance DPS and flux cost dramatically reduced, chargeup/chargedown is now instant. Also benefits from the graser damage buff- the Thermal Lance deals extreme damage at high flux levels (very high risk, very high reward). New fire/loop sounds as well (no more Reapers!). Plays similarly, but is much more responsive feeling.
-New mount setup for Ravana. All the universal mounts are now energy mounts, center large mount is now a medium missile mount, two small energy mounts removed.
-Other balancing stuffs that I'm forgetting about. I messed around with nearly everything, to be honest. Mayorate energy weapon DPS is now in line with the base game again.

CAMPAIGN ADDITIONS
-Integrated relationships for other mod factions.
-Added a consulate to Mayorate worlds. You can now chat with them about other factions and stuff (mostly just for your own amusement).
-Mayorate reputation can be exchanged at the consulate for free ships/strike groups (Mayorate reputation must be "favorable" or above, additional options unlock at higher rep levels). Ships granted are randomized by ship class/type, but come fully equipped and ready to go with crew. The reputation "cost" is massive however.
-Mayorate reputation can be spent at a consulate in order to increase reputation with certain Mayorate allies/neutral factions (Mayorate reputation must be "favorable" or above". Cost is -10 Mayorate rep for +5 <other faction> rep.
-Added Planetary AI Core market condition. Dramatically reduces food/domestic goods consumption in return for a dramatic increase in Metals/Rare Metals/Fuel demand.
-Shuffled around Rasht market conditions.
-All Rasht markets now have a significant amount of flavor text.

MODDING TOOLS
-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).
-Custom rule commands for performing dynamic campaign-level scripting through rules.csv. Enable dev mode and dock with a market to try them out.

OTHER
-Changed many sfx to be better/more license-friendly.
-Removed music that wasn't written by me. (2 tracks)
-Removed battle music (it gets old after awhile). Don't worry, it may return as "boss encounter" music in a later update. ;)
-Remastered "The Expanse" ambient music track.
-Added "Nebula" ambient music track.
-Improved writing for most descriptions.
-Changed the faction lore a bit to be a bit more in line with what it was before.
-Probably a lot of stuff I forgot to mention.
==============================================================================
[close]

TL;DR: The new disruptors and minelayer feel absolutely awesome as currently implemented, lots of balance changes, a metric ton of campaign polish, also the new music track is nice.

I need to make some new heavy ships to support the rest, as that's the faction's biggest weakness right now. The new minelayer/disruptors help out with defence in the meantime, since they're outstanding at completely shutting down enemies.

As for release timing, I need to finish up my thesis before I can devote any serious time to getting things done (also going to a wedding in India soon for a few weeks). I'm guessing the release will be maybe a couple weeks after 0.7 drops. Adding ships is probably the most time-consuming endeavour for me when modding, can't commit to one of those until I have some serious time on my hands.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Adraius on October 20, 2015, 08:02:02 PM
Ooooooooooo, very nice.

-Disruptors sound interesting... I'll have to try them out to see if I'll like them, though.

-I look forward to trying the bubble shield on the Tiamat, it should help them survive when they get in too deep when trying to use their built-in weapon.  I played around with the Tiamat some more, and realized that the description wasn't kidding when it said it was awkward to use.  I still need more experience with it.

-Minelayer sounds awesome!

-Yay for graser buff@  Frankly, I've never touched them, favoring more flux-efficient weapon systems instead.  I'll definitely have to give them a go on some ships.

-New Themal Lance with graser flux benefit sounds scary in the best way possible.

-The Ravana change will help me figure out what the heck to stick in those slots, at least!  I've been puzzling over what to do with mine for awhile now. =P

---

Thanks for sharing all the info!  I look forward to seeing this, whenever it comes out. =)
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Tartiflette on October 20, 2015, 11:49:25 PM
[...]-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).
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on October 21, 2015, 01:15:53 AM
Hmmm... in the few tests I've done I could have sworn that the AI raises its shield, but I'll need to double check. It could be an artifact of the way I'm spawning beams (perhaps the AI sees the missile and the damage associated with it, even though those damage values don't get used by the game engine?). Definitely something I'll need to look into again, wrote the new beam code wayyyyyy back.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Tartiflette on October 21, 2015, 01:48:53 AM
In your case it raises the shield due to the presence of the missile incoming, witch is probably working fine because the beam must be short lived and the missile only removed after. But if you make a fancy continuously firing long range weapon, there might be more issues.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Tschudy on November 07, 2015, 06:57:06 AM
Is there a version of this available that isnt locked inside a .rar file?  WinRar seems to really not be free anymore.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Tartiflette on November 07, 2015, 07:16:17 AM
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...
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Tschudy on November 07, 2015, 07:19:29 AM
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 TPCs
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: mangalore on November 08, 2015, 09:27:33 AM
Hi! I really like the ship design and overall style of the faction.

I was wondering what damage those flare missiles on the Angha bombers do. I hope it's not a flare launcher but something with a big whalop. Currently rather sticking to Vespa or Vanilla torpedo bombers because of that. I find torpedo bombers are the only type of bombers you could half way use to intentionally target a high priority target and take it out early in battle.

Otherwise it would be cool if there were some more variety in the cruiser, battleship role akaone more variant.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kazi on November 10, 2015, 07:47:31 PM
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.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: mangalore on November 12, 2015, 12:22:00 AM
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.

Thx for the Info. Playing in Nexerlin I mainly feel they fall off in the higher categories. One cruiser very missile focussed, the other rather slow and carrier focussed makes both more support and the battlecruiser is very front focussed leaving it a bit in a scram in big fleet actions.

Ended up with a Black Rock Shipyard heavy destroyer and a bunch of Cimeterras in support as the main force. While good also a bit squishy in places.
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: kruqnut on November 29, 2015, 04:09:59 PM
I like your mod, can't wait for the update!
Title: Re: [0.6.5.1a] The Mayorate v0.8.1 (updated 3/11/14)
Post by: Gezzaman on December 09, 2015, 07:36:33 PM
Hows the progress going?

I'm missing the thermal lances D:
Title: Re: [0.6.5.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: kazi on December 11, 2015, 04:25:36 AM
It actually happened! Enjoy...

Changelog:
Spoiler
v0.9

COMBAT AND BALANCE
-Added Disruptor weapon class. Does moderate amounts of fragmentation damage and EMP damage. Although worthless in terms of damage vs. enemy armor, disruptor-type weapons deal hard flux damage directly to enemy ships (flux increase is mitigated by half if you take the hit on hull/armor). You can effectively lock down enemy craft with massed disruptors, although it comes at an extreme cost to DPS (the new particle FX are pretty though!). Comes in medium and large energy mounts and sounds absolutely terrifying when fired.
-Added Bubble Shield system to Tiamat. Upon activation, shield rapidly expands to 360 and the ship becomes completely invunerable for a short period of time. Shield-bypassing weapons will still work fine.
-Added Minelayer ship system to the Safir B and Jamaran. The minelayer deploys a spread of 12 high-explosive mines that lay dormant for up to 90 seconds or until an enemy gets near. Once triggered, the mines lunge towards their target and explode for AOE damage. The AI will intelligently deploy the mines when near objectives, ordered to defend or control a location, is under pressure, or thinks it has a chance to finish off a target in close range. The mines are quite lethal if your attention is elsewhere, but can be easily spotted/avoided/cleared with PD weapons if you're cautious - AI is pretty good at clearing them too.
-Added Graser beam buff. Grasers (every type) now do bonus damage (up to about 100%-ish increase in damage) based on how much flux you have. They go from being "meh" to really potent fast. One nice effect of this is that Graser PD becomes more effective the more exposed you become (which is a kinda unique mechanic for PD weapons). Should encourage more brinksmanship. ;)
-Added Shrike Hunter-Killer Drone wing. They carry 2 Graser PD lasers and a forward shield. They're pretty much your bros, and will shoot down incoming missiles for you. Note that shooting them will make their weapons hurt more (see Graser buff).
-Removed Inanna wing. They were kind of "meh" art-wise and gameplay-wise.
-Laserheads now fire a directed beam attack and launch in salvos of one. Yes, they dump a full power heavy graser into their target.
-The Cimeterre's Thermal Lance is no longer a burst beam. Lance DPS and flux cost dramatically reduced, chargeup/chargedown is now instant. Also benefits from the graser damage buff- the Thermal Lance deals extreme damage at high flux levels (very high risk, very high reward). New fire/loop sounds as well (no more Reapers!).
-Ravana overhaul. All the universal mounts are now energy mounts, center large mount is now a medium missile mount, two small energy mounts removed. The shield is now an omni-shield, with crappier efficiency and coverage. OP reduced to 215 (from 250).
-Kashef Sensor Suite hullmod now boosts campaign sensor strength by 2, increases detection range on the combat map by 50%, and increases energy/ballistic range by 5%. Unlocked at Computer Skills rank 5.
-Added AI Crew hullmod - decreases crew requirements and losses by 50%, increases weapon/energy performance by 15%, decreases combat readiness recharge rate by 50%. Unlocked at Computer Skills rank 10.
-Other balancing stuffs that I'm forgetting about. I messed around with nearly everything, to be honest. Mayorate energy weapon DPS is now in line with the base game again.

