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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Author Topic: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a  (Read 387724 times)

Harmful Mechanic

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Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #675 on: May 16, 2019, 04:50:37 PM »

Cool, cool. Yeah, I was a kind of mystified since I've been doing some fairly intense testing for release and never got anything like that.

Which mod? It would be helpful if I could tell other people who ask what it was.

(I'll have DME updated to 0.9.1 pretty soon; it's just a few things left here and there.)
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Jonlissla

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Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #676 on: May 16, 2019, 09:20:20 PM »

(I'll have DME updated to 0.9.1 pretty soon; it's just a few things left here and there.)
Looking forward to it, it's one of my favourite mods. I've always enjoyed the semi-realistic design you have going, reminds me of NASA shuttles and the like.
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TMPhoenix

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Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #677 on: May 19, 2019, 01:33:20 AM »

That's the weird thing it was in the Nexerelin folder, but it's not part of that mod, nor was it part of a previous version as far as I can tell and since I clean out old versions before upgrading it couldn't really have been part of another version. It may have gotten packaged with some other mod, but I don't recall placing it there...
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eidolad

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Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #678 on: May 31, 2019, 02:50:33 PM »

Dropping my lurker status to chime in and say that I really look forward to a Dassault-Mikoyan career...
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Harmful Mechanic

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Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #679 on: May 31, 2019, 04:37:44 PM »

I'm almost ready to release. I'm gonna shoot for this weekend, although it might be Sunday night, depending.

I've been posting a bunch of update teasers on Twitter.
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eidolad

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Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #680 on: May 31, 2019, 08:29:33 PM »

SUWEET
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Nick XR

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Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« Reply #681 on: May 31, 2019, 09:08:40 PM »

HYPE

I started a Nexerlin game with the current version.  Seems OK...

Will this one be able to just drop in replace? Or will I need a new game?

Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
« Reply #682 on: June 01, 2019, 08:16:18 PM »


A massive balance and QoL update with lots of new goodies, on top of 0.9.1a compatibility. Get it >HERE<. BREAKS SAVES.

As with the last updates, DME now requires MagicLib; you can get that over >HERE<. I promise to stop repeating this warning... eventually.

1.0 doesn't mean done! But I'm hoping the mod can be left alone for a while in this state. As ever, please let me know about bugs, typos, and other erroneous errata.

1.0 - Updated for 0.9.1a, major balance and content. Breaks saves, takes names.

Content:
- Improved sprites for Linear Autogun family.
- Improved sprite for Star Sylph.
- Improved sprite for Snow Goose.
- Improved sprite for Dard Interceptor Drone.
- Improved sprite for Icax Skipfighter.
- Improved sprites for base Vesper and Sixth Bureau Vesper.
- Improved or replaced all custom station sprites.
- Touchup and minor adjustments to scripts, projectiles.
- Added Revanche Flechette Cannon.
- Added Assault Rail Accelerator (6B).
- Added Thermal Mortar (BB).
- VERY REDACTED goodies. Lots of goodies.
- Fixed missing d-hull damage overlays in hull_styles.

Balance:
- Reworked Linear Autogun family as magazine-based rotary cannons with high peak, but much lower sustained, DPS.
- Added ammunition to flechette gun weapon family.
- Replaced Dual Linear Chain Gun on Spirale with Linear Autogun.
- Minor tweaks to Kobra Mk. 3; more armor, slightly more speed. Should be more common in markets.
- Added Aiguille SAM Bay (renamed from Slapper) to Dard.
- Improved Mouflon flux stats; added 5 OP, integral fighter bay.
- Replaced integral ECCM with integral Expanded Missile Racks on Tonnerre.
- Reduced TBM-10 and TBM-5 ammo to 90/60, respectively, in light of the above.
- Swapped trails over to .csv system.
- Increased prices of all ships destroyer-grade and higher.

Campaign:
- Added a new (empty) system, Hejaz.
- Added custom admins to Peremohy and La Reole.
- Adjusted tooltips on hardened warning beacons.
- Revised most station visuals, some more than others.
- Default setting is now no random Blade Breaker constellations. To activate, look in settings.ini.
- Fixed a few minor system issues.
[close]
« Last Edit: June 08, 2019, 05:20:21 PM by Soren »
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TimeDiver

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Re: [0.9.0a] Dassault-Mikoyan Engineering v.1.0
« Reply #683 on: June 01, 2019, 08:32:14 PM »

BREAKS SAVES.
Dare I ask if certain assets have been renamed/removed, so I can kludge together a personal use-only compatibility patch?