CAMPAIGN
-Integrated relationships for other mod factions. The Mayorate is very suspicious of the rest of the sector.
-Added a consul to Mayorate market comm directories. You can now chat with them about other factions and stuff (mostly just for your own amusement).
-Mayorate reputation can be exchanged at the consulate for free ships/strike groups (Mayorate reputation must be "favorable" or above, additional options unlock at higher rep levels). Ships granted are randomized by ship class/type, but come fully equipped and ready to go with crew. The reputation "cost" is massive however.
-Mayorate reputation can be spent at a consulate in order to increase reputation with certain Mayorate allies/neutral factions (Mayorate reputation must be "favorable" or above". Cost is -10 Mayorate rep for +5 <other faction> rep.
-Accepting a commission with the Mayorate resets your relationship with the pirates to inhospitable (if you are hostile with them). This avoids the awful thing where you'd otherwise lose Mayorate rep over time for being hostile with the pirates.
-The bonus "Consulate" features auto-deactivate if you are playing Nexerelin.
-Added Planetary AI Core market condition. Dramatically reduces food/domestic goods consumption in return for a dramatic increase in Metals/Rare Metals/Fuel demand. If you're clever, you may be able to make money off of metals for once.
-Shuffled around Rasht market conditions.
-All Rasht markets now have a significant amount of flavor text.
-Rasht star system has been prettified and has a lot of extra terrain.
-Mayorate ships are now much cheaper- they used to cost 1.5-2x vanilla ship prices, now they are roughly comparable to vanilla midline/high-tech prices (so you can actually replace losses).
-Nexerelin compatibility restored.
-Nexerelin Corvus-mode compatibility added.

MISC GRAPHICS
-Added three new portraits, redid one portrait, removed one portrait. Net gain: 2 portraits. Did my best to "David-ise" them.
-Mayorate portraits are available for player use again.
-Added a slew of unique interaction images (one for every market in Rasht, plus a few extras that are currently unused). They're kind of scribble-y, but whatever (was learning to digital paint).
-Improved Ravana sprite.
-New nuke sprites (mount and launcher)
-New laserhead sprites (mount and launcher)
-New Mayorate station sprite
-New Mayorate faction flag/logo graphics.

MISSIONS
-Completely rewrote the mission dialogs to be in line with vanilla/mod lore. They now occur several months post-Collapse, and you're up against a lot of the original XIV ships with battle-hardened crews (I tweaked the XIV Elite Onslaught to be a bit more brutal- have fun with that).
-Missions are now much, much harder. I've successfully beat each once.
-Battle music plays during Mayorate missions (but not campaign, simulator, or other missions).

OTHER
-Lots of new Mayorate ship variants that appear around the sector. One of the new Jamaran variants is absolutely disgusting. I apologize in advance if you are unfortunate enough to run into it in the campaign.
-Changed many sfx to be better/more license-friendly.
-Removed music that wasn't written by me. (2 tracks)
-Added a track that wasn't written by me ("gravitation") to one of the missions in a moment of weakness.
-Removed battle music from campaign layer (it gets old after awhile). Don't worry, you can still jam to it in the missions.
-Remastered "expanse" ambient music track.
-Added "nebula" ambient music track. Probably my most high-quality/cinematic track to date- really tried my hardest to keep the composition simple and not depend on drums so heavily.
-Added "mayorate_friendly" and "mayorate_neutral" music tracks for markets/interaction dialogs.
-Improved writing for most descriptions.
-Rewrote a good portion of the faction lore- again.
-Added a custom AI for disruptor-type weapons, it's a bit buggy, but hits more than the vanilla AI (its also punishing, with no built-in inaccuracy)
-Probably a lot of stuff I forgot to mention.
[close]

Changelog TL;DR:
-Major polish update, everything in the old version has been improved somehow
-No new ships (maybe later)

Free hints for those who've never played this mod before (last update was a very, very long time ago):
-If you leave your shields up all the time, you *will* die... take hits on armor instead or force enemies to back off with your guns.
-The side missile mounts are larger than what you'd otherwise get, but restrict missile choices to seeking missiles with semi-decent turning.
-Mayorate ships are pretty vulnerable to being outmaneuvered and swarmed and need to stay together for defense.
-Watch out for nukes when playing against. You'll know them when you see them.

Download:
https://github.com/kazi11/mayorate/releases/tag/0.9.0 (https://github.com/kazi11/mayorate/releases/tag/0.9.0)

(would write more, but it's like 4 am here and i need to sleeeeeeepppp....)
Title: Re: [0.6.5.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: JohnDoe on December 11, 2015, 04:26:39 AM
Finally!!! Been waiting with my pants off here.
Title: Re: [0.6.5.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: kazi on December 11, 2015, 04:32:43 AM
Finally!!! Been waiting with my pants off here.

 :D
Title: Re: [0.6.5.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Bastion.Systems on December 11, 2015, 04:36:31 AM
Sweet!
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Schwartz on December 11, 2015, 05:13:45 AM
Nice to see this updated. Mayorate fights are a lot of fun.

The old Laserhead was awfully inefficient, little bit like the old (new-old) Sabot with the projectile spread. So I'm looking forward to seeing how this plays.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Cycerin on December 11, 2015, 10:14:04 AM
Excited to give this a spin. Good work.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: 9of2 on December 11, 2015, 12:01:57 PM
I ran into an issue while trying to run the mod, not quite sure if it's something i did wrong or a posisble bug.

Spoiler
14614 [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]
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Blaze on December 11, 2015, 12:45:03 PM
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.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: HELMUT on December 11, 2015, 01:20:05 PM
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.

It was quite underpowered, also very prone to friendly fire. Definitly not an advisable weapon with the new expanded battles.

Anyway, i'm curious to try that new mine layer system.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Ghoti on December 11, 2015, 01:50:39 PM
what happened to the PPC?

IR Laser   PPC
fps152143
dps152214
range500500
op56


it didn't use to be like that, right?
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: StarSchulz on December 11, 2015, 01:52:54 PM
woo hoo! definitely one of my favorite mods. thank you for updating!
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Surge on December 11, 2015, 02:06:35 PM
Mmmmmmm starship PPCs....
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Weltall on December 11, 2015, 02:15:44 PM
*gets a heart attack of happiness* Arghhh noooo and I started already playing! *hand moves by itself to the New Game option*...argh...

Thank you so much for updating!
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: StarSchulz on December 11, 2015, 02:37:38 PM
Can't get the game to start with the mod activated, keeps coming up with this error:

Spoiler
86411 [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?
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: 9of2 on December 11, 2015, 03:26:27 PM
Can't get the game to start with the mod activated, keeps coming up with this error:

Spoiler
86411 [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?

Had the same issue, had something to do with my vmparams and jre folder. Fixed it by redoing the jre install for the 2g+ memory and restoring a backup vmparams. Failing that a fresh install should also fix it.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: kazi on December 11, 2015, 03:30:06 PM
That is so weird. I've never seen that error. Going to do a quick troubleshooting run to see if I can reproduce it.

The mod does seem to *require* 64-bit Java, as it contains a huge amount of art and music assets (and Starsector insists on loading absolutely everything into memory). I've also only done testing with just this mod, LazyLib, and ShaderLib installed, so it also could also be a compatibility issue. Confirmed to work with the latest versions of Shadowyards, BRDY, Templars, Nexerelin, Version Checker.

*EDIT - mod download confirmed to work on 64-bit Ubuntu Linux, using the system JRE (as many users likely already know, the bundled JRE simply doesn't work on Linux.)
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Kanil on December 11, 2015, 03:55:13 PM
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.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: StarSchulz on December 11, 2015, 04:01:31 PM
The way i have always done it is edit the starsector.bat file to change the memory so the first little bit looks like this: java -Djava.library.path=native\windows -Xms2048m -Xmx4096m

is there a better way of doing this?
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: kazi on December 11, 2015, 04:16:48 PM
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.

*edit - the system positions are solved.

And yeah, I wasn't able to find the source of that issue while I was testing Nexerelin.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Histidine on December 11, 2015, 05:17:28 PM
In data/config/exerelinFactionConfigs/mayorate.json, add a line "corvusCompatible":true

I probably ought to remove that check for the start position code, it already checks if the specified entity exists or not.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: StarSchulz on December 11, 2015, 06:10:10 PM
I copied the 64 bit java into the starsector files and it works fine now. now, i simply must fly that battlecruiser!
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: kazi on December 11, 2015, 07:03:27 PM
what happened to the PPC?

IR Laser   PPC
fps152143
dps152214
range500500
op56


it didn't use to be like that, right?

Erm, I may have forgotten that I buffed it to account for the energy weapons nerf (ancient history now, but the old version didn't account for it), and then buffed it again. Oops.

I copied the 64 bit java into the starsector files and it works fine now. now, i simply must fly that battlecruiser!

Glad to hear things are working again (and mildly relieved the issues weren't my fault haha...)! The battlecruiser is currently my least favorite ship, and needs a new shipsystem. If you think of a good idea for one, let me know and I might end up coding it in!

--------------------------------------------------------------------------------------

As a bit of a side note, my plan is to wait a week or two, then make another update that addresses people's feedback/criticisms. Let me know how you feel about things now, and I'll do my best to work your comments into the final update. Generally I try out most peoples comments, and then implement them if they improve things/play well.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Adraius on December 11, 2015, 09:27:06 PM
Interesting that the laserheads now resemble another scary signature weapon of the HH series, the graser torpedo. =) And good catch with the pirate rep reset if you accept a commission, Nemo's Youtube playthrough just hit another snag today where he joined Diable Avionics with no good way to increase his pirate rep.

I look forward to trying this out when I finally start a new game!
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: StarSchulz on December 11, 2015, 10:15:21 PM
The only thing that i can think of as being more battle-cruiser like than maneuvering jets, is a system that increases acceleration significantly and top speed slightly. sudden near instant acceleration would allow it to dodge things like reapers, and other bomber threats. Not exactly sure whether a medium cooldown or an ammo system with a long cooldown would be better. Though i would hate to be a crew member on a ship like that!
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: JohnDoe on December 11, 2015, 11:48:49 PM
AI crew hullmod is increasing crew requirement and max crew.

Spoiler
(http://i.imgur.com/g2iy7Es.png)
[close]
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Dark.Revenant on December 12, 2015, 12:10:07 AM
All the percents on the AI crew hullmod are completely ***.

http://gfycat.com/CarefreeIncomparableCoypu

P.S. You might want to make the crew/engine penalties mults instead of percents so that you don't have a situation where if you get the Skeleton Crew perk, your ship has a crew of 0.  I also seriously suggest removing the top speed bonus.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: valefore on December 12, 2015, 06:23:34 AM
When I play Nexerelin with Mayorate, the Nexerelin self invade function seems to disappear (I have an image but not sure how to post it here). Under the chances stats, it says 'IndexOutOfBoundsException: Index: 0, Size: 0' twice, and choice '1. Proceed' disappears.
I currently live in China and have *** internet but I did download Lazylib, Shaderlib, Mayorate and Nexerelin twice. Not sure if they are corrupted. Also using JAVA 8 64bit.
Edit:
Versions are:
Nexerelin 0.7d beta
Lazylib 2.1
Mayorate 0.9.0
Shaderlib 1.1.2
Starsector 0.7.1a-RC5

Can anyone else comfirm this?
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: taerkar on December 12, 2015, 08:00:14 AM
I'm getting the same error when I have Mayorate installed, Removing only Mayorate lets me invade normally.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: kazi on December 12, 2015, 01:45:21 PM
@taerkar, valefore - After looking through Histidine's Nexerelin code a bit, it looks like a name conflict in rules.csv. Long story short, I wrote a bunch of code to support campaign-level missions and scripting for Starsector version 0.65a that I ended up deactivating for this update. The completed, working stuff (like free ships and diplomacy) got bundled into the "Consul" contacts that you can find in Mayorate market comm directories (I set this stuff to auto-disappear in Exerelin, so as to not give Mayorate players an unfair advantage).

The catch was that all of this backend I wrote for campaign scripting is still there, and Histidine and I actually wrote a lot of very similar stuff (there's a lot of common-sense stuff that Alex simply hasn't needed to add yet for vanilla, but is required to do lots of things that mods might want to do). In this case, the Nexerelin bug is caused by both Nexerelin and the Mayorate having a "HasMarines" rule. In this case, the Mayorate "HasMarines" rule is overriding Nexerelin's, and the Mayorate copy requires an extra argument (the numbers of Marines required by an event), which Nexerelin isn't supplying, hence the ArrayIndexOutOfBounds exception. I'll see if I can get a fix out later tonight, as that would be kind of a frustrating issue to deal with.

@JohnDoe, Dark.Revenant - Looks like I need to take another look at the AI Crew hullmod- last time I worked on that was like 6 months ago, I must have incorrectly assumed it was done and working when finishing up the update.

@Adrius - That was the goal with the laserheads, I'm glad to see that people think I've reproduced em! And yeah, I spent a ton of time polishing off the vanilla campaign layer to try and catch all of the hidden "gotchas" in vanilla play with the Mayorate. The pirate rep forgiveness on Mayorate faction commission is one aspect of this.

Some other fun stories involving campaign balancing:
- You've probably noticed that the pirate market got replaced by independents in Rasht. The pirates kept ganking me and all of the independent traders while the Mayorate patrols just stood around and watched- it was so annoying that I had to get rid of their market.
- The Luddic Church market used to be a Luddic Path market. Unfortunately, the Mayorate fleets were a little too good at patrolling their own system, and wiped the floor with all of the Luddic Path who spawned, meaning that only the really big, super-fast Luddic Path fleets survived, leaving nothing for the player to fight (or otherwise absolutely destroyed the player with a fleet of 20+ frigates). I had to convert the market into a Luddic Church one and give it a military base so that the system didn't just become a Mayorate steamroll.
- The Mayorate are ungrateful bastards. They never spawned bounties, never appreciated it when you helped them out in a fight, and never spawned doable trade missions. In the current version, I had to set up a script to manually start system bounties every once in awhile so that there was actually a way to level up your Mayorate reputation to the point where you could get a commission.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: kazi on December 13, 2015, 03:21:47 AM
Fixed all known issues with the last release.

-mod campaign music now integrates with vanilla campaign music
-fixed the Nexerelin invasion bug
-AI Crew performance bonuses reduced to 5%, otherwise fixed
-fixed fighter supply usage
-nerfed ppc back to pre-"bonus buff" levels

Download: https://github.com/kazi11/mayorate/releases/tag/0.9.1 (https://github.com/kazi11/mayorate/releases/tag/0.9.1)
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: JohnWildkins on December 13, 2015, 08:16:24 PM
I'm receiving a CTD upon attempting to load The Mayorate. I'm running 0.7.1a, with LazyLib 2.1 and ShaderLib 1.1.2. Here's what starsector.log says:

41645 [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)

Running without The Mayorate and with other mods both work, but any time the Mayorate is selected, Starsector crashes on load.


Nevermind. I was totally using an outdated version of Java to try and get 2GB allocation, updated to JRE8 and it works fine. Sorry about that.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: TaLaR on December 13, 2015, 09:33:21 PM
Still, would be nice to put a notice that Mayorate requires jre 8.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: MesoTroniK on December 13, 2015, 09:52:47 PM
Ideally, it will be changed to not require it soon.
Title: Re: [0.7.1a] The Mayorate v0.9.0 (updated 11/12/15)
Post by: Gezzaman on December 13, 2015, 10:33:58 PM

-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)

thankyou!

Was wondering why i couldn't invade stations/planets
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: HELMUT on December 15, 2015, 01:41:20 PM
Just reporting in that the Mayorate mod tends to screw a little bit with the fuel prices in the sector, around 10/20 per unit. I suspect the Antimatter fuel production facility on Inir in Rasht might be a bit too strong.