Yeah, we were warned of this several days ago. I'm just stupidly obstinate over my current saves like that.
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
« Reply #684 on: June 01, 2019, 08:39:48 PM »

Nothing has been removed, but I've lost count of all the little breaky things I've done (in part because my testing saves tend not to last very long at all).
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Dudok22

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
« Reply #685 on: June 01, 2019, 11:14:47 PM »

 ;D Great reason for a new campaign! DME together with SCY and Blackrock are like the trio of the most fun to play factions for me.
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Glissa Ravidelle

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
« Reply #686 on: June 02, 2019, 08:36:54 AM »

Hey Soren, Congrats on 1.0!

Getting some grumbling and a crash when launching on linux due to file name mismatches (apparently case sensitivity is only a problem on this platform?)

Works fine after I changed the following file names (had been "Ifrit" in each case)

Code
graphics/ISTL/ships/istl_ifrit.png
graphics/ISTL/shaders/normal/ships/istl_ifrit_normal.png
graphics/ISTL/shaders/surface/ships/istl_ifrit_surface.png

Cheers
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
« Reply #687 on: June 02, 2019, 09:43:10 AM »

;D Great reason for a new campaign! DME together with SCY and Blackrock are like the trio of the most fun to play factions for me.

Thanks. Yeah, high mobility and burst firepower are great playerbait, I'm glad I managed to stick the landing there.

Hey Soren, Congrats on 1.0!

Getting some grumbling and a crash when launching on linux due to file name mismatches (apparently case sensitivity is only a problem on this platform?)

Works fine after I changed the following file names (had been "Ifrit" in each case)

Code
graphics/ISTL/ships/istl_ifrit.png
graphics/ISTL/shaders/normal/ships/istl_ifrit_normal.png
graphics/ISTL/shaders/surface/ships/istl_ifrit_surface.png

Cheers

Irritating! I'll hotfix that tonight.

Thanks for the report.
« Last Edit: June 02, 2019, 09:46:43 AM by Soren »
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AudaciousBS

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
« Reply #688 on: June 02, 2019, 03:40:01 PM »

Thanks. Yeah, high mobility and burst firepower are great playerbait, I'm glad I managed to stick the landing there.
That and the aesthetics for both the DME and [REDACTED] are so polished and cohesive. It just feels good to have a fleet of ships that look good, kick ass, and take names.

It's really hard for me to pick a favorite between DME and Diable for favorite 0.9 faction and going back to 0.8 and adding Blackrock to the mix just makes it overall impossible.

Congrats on 1.0! Time to release a roadmap for more updates?  ;D

Spoiler
Is there a particular reason the Preceptor now spawns without it's nose segment and only half of it's rotating shield generator?
[close]
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Harmful Mechanic

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Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0
« Reply #689 on: June 02, 2019, 03:49:55 PM »

Thanks. Yeah, high mobility and burst firepower are great playerbait, I'm glad I managed to stick the landing there.
That and the aesthetics for both the DME and [REDACTED] are so polished and cohesive. It just feels good to have a fleet of ships that look good, kick ass, and take names.

Thanks. I like cohesive faction design a lot; it's fun, and it lets me build more complex interlocking concepts than a ship pack would.

Congrats on 1.0! Time to release a roadmap for more updates?  ;D

I don't have a roadmap beyond this point, and I'm not really interested in tying myself to one or committing to any specific piece of content (and yeah, that includes stations; stations might happen, or might not, but it's a nice-to-have, not a requirement, they're a ton of work to sprite and especially to balance, and given the size of the mod now, plenty of reasons to leave them out). This was a substantial bloc of my loose to-do list, though.

I want to do some kind of story content once vanilla is content-complete, but it's silly to outrun the base game. There's plenty of time, I'd rather keep modding loose and fun for me.

Spoiler
Is there a particular reason the Preceptor now spawns without it's nose segment and only half of it's rotating shield generator?
[close]

Spoiler
That's the 'damaged' version. Other versions will spawn complete. The vanilla Remnant station does the same thing, but I probably need to make it an actual D-hull.
[close]
« Last Edit: June 02, 2019, 04:00:13 PM by Soren »
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