Edit: Actually, scratch that, seems a few mods tends to cause minor price fluctuation for the fuel. And as long as it's not in the expensive way, i guess it can be overlooked?
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on December 15, 2015, 07:43:04 PM
I think there is only a single antimatter plant in the entirety of vanilla on Sindria, so adding any might mess with the supply. though i guess it's not too bad, as the Mayorate have quite a few enemies that don't get any!  :P
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on December 15, 2015, 11:03:56 PM
Hmmm, I didn't realize that Sindria was actually the only source of fuel in the vanilla universe! The "Planetary AI Core" market conditions in and around the system are a massive fuel sink, but I guess they don't quite make up for the fact that the fuel supply has essentially tripled from Inir.

Did my best to make sure the economy wasn't too out of whack in the negative direction, should have checked for really cheap stuff too! Right now the Rasht system produces more or less everything it needs, with a bit of a surplus (to balance out weird stuff if other mods do something funny). Maybe I'll tweak it a bit in the other direction for the next update. Ilkhanna is a little too stable for my liking anyhow.

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.


Heh, glad you enjoyed it. Vanilla has been missing that kind of stuff for awhile, just wanted to add in some faction dialogs to give things more flavor.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on December 15, 2015, 11:59:16 PM
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.

Where is this? sounds interesting!
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on December 16, 2015, 12:27:01 AM
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.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Dark.Revenant on December 16, 2015, 12:36:05 AM
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.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Cik on December 16, 2015, 05:33:37 AM
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.

oh, that's nice.

really nice.

add to nexerelin too please.

Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Histidine on December 16, 2015, 05:40:23 AM
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.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Ceebees on December 16, 2015, 02:55:54 PM
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 is

Code
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)
(the first line repeats... several thousand times before this)

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
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on December 16, 2015, 04:02:43 PM
That sounds awesome, i was wondering why i couldn't find it. will for sure have to check out that in game.

Edit: I love the descriptions of the other factions  ::)



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?
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on December 16, 2015, 09:08:05 PM
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.

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.

Hmmmmm... maybe I'll add that one back in for Nexerelin...

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 is

Code
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)
(the first line repeats... several thousand times before this)

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

That appears to be a bug with the way I'm handling music on the title screen. Alex's music APIs are quite incomplete, and do not properly stop the music on screen transitions, so I manually had to code in a script to properly change the music at the correct points in the main menu/missions. I'll see if I can reproduce that bug and fix it on my end.

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?

That's mostly just the way I seem to play by default. Pretty sure I'm the only person who likes capacitors lol...  :-X
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Ceebees on December 18, 2015, 02:35:12 PM
I have another crash to report (sorry again!), though i would like to preface this one by saying that i followed your IntelliJ tutorial and have been fiddling with Mayorate to learn how things work. So, this one might be my fault, or the IDE re-assembling the jar wrong - but, i don't see how turning Rasht blue and moving it way off to the left in hyperspace would cause this (i've only been altering rashtGen), and everything else seems to work okay so far.

That out of the way, the game crashed when i was returning to the main menu after exiting a campaign, with the log:

Code
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

I think it tried to spawn a ship with a Mayorate Disruptor in the background combat diorama and didn't know what to do? Again, this might just be my meddling, but i figured i should mention it.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on December 18, 2015, 05:50:47 PM
Huh, I'll check it out. It looks like it's somehow not finding the DisruptorAI plugin in the main menu, but is somehow finding it in the actual game (at least I'm going to assume it did on your end).... very weird.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Cycerin on December 21, 2015, 02:08:02 PM
Thing that's bugging me about the Ravana: The maneuvering jets dont have any auxiliary engines, everything's concentrated on the back. I think it'd look a lot better if some diagonal engines along the sides or top activated, so the engine part of the ship doesn't become one gigantic whiteout.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: DinoZavarski on December 22, 2015, 02:56:21 AM
I have a weird crash on game start (just after data loading is finished) when attempting to launch SS 0.7.1 with this mod enabled on Linux with OpenJDK 7:

Code
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)

The game seems to run normally with the embedded JRE, however it is 32 bit and can't assign enough memory to play ss+/nexerlin game.

Do you know if OpenJDK 7 can be tunned to run SS with your mod? I have other java apps constantly running (like i2p for example) and prefer to avoid launching several Java versions simultaneously - wastes a loot of memory and i have only 6G.

edit: Just to add, previous versions of SS/Mayorate worked fine with OpenJDK 7
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Dark.Revenant on December 22, 2015, 03:23:31 AM
Mayorate is compiled with JDK 8 binary format.  Vanilla itself uses JDK 6, and most mods use JDK 7.  In the future, the game will be coming with a copy of JRE 7 rather than JRE 8.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: cardgame on December 25, 2015, 05:31:06 PM
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.

Yeah, I got a reputation penalty for not acting hostile to the Lion's Guard for some reason, even though the Mayorate and the Sindrian Diktat are on good terms right now. Coupled with "neutral" it dropped me from favorable to neutral and I can't access their military market anymore :(
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on December 25, 2015, 06:57:27 PM
So, i actually got a chance to pilot a Ravana battlecruiser. when i mentioned how i wanted one, i was confusing it with the cruiser with the grav cannon. I can say that in combat the Ravana is very powerful, but it doesn't actually feel powerful. compared to the Del-Archaezel, the grav cannon on it echos throughout the map and sounds terrifying. but the heavy energy weapons available on the battlecruiser just sound weak. It is more than maneuverable enough though.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Ceebees on December 26, 2015, 10:09:29 PM
Is the Grav Driver intended to be purchasable from markets? I found a single one on the black market, but it looks rather like it's meant to be a Mayorate ship's spinal mount, and lacks a description.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Unbroken on December 27, 2015, 10:59:21 AM
I had just finished fighting the good fight vs a block of Blackrock ships, when this sadly occurred. Not sure if this is a Mayorate issue, or an SS+/Nex one:

Code
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)

I've also seen the Grav Driver being buyable from the Black Market (and also Prism Freeport's high end seller), and also: is the Ravana supposed to gulp down 20 fuel/ly? It's double the value for other battlecruisers, and still higher than full battleships - an Onslaught eats only 15/ly.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: SnowDrakE on December 29, 2015, 11:27:47 AM
I have the same problem on startup...

"Starsector 0.7.1a-RC5

Fatal: Index: 0, Size: 0
Check starsector.log for more info."

Code
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)

I also replaced the jre folder with what I had installed:
Code
JAVA_VERSION="1.7.0"
OS_NAME="Windows"
OS_VERSION="5.2"
OS_ARCH="amd64"

So unfortunately running Nexerelin with multiple factions, I am unable to get Mayorate to run at all. If anyone has ideas or suggestions, I am open for anything.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on December 29, 2015, 11:29:53 AM
Are you running JRE 8? that is the error it gave me when i wasn't running 8.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: SnowDrakE on December 29, 2015, 11:45:49 AM
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
So upping to version 8 should do the trick?

Addendum: Indeed, upgrading Java worked. Can play now with Mayorate enabled. Celebratory whiskey will be poured.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on December 29, 2015, 01:29:57 PM
Addendum: Indeed, upgrading Java worked. Can play now with Mayorate enabled. Celebratory whiskey will be poured.

Hah- it would seem we have very similar playstyles...  ;)

I just got back home to Vancouver today after visiting places for the holidays, was going to try releasing a patch for people's major gripes sometime in the next few days. I'm going to be moving for a faraway job soon, might be awhile before my desktop arrives via shipping (so I porbably won't be able to do art/music/actually play non-laggy Starsector until it gets there). Let me know what features/bugs you want addressed, and I'll try to hash out all of the quickly doable ones in the next little bit (gotta do a lot of packing, anything requiring art changes/extensive code additions probably won't get done).

Right now, the bugs/features I was going to address were:
+ Fix Mayorate hostility to "hidden" neutral factions.
+ Add description for Grav Driver. That's actually an extra ballistic weapon that I added last patch and apparently forgot to put in the patch notes - it has different damage/stats/sfx from the Del Azarchel spinal mount.
+ Fix main menu audio bug (unfortunately may be an issue with the underlying music API, might have to do a lot of workarounds).
+ Add Mayorate bonus campaign features to Nexerelin playthroughs.
+ Decrease Ravana fuel usage.
+ Compile against JDK 7.

@Cycerin - Yeah the maneuvering jets thing bugs me too. I originally got rid of the system with a new Mayorate-specific one, didn't get it working and added for the last patch, threw back on the maneuvering jets as a placeholder. Probably wasn't going to spend a bunch of effort fixing it at the moment unfortunately.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on December 29, 2015, 01:36:05 PM
Main menu bug? was that the one that crashes the game after having the menu opened for so long?

Anyway, the Lilith is my favorite ship from this mod. was it created from a 3D model like the rest of the ships? if so, do you still have that? i would love to see what the entire ship looks like!
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on December 29, 2015, 02:09:38 PM
Yep. (I think so anyways, never encountered it myself yet.)

Also, enjoy... https://skfb.ly/JGrQ (https://skfb.ly/JGrQ).

That's the link to the model and the original .blend file (looks a little better in Blender, but whatever). Underside is pretty bare-bones, but has the general direction of where I was going with things all those years ago... (major nostalgia for me looking at that model again)
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on December 29, 2015, 02:34:48 PM
That is awesome! i just want to fill a fleet with them!
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Takion Kasukedo on December 29, 2015, 10:32:02 PM
CHEENG CHEENG CHEENG *boom*
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Gezzaman on January 03, 2016, 09:49:24 PM
really missed the phase leap on the tiamat.  :( was so fun

Will the Mayorate get a true "Mothership" type Capital in the future? for some reason i never felt the Ravana could be called that. Sure it has a High Hull strength but it can't hold the line and push the enemy capitals back.
Ships like the onslaught / paragon / Victory etc easily spearheads through the thickest formations whilst the Ravana is pushed aside.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on January 04, 2016, 12:56:14 AM
Heh, well there is no shame in simply changing the Tiamat's entry for "system_id" in mayorate/data/hulls/ship_data.csv.

You are correct on the Ravana's current balance- it is quite weak relative to other faction capitals. That said, the Mayorate cruisers are borderline light capitals themselves and can be used to back up a Ravana quite well. 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.

Currently I don't have any plans to expand the ship lineup, as each one is quite a major investment in art time. I've shelved most major work on this mod in favor of a standalone videogame I'm currently developing as a bit of a weekend/evening project. The two projects eat up the same pool of time so I kind of have to pick one versus the other (and I think having a fun little videogame I can call my own will be more awesome than simply having a great mod). Also I simply enjoy doing my own stuff a bit more- I can implement whatever I want without having to work around a pre-existing game engine or worry if another modder already came up with the same idea as I did, etc.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on January 04, 2016, 01:00:01 AM
Don't know what you could be making, but if the quality is anything like what you have made here, it will be awesome!
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Adraius on January 04, 2016, 10:51:59 AM
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.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on January 04, 2016, 11:26:42 AM
Definitely agree on the capital ships there. Whenever i hit a steamroll in a game, i restart. I think i will try like you said, and keep a destroyer based fleet. maybe a few falcons, and i haven't flown the hammerhead in forever.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Adraius on January 04, 2016, 12:46:49 PM
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.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on January 04, 2016, 01:06:07 PM
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.

This, so much this. You can still take on ultra-heavy fleets and things are both winnable and a challenge (making mistakes gets punished pretty hard though).

Don't know what you could be making, but if the quality is anything like what you have made here, it will be awesome!

Heh, thanks. :D I'm attempting to write a strategy game for Android/iOS that doesn't suck.

The thing that always blows my mind about modern phones/tablets is that their specs would literally be considered a great gaming computer a decade ago. Nevertheless, everything that's come out for them so far has been awful minigames/puzzle games like Candy Crush or Angry Birds designed purely to suck the money out of their players. So I'm trying to put together an "actual game" on Android (iOS later maybe- my engine supports it but I'd have to buy a bunch of i-devices). Anyhow, we'll see how the game works out- I'll post a few preview shots once the base engine is more fleshed out (and the graphics aren't all placeholders).
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: StarSchulz on January 04, 2016, 05:07:19 PM
Totally agree with you there. I rarely use my phone because all of the games designed for phones are money sinks. [ and the copy pasted money sink games don't help either ]
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: grinningsphinx on January 17, 2016, 02:27:48 AM
Is there any chance of something bigger then the Ravanna?  Or at least something comparable? Ive found im having to black market other factions ships to fill gaps. While they do have some good medium missile boats, They are somewhat lacking in a stand off capital. The Carrier kinda fits this role but ive found no real use for more then one cruiser carrier.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: JohnDoe on January 17, 2016, 02:41:43 AM
Let me introduce you to the beautiful world of Del Azarchel + 2 ROLANDs.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: HELMUT on January 17, 2016, 11:59:25 AM
Apparently, this bug is from Mayorate. I let my game on the main menu for a while, it eventually crashed.

Code
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)
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: grinningsphinx on February 01, 2016, 02:16:25 PM
Let me introduce you to the beautiful world of Del Azarchel + 2 ROLANDs.

The Del Azarchel is probably the best missile boat ive used yet.....even without rolands if you make it a dedicated missile ship with timid officers it can pump out an obnoxious amount of archilles or whatever else you choose to spam with.  The micro missile clouds are amazing lol....i havent even tried with Exigency or Diable yet.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Cyan Leader on March 08, 2016, 11:16:38 PM
This mod has some amazing weapons, I'd love to see it in the newest version.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Surge on March 09, 2016, 08:42:23 AM
I neeeeeeeed those starship PPCs back in my life.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on March 09, 2016, 03:39:57 PM
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).
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Adraius on March 09, 2016, 03:58:36 PM
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).
Woohoo, thanks!

I'll let you know if anything comes to mind.  I never played with the changes introduced in the last patch, so I think I'll be plenty happy with those. =)
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: gofastskatkat on March 13, 2016, 04:52:23 PM
So about this update, how close? Sorry im just excited xD
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on March 13, 2016, 10:17:55 PM
Heh, as people have probably figured out, no update this weekend, but it's for a good cause! You'll have to trust me on this one.  ;)
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Alphascrub on March 13, 2016, 10:31:09 PM
Its ok if your late. As long as you bring something shinny.  ;D
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: JohnDoe on March 13, 2016, 10:42:45 PM
It's a Lilith Mk.II with a large missile hardpoint.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Surge on March 14, 2016, 04:28:38 AM
>large missile frigate
Honestly I'm not even mad.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on March 14, 2016, 07:44:34 PM
It's a Lilith Mk.II with a large missile hardpoint.

Yep. How did you know? :)
Spoiler
OH YE OF LITTLE FAITH
(http://i.imgur.com/KFilQ7z.png)
(very wip, such scribble- lilith for scale)

also the update is going to be very, very delayed
[close]
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: spartan117pr on March 14, 2016, 10:46:51 PM
Very pretty, always liked your use of red and black/greys kazi :-*
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Surge on March 15, 2016, 03:35:00 AM
Kazi it's 7AM and you've already got me making vaguely inappropriate noises. Mark that ship porn NSFW damnit!
I'm gonna go out on a limb here and guess that it's a strike cruiser?
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Histidine on March 15, 2016, 04:32:51 AM
My first thought was "dire Cimeterre".
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: JohnDoe on March 15, 2016, 07:20:12 AM
Shiny! But those little wing tips are like the bane of my existence! The ones on my Cimeterre are always getting themselves caught in the paths of harpoons and reapers :P
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: Ratheden on April 18, 2016, 06:23:51 PM
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.
Title: Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
Post by: kazi on April 25, 2016, 07:12:36 PM
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.

Wish granted... update!

This is mostly a raw compatibility update with a few quality-of-life fixes here and there. Let me know if something sucks. Work continues slowly on classified projects.

Version 0.9.2 changelog:
-Mayorate fleets are no longer hostile to unlisted factions (so they won't jump on your bounties)
-I think I've fixed the main menu crash bug. Let me know if this is a no.
-Light TPC flux cost decreased by 33%.
-Removed built-in stabilized shields hullmod and decreased shield upkeep by half to compensate for all non-fighter ships.
-Mayorate consul and related features now present in Nexerelin. They should expand automatically to the planets you conquer, and disappear if control of the planet is lost.
-compiled against JDK7
-0.7.2 compatibility

Download link: https://github.com/kazi11/mayorate/releases/tag/0.9.2 (https://github.com/kazi11/mayorate/releases/tag/0.9.2)
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Abyz on April 25, 2016, 07:58:35 PM
Yesssssssssssssss, thnx!
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Kitfox88 on April 28, 2016, 02:21:56 AM
Heya, sorry for the trouble, but after installing your mod I've found a weird issue.

(http://i.imgur.com/dQAbVTj.png)

It started with just Shahrazad Contreras but after I talked to her it added Quinn Pollard. Repeat one by one till I had five of them, haha. This was at the start of a very new game using the 'own faction' option with the Corvus system enabled in Nexerelin, if that'd help you narrow it down? It doesn't happen with Mayorate disabled so I'm guessing some wires are crossed somewhere?
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: ahrenjb on April 28, 2016, 09:17:22 AM
...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.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Kitfox88 on April 28, 2016, 01:35:59 PM
Oh, well, that'd explain that then, welp.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Abyz on April 28, 2016, 01:43:38 PM
I just ignore the weird Npcs on the list! :D
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on April 28, 2016, 03:55:32 PM
...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.

No the Mayorate is definitely compatible with Corvus mode. That's how I was testing Nexerelin support. Also let me look into that bug there- it's likely introduced by a last-second change I added into the consul Exerelin spawn script (oops).
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on April 28, 2016, 05:11:12 PM
Ok, fixed. Reinstall the mod from the download page and things will work properly. It won't erase the weird people from existing games but it will ensure no more get created (and also means the bug is gone in new Nexerelin playthroughs).
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Kitfox88 on April 29, 2016, 12:36:02 AM
Oh, okay! Thanks a ton.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Ratheden on April 29, 2016, 12:50:12 PM
Thanks a ton.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: 19_30s on May 02, 2016, 10:09:41 PM
Hi,the author,good work.I have delivered your mod for foreign players.
However,there are some strange errors when activating new game with the mod.
They the errors appear between different Starsector players,but the errors haven't appeared between other players.
So it's strange and hard to finger out whether it will be Mayorate's or something.
Here is the screenshots.
(http://i.imgur.com/PwxnQ8L.jpg)
(http://i.imgur.com/1y716VR.jpg)
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Ratheden on May 06, 2016, 01:18:07 PM
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

Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on May 06, 2016, 05:35:30 PM
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

Heh, yeah I added that back in 0.65 because I thought that factions weren't appreciative enough for the stuff you did for them or feel very "faction-y". I mean, why spend all the time to have different factions in Starsector if you can't interact with them aside from fighting them or gaining access to inventory? So I went ahead and tried to fix all of my gripes by adding that dialogue and little helpful bits in. Also, it's a little known fact that if you accept a Mayorate commission, they'll do a one-time reset of your relations with the Pirates for you to "inhospitable" (it pops up as a news item). I put that bit in to avoid the otherwise unavoidable rep decay for being hostile to the Pirates back in 0.65a (your rep would rapidly degrade if you were hostile to a faction that wasn't one of your commission faction's enemies).

The consulate menu also used to include the beginnings of a couple story missions you could start. Might add those back in when I get around to release another update. Perhaps something like you have to do a bunch of favors/set of scripted tasks like taking over a planet before those Mayorate peeps will sell you their new capital ship or whatnot? Gotta finish up that new capital ship first though...  :P

@19_30s - Thanks for porting my mod! I'll look into the error. At the moment, my best guess is that the error is either a bug in vanilla or caused by running out of memory/video memory. My mod doesn't contain any code dealing directly with OpenGL (especially on the campaign map), so those seem like the two most likely scenarios. The only mod that deals with OpenGL is GraphicsLib, but to my knowledge, that does not act in the campaign layer and is unlikely to be the issue (you can test this by changing "enableShaders" to "false" in GraphicsLib's GRAPHICS_OPTIONS.ini).
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Histidine on June 21, 2016, 05:06:53 AM
Some oddities I noticed:

Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: SafariJohn on June 22, 2016, 09:23:59 AM
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.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on June 25, 2016, 06:01:05 PM
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.

That part of Rasht is indeed modelled on Magec.

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.

Isn't the Sector supposed to be slowly spiralling towards chaos with the economy in shambles? Perhaps things are working as intended haha...  ;)

Jokes aside, Mayorate planets with that market condition predominately consume rare metals and fuel in the place of food, though perhaps I have it turned up too high. If anyone can reproduce this error, let me know. I'm suspecting that much of the reason for the runaway inflation might have been due to the broken prices.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Blaze on July 08, 2016, 01:54:23 PM
I can't seem to access the consul; I see the Alhy-whatever person, but the only option when interacting with him/her is to cut connection.

I saw that Nexerelin-support was patched in, but maybe it doesn't work in Corvus mode?
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Flying_Whale on July 28, 2016, 10:30:35 AM
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 :)
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Tufted Titmouse on July 28, 2016, 06:59:38 PM
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.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on July 28, 2016, 10:42:57 PM
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 :)

Mayyyyyybe. You'll have to content yourself with other capital ships in the meantime:
Spoiler
(http://i.imgur.com/iPkDSqy.png)
(art is still wip, but almost done regardless... should eat other capital ships for breakfast when it's done)
[close]

And yeah, Corvus mode should work fine.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Flying_Whale on July 29, 2016, 12:42:51 PM
 :o :o :o :o :o
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on August 01, 2016, 11:46:11 PM
Aaand done. Now for coding it...

(http://i.imgur.com/k5zLAEC.png)
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: King Alfonzo on August 02, 2016, 12:07:34 AM
Spoiler
https://youtu.be/P3ALwKeSEYs
[close]
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Weltall on August 02, 2016, 08:00:41 AM
Aaand done. Now for coding it...

Spoiler
(http://i.imgur.com/k5zLAEC.png)
[close]

Looks so kickass! =3 Can't waiiiiiit!
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: JDCollie on August 13, 2016, 01:40:57 PM
My favorite faction is getting even better :D 
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: King Alfonzo on September 17, 2016, 09:02:08 PM
Found a bug - rare metals cost 0 credits on illkhana. Tied seemingly to how many consuls appear in the directory.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Schwartz on October 11, 2016, 03:19:12 PM
The Grav Driver weapon is available in-game, yet the actual model doesn't show up on ships. The gun works, though.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Mysterhay on October 18, 2016, 05:27:03 AM
Is anyone else finding that in Nexerelin the Mayorate are invariably the first to be driven from the sector when the AI factions are working out their differences? (This is with majority of currently compatible factions enabled).

It's not a major issue if you set faction respawning to be unlimited, but I've seen this on my last few starts.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: King Alfonzo on October 18, 2016, 04:47:54 PM
That's because Mayorate is typically on reduced faction relationships with everyone, and good relationship with pirate. If "Pirates Can into Diplomacy" is added for Nexerellin, they usually end up in an alliance with them. Which means everyone ends up at war with Mayorate. Diable tends to last longer due to not being on good terms with pirates. Putting random faction relationships on at the start tends to fix this.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Mysterhay on October 19, 2016, 12:12:17 AM
Ah cheers, that makes sense.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Mysterhay on October 22, 2016, 05:56:47 AM
FYI noticed that the shrike hunter killer wings have a zero crew requirement, this makes sense as they are meant to be drones. However, this also means that their CR does not increase above 40% with any level of crewing.

Is this intentional? Limits their use in the longer battles a little.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: HELMUT on October 22, 2016, 09:32:02 AM
Yeah, unmanned drones tends to have this undesirable side effect. Fortunately, fighters won't be limited by CR any more in the next SS update.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Mysterhay on October 22, 2016, 07:31:30 PM
Fair point, a bit daft to change before the fighter overhaul!
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: StarSchulz on December 25, 2016, 05:22:50 PM
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.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Orikson on December 25, 2016, 05:55:08 PM
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.


Well, that may be caused by Mayorate's special market conditions (which have been noted for quite a while).

We could counter check your mod list or you can check them yourself in this thread: http://fractalsoftworks.com/forum/index.php?topic=11462.0
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: StarSchulz on December 25, 2016, 06:58:55 PM
I don't see anything that would be incompatible with the Mayorate in that list / with the mods i have.

Though thanks for that, i didn't realize there was a fix for the Templars available.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: NightKev on February 07, 2017, 08:05:43 AM
Just got an NPE caused by the Phase Leap ship system (probably caused by my new Cimeterre); at least that's my assumption based on the stack trace.
Code
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)
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on February 08, 2017, 04:54:19 PM
That error is actually caused by the Cimeterre jumping over and killing whatever a "Comet" projectile is (some type of modded ballistic projectile). The Cimeterre leap does a bit of damage and in this case dealt enough damage to kill the Comet projectile and trigger its OnHitEffect. The OnHitEffect is having some trouble triggering because this isn't a typical case where its hitting a ship - in this case the ship is dealing damage directly to the projectile as it teleports past it (so I'm guessing some logic there is looking for the point of impact with the ship and getting null because there is no point of impact with the ship). I'd report this to whichever mod author is responsible for creating the "Comet" - I'd bet this bug would probably also get triggered by any situation where anything was dealing damage to a Comet projectile without touching it.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on April 23, 2017, 11:06:02 AM
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...
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: facc00 on April 23, 2017, 12:01:47 PM
Excited to see this one roll out :)
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: dan212 on April 23, 2017, 01:49:12 PM
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...

Yay! More [REDACTED] stuff!
I will problably have to wait untile Nexlerein and Dynasector will update, but Mayorate will defenetly be in my next playtrough. Cant wait.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Midnight Kitsune on April 23, 2017, 05:39:43 PM
Until this mod gets a serious balance and sound pass, I won't touch it
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on April 23, 2017, 05:48:31 PM
Until this mod gets a serious balance and sound pass, I won't touch it

Specifics would be useful here.  :)
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: facc00 on April 23, 2017, 05:49:32 PM
Until this mod gets a serious balance and sound pass, I won't touch it

Savage much?
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Midnight Kitsune on April 23, 2017, 06:06:42 PM
Until this mod gets a serious balance and sound pass, I won't touch it
Specifics 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.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Mysterhay on April 23, 2017, 06:22:57 PM
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 ;)
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: kazi on April 23, 2017, 06:40:57 PM
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.

Excellent! That's exactly the kind of feedback I'm looking for. The Apogee bit was an easy fix to make just now haha. And yeah, the missile cruiser had to be a little OP previously to compensate for the faction not having any heavy missile/support capitals (but that's fixed now  ;)). The only thing here I feel somewhat sketchy about is the sound business, but we'll see haha (I pretty much added the disruptors just so I could have a PPC...)

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 ;)

Yeah the Cimeterre's biggest problem is how glassy it is and that it had an ultra-high damage ultra-short range weapon. Basically it always needed to stay at close range to do anything, which is of course where it can't get away and promptly dies. Going to have to get creative to fix that one haha
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Kanil on April 24, 2017, 05:28:10 AM
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.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Orikson on April 24, 2017, 06:41:42 AM
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.

Combine it with mods, and have Dyna throw you against a Del Azarchel while all or most of the Dyna supported mods.

You'll fine this cruiser scarier than before.

Or use OP missiles from OP mods.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Phearlock on April 24, 2017, 03:17:28 PM
To be fair, I think it can probably keep its 2 large+1med missile slots as long as fast missile racks is changed to a different system. Especially if it keeps its highly inefficient engines (something all of mayorate share, which will make their ships very unattractive in 0.8 with the long flight distances that are involved.)

With 0.8 doing away with most of the OP-adding skills, it will be quite OP starved anyway if you try fit it with all the weapon systems you want it to have (though the increase in base OP per ship will help it a bit).
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: whoopWHAT on April 27, 2017, 07:26:02 PM
Will there be an update for 0.8? :D
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: JDCollie on June 05, 2017, 06:53:23 PM
Hey Kazi!

Just here to say I still love Mayorate and I hope to see it updated soon, because my enemies aren't going to laser-torpedo themselves :D  (No pressure or anything though, just wanted to let you know I'm totally looking forward to it if you are planning on updating)
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Mesnomer on June 06, 2017, 03:15:15 PM
My officers need their coffee. Please help.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: cjuicy on June 06, 2017, 06:53:00 PM
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?
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: PyroFuzz on June 19, 2017, 01:28:02 PM
I need this mod.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Camael on August 31, 2017, 11:35:19 AM
I know, I know, quit bugging the author... but I just wanted to point out that I really really miss my go-to faction for cleaning up the sector and there is still a lot of neeeeed for this floating around... not asking for a timeframe, just placing a "pretty please don't drop it" here...

...

...okay?
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: The Ender on November 13, 2017, 12:04:12 AM
Is the Mayorate mod dead?

Would be a shame if that's the case (though I understand that modding interest comes & goes) - they were a neat faction, and their fast destroyer was one of my favorite coup de grace vehicles.
Title: Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
Post by: Hrothgar on October 29, 2019, 03:48:43 AM
When i first saw name i read it "Mayonase", lul.
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: kazi on December 10, 2019, 10:00:03 PM
Big thread necro. But a good one I promise!

Updated to version 1.0.0 for Starsector 0.9.1a. Download here: https://github.com/jstaf/mayorate/releases/download/v1.0.0/mayorate-1.0.0.zip

Changelog for those who used to play this mod back in its heyday (2014?):

Spoiler
v1.0.0

General changes:
- Starsector 0.9.1a compatibility.
- Massive code cleanup/reformat. Project builds now use Gradle instead of IDE-specific toolchains.
- Bumped version to 1.0.0. This doesn't mean that work has stopped, merely that this mod has reached what I wanted it to be all those years ago when I started this project. It's all grown-up now... *sniff*

Sound and music:
- Campaign music is part of the base mod again. Not sure why it was removed in the first place.
- Removed unlicensed music + added Njol (Jeremy Soule) to the campaign music.
- Temporarily disabled battle music for missions. It didn't always fire correctly, and I haven't had time to work on redoing the music plugin.
- Reverted changes to Graser and Grav Cannon that caused the weapon to fire out of sync with the actual weapon sound fx.
- Went through sound fx and decreased volumes of those that were out of line with mount size.

Campaign:
- Mayorate faction color changed to light-yellow so as to not conflict with the Persean League as much (they stole my previous color so now there can only be war  :P).
- General writing polish pass. Slight lore rewrites in places to make things even more vanilla-friendly than they were before.
- Mayorate relationships revamped - the Mayorate is now hostile with most organized governments and religious factions. They generally are neutral/suspicious with pirates, independent factions, and corporations.
- Rasht now has 3 Mayorate markets and 1 Luddic Path market, with significant time spent balancing the economy so that the Mayorate/Path markets can stand on their own and be stable/self-sufficient/non-disruptive.
- Removed all custom market conditions - they didn't really add much to gameplay.
- In addition to the reinforcements and diplomacy options, Mayorate officials will provide the option to acquire Mayorate blueprints if your reputation with the faction is cooperative or higher.
- Added a portrait to the player selection screen and Mayorate inventory. Mayorate commanders and base personnel may also occasssionally use AI portraits.

Gameplay:
- Variant polish: all variants now have the ship's primary weapon as weapon group one. Many alternating weapon fire groups have been changed to linked to make it a lot less likely to accidentally fire off a shot when you don't want to. Variants now match ship OPs. All ships now have autofit variants.
- Reverted changes to Graser PD that made it super OP.
- Redid Narayana weapon mount setup, removed built-in gun (the old gun was used for prototyping and I never actually finished things before the 0.10.x releases). It's now a heavy carrier with 4 large missile racks and improved sensors, which gives it a unique niche (heavy fire support). Very weak if surrounded or enemy ships make it to melee range.
- Add normal mapping for Narayana hull (results in more accurate/improved lighting fx with GraphicsLib).
- Removed fluxtorp. It just wasn't a good weapon art-wise.
- AI Crew hullmod has been renamed to AI Command Shunts and no longer impacts crew usage. (This was more of a disadvantage than an advantage given crew reqs for exploration.) The description is a lot better too, so you can actually tell what it does now.
- Ravana now uses the interdictor ship system and loses maneuvering jets. Speed slightly buffed to compensate for loss of the jets.
- Angha bombers now launch missiles much closer to the target (600 range). This both makes Angha wings easier to intercept and defend against, as well as substantially increases the chance that their attacks connect with the target.
- Many Mayorate hulls now have blinkers.
- Significant rejig of engine mounts for Narayana, Ravana, and Cimeterre (this is an aethetic tweak only, but makes these ships engines look a lot nicer).
- Removed Phoenix II rocket launcher. Nothing uses it and it was pretty meh.
- Removed built-in "pulse gun" on the Tiamat and replaced it with a medium hybrid mount. This makes it a bit more distinct from the Lilith (only one Mayorate frigate now has a built-in spinal mount gun).
- Belial PPC spread tightened, projectile speed increased, number of projectiles decreased. Belial sfx changed to old pulse gun sfx. Increasingly lethal over
  the old version.
- Added Tracer SRM8 and Tracer SRM40, which are small and medium mount versions of the Angha's rocket launcher. The SRM8 is a carbon copy of the Angha rocket launcher with 8 shots (very deadly, low ammo capacity). The SRM40 has increased flight time and tracking ability to enable launching from side missile mounts, and can fire multiple 8-shot salvos on a long cooldown.
- Probably some other stuff I forgot about.

Bugs:
- Yes, probably. Please report them here.
[close]

Fast faction overview for new players:
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Nick XR on December 10, 2019, 10:08:18 PM
Nice work!  Great to have it back :)
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Vayra on December 10, 2019, 10:32:02 PM
yesssssssSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Sundog on December 10, 2019, 10:53:07 PM
It lives! Well done! ;D
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: King Alfonzo on December 10, 2019, 11:32:17 PM
Kazi you magnificant bastard! Congratulations!
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Morrokain on December 11, 2019, 02:02:08 PM
Congrats on getting this updated!! Welcome back!  :)
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Captain Trek on December 11, 2019, 10:23:59 PM
Nice work. Seems to be quite functional for what just a few days ago was a years-dead mod. Just a couple of small things, though - volatiles are way too available and cheap on Iolanthe because of Mayorate's terrible access, and several of the faction's missile weapons don't have their speed and tracking values listed in their codex entries.
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Kanil on December 13, 2019, 02:15:20 AM
It's really wonderful to see this updated again. A few observations thus far.

Most of the ships are underpriced. The Jamaran is only 5,000 more credits than the crappy pirate/pather Colossus, for example.
None of the weapons seem to have the Mayorate tag, for the production tabs.
I seem to be able to build the fighters as both fighter LPCs, but also as ships -- I have no idea what the latter might do, as I don't have heavy industry yet.
Is the Inanna fighter supposed to be a thing? It's got a sprite, and I remember it once being a thing... but that was a long time ago. If it's supposed to, it doesn't seem show up in game.

I really like how you've added blueprints for having good reputation, makes building my own stuff a lot easier without having to go explore/be blessed by RNG.
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Ishman on December 13, 2019, 11:34:27 AM
Fantastic to see this again, welcome back!
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Uomoz on December 27, 2019, 07:40:23 PM
Nice
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: kazi on January 07, 2020, 06:14:36 PM
So, uh, interesting tie-in with world events: the art reference for one of the Mayorate faction portraits was killed recently. A few years ago, I wasn't the greatest artist ever (disclaimer: I am still a terrible artist), and I really struggled with making faction portraits that weren't absolutely atrocious to look at (scroll back to the early days of this mod thread if you don't believe me). After some initial failures, I came up with a new method of tracing reference photos and repainting the face and clothes with new light sources, colors, etc. that delivered more acceptable results. I used references from a lot of different sources: stock photos of pharmacists, weddings, and as it so happens, the late IRGC general Qasem Soleimani: https://www.nytimes.com/2020/01/06/world/middleeast/iran-soleimani.html. The main two qualifications were a near-ideal expression for a videogame portrait and that the reference was not immediately recognizable.

Mod portrait:
(https://raw.githubusercontent.com/jstaf/mayorate/master/graphics/ilk/portraits/ilk_portrait_4.png)

Reference image:
(https://news.am/img/news/49/86/78/default.jpg)

I'll likely be removing this portrait in the next patch: 1) It's probably my worst portrait art-wise (despite having traced things, I managed to utterly suck the life out of Qasem's expression) and 2) in light of recent events, I can't stop seeing the person behind the photo and get constantly reminded of the lovely state our world is in. Anyhow, I'd like to keep things relatively non-political in this mod thread, but figured this little bit of mod history would be interesting to others given current world events. Hopefully there are no wars in the upcoming year aside from the strictly fictional ongoing conflict between the Hegemony and the Mayorate.

(To my knowledge, no one else has been killed on the basis of being an art reference for this mod. :()
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Fire turtle on February 12, 2020, 12:25:17 AM
Hello, can I port this mod to the Chinese starsector forum?  https://www.fossic.org/forum.php
 :D
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: kazi on February 17, 2020, 04:07:45 PM
Hello, can I port this mod to the Chinese starsector forum?  https://www.fossic.org/forum.php
 :D

Absolutely :)
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: MesoTroniK on February 17, 2020, 07:39:26 PM
Do you plan to do a hotfix soon Kazi? The Mayorate currently has a few nasty issues as reported by others earlier in this thread and they are not hard problems to fix.
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Fire turtle on February 17, 2020, 09:17:24 PM
Hello, can I port this mod to the Chinese starsector forum?  https://www.fossic.org/forum.php
 :D

Absolutely :)
Thank
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Viking8008 on June 12, 2020, 11:59:41 AM
Any updates?
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: pr83 on May 02, 2021, 12:28:30 PM
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.
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Drazan on May 02, 2021, 03:43:04 PM
One of the most balanced faction mod. Will it come for 0.95?
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Octavus on September 16, 2021, 07:01:14 PM
Really wish mayorate came back for 0.95, love the design of the ships
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Jaghaimo on September 17, 2021, 01:37:05 AM
The code was updated 6 months ago with "Raw 0.95 compatibility". It may build, and perhaps it may even work. You'd have to check yourself, as there's nothing released.
Title: Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: kazi on November 25, 2021, 10:53:49 PM
I was going through some stuff today and rediscovered I had nearly finished working on the next release of this mod a year or two ago. Why keep things to myself? It seems like a shame to have the new art and music never see the light of day. Went through and checked things out tonight and polished things up a bit to create a release. There are probably a few things I missed, let me know if you come across any big bugs (github issues (https://github.com/jstaf/mayorate/issues) are preferred, but I suppose you can still post here too).

Anyhow, happy second Thanksgiving! Here's version v1.1.0.

Download link (https://github.com/jstaf/mayorate/releases/download/v1.1.0/mayorate-1.1.0.zip)

Changelog:

- Starsector 0.95a compatibility.
- Rasht star system economy rebalanced for 0.95.
- Added a new hostile market/encounter music track for the Mayorate.
- Fixed a bug with Graser sound effects. They should sound substantially more beefy now.
- Redid the Lilith sprite. The old one was 7 (!!!) years old. I didn't know what I was doing then. It's debatable if I know what I'm doing now. Either way it's an improvement.
- Added a new Cimeterre sprite in the same style as the new Lilith sprite. Looks waaaay better.
- Tornado AM projectiles have been substantially buffed - they are much more likely to reach their targets now (but can still be shot down by good PD).
- Grav Driver deals EMP damage again. It hits a lot harder now.
- Disruptors use a custom autofire AI again. (Prevents the AI from wasting these shots on fighters.)
- Probably a lot of extra stuff that I'm forgetting about.

New sprites:

(https://raw.githubusercontent.com/jstaf/mayorate/master/graphics/ilk/ships/ilk_lilith.png)(https://raw.githubusercontent.com/jstaf/mayorate/master/graphics/ilk/ships/ilk_cimeterre.png)

(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. ;))

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.
Title: Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: IonDragonX on November 26, 2021, 07:27:04 AM
Anyhow, happy second Thanksgiving! Here's version v1.1.0.
Download link (https://github.com/jstaf/mayorate/releases/download/v1.1.0/mayorate-1.1.0.zip)
Thank you for the update!  ;D
Your mod has an excellent 'polished' feel all around.  8)

@Thaago
(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'.
Title: Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: Muffinut on December 03, 2021, 08:52:28 PM
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.

What's this game? Looks neat.
Title: Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: Octavus on December 09, 2021, 02:30:20 PM
Always loved this mod, glad to see its update to 0.95  :D
Title: Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: Szasz on December 09, 2021, 05:14:27 PM
You seem to make new sprites (which is welcome in the kitbash sea) by creating new 3D models first. It involves more work and I respect that. An upside, however, is that you could introduce cool artworks into the main post or maybe even in-game for marketing purposes.
The sprites remind me of aggressive wasps, pretty cool.
Title: Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: cardgame on December 10, 2021, 09:36:31 AM
Thank you for the update, this was my absolute favorite faction during 0.91
Title: Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: Aklyon on December 16, 2021, 11:54:27 AM
Whether it works or not with .95.1a as well, its cool to see mods return.
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: Mcbeefcakes on January 20, 2022, 11:04:33 PM
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.
Title: Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
Post by: pr83 on April 08, 2022, 11:40:02 AM
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.

Afaik the tracks are original compositions by the mod author themselves.
Title: Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: Kakroom on April 14, 2022, 11:07:18 AM
The music is simply off the chain
I hope you make more
I hope one day I can pay you to make more

It gives me 2049 vibes in the absolute best possible way
Title: Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
Post by: MrMagolor on July 02, 2022, 04:14:35 PM
There appears to be a NPE relating to the Phase Leap system and onhit weapons (I asked Amazigh about it on the discord and he said it was a standard onhit). Logs in spoiler:

Spoiler
63603285 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.kyeltziv_fusionOnHitEffect.onHit(kyeltziv_fusionOnHitEffect.java:49)
   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 com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at ilk.shipsystems.PhaseLeapStats.applyJumpDamage(PhaseLeapStats.java:185)
   at ilk.shipsystems.PhaseLeapStats.apply(PhaseLeapStats.java:95)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]