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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 697646 times)

Zerraforn

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Re: [0.9.1a] Mayasuran Navy 8.2.8
« Reply #315 on: January 05, 2020, 10:07:32 PM »

Long-time visitor, finally made an account here on the forum in order to properly comment on mods such as this one.

Definitely a must-have mod for me! With the ships fitting seamlessly into the vanilla game's visuals and the faction itself being based in canonical lore (if altered slightly in order to allow them to still exist), it really helps it all feel like it well and truly belongs in the Sector. What issues I do have with it are rather trivial compared to what it does right, though I'll still voice them here for the sake of feedback.

-In the 8.2.8 update, the new elite Mayasurian sub-faction shows up in the intel tab as a separate faction, which it presumably shouldn't be.

-Some mod, I'm not yet sure which one (checking through them all now, and will let you know when I find it), adds an orbital station to Mairaath. This in itself isn't an issue, but the fact that it belongs to the Persean League is. Visiting the station still leads to Mayasura's market, but the station itself belonging to the League will likely cause problems in the (admittedly unlikely) event that the League and Mayasura come to blows. I'm not sure what solution would be prudent to take, or if it even is something you can deal with on your end as it's another mod causing it, but I figured you'd like to know that there's a mod out there which may cause trouble with this one in that sense.

-The adjectives. I combed through the thread to see if it was talked on before. Thankfully I saw your explanation about Mayasurian referring to the people of Mayasura, and Mayasuran referring to the navy itself. While I can't currently think of a real-life group that has different adjectives in this way, that's not the main problem I have with this. The problem I've found is that there are some points where this rule isn't being followed, such as the intel tab referring to them as "the Mayasurans" when by the aforementioned rules the people as a whole would be known as the Mayasurians. The mod description at the beginning of the thread also contradicts the rule, referring to the entire group as the Mayasurans, while also calling it the Mayasurian fleet. Thankfully, I imagine this would be fairly simple to fix— I've even gone into the files and done so myself when playing with previous versions of the mod. Personally I think it may just be easier to pick one over the other to refer to all of it, but that's your call of course.

-The faction's description in the intel tab is incredibly long; much longer than any other faction in the base game as well as any modded one I've personally seen. It also refers to the Mayasurian fleet, which plays into the point made above. Looking back, I noticed it's actually the description used for the mission "The Last Hurrah", which I imagine is why. This is also something I've fixed for myself when using previous versions, and would be more than willing to help put together a faction description that matches the vanilla ones in terms of length and concision.

That's about all that I can think of. The only other things I can think of are lore-related, which I'm not sure if that's relevant enough to really nitpick— though I'd certainly love to get into the nitty-gritty of the story, haha. Like I said before, what this mod does right far outweighs any issues I've found with it, and what issues I have found with it I'd be more than happy to offer whatever help I can with.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.8
« Reply #316 on: January 05, 2020, 10:09:18 PM »

Long-time visitor, finally made an account here on the forum in order to properly comment on mods such as this one.

Definitely a must-have mod for me! With the ships fitting seamlessly into the vanilla game's visuals and the faction itself being based in canonical lore (if altered slightly in order to allow them to still exist), it really helps it all feel like it well and truly belongs in the Sector. What issues I do have with it are rather trivial compared to what it does right, though I'll still voice them here for the sake of feedback.

-In the 8.2.8 update, the new elite Mayasurian sub-faction shows up in the intel tab as a separate faction, which it presumably shouldn't be.

-Some mod, I'm not yet sure which one (checking through them all now, and will let you know when I find it), adds an orbital station to Mairaath. This in itself isn't an issue, but the fact that it belongs to the Persean League is. Visiting the station still leads to Mayasura's market, but the station itself belonging to the League will likely cause problems in the (admittedly unlikely) event that the League and Mayasura come to blows. I'm not sure what solution would be prudent to take, or if it even is something you can deal with on your end as it's another mod causing it, but I figured you'd like to know that there's a mod out there which may cause trouble with this one in that sense.

-The adjectives. I combed through the thread to see if it was talked on before. Thankfully I saw your explanation about Mayasurian referring to the people of Mayasura, and Mayasuran referring to the navy itself. While I can't currently think of a real-life group that has different adjectives in this way, that's not the main problem I have with this. The problem I've found is that there are some points where this rule isn't being followed, such as the intel tab referring to them as "the Mayasurans" when by the aforementioned rules the people as a whole would be known as the Mayasurians. The mod description at the beginning of the thread also contradicts the rule, referring to the entire group as the Mayasurans, while also calling it the Mayasurian fleet. Thankfully, I imagine this would be fairly simple to fix— I've even gone into the files and done so myself when playing with previous versions of the mod. Personally I think it may just be easier to pick one over the other to refer to all of it, but that's your call of course.

-The faction's description in the intel tab is incredibly long; much longer than any other faction in the base game as well as any modded one I've personally seen. It also refers to the Mayasurian fleet, which plays into the point made above. Looking back, I noticed it's actually the description used for the mission "The Last Hurrah", which I imagine is why. This is also something I've fixed for myself when using previous versions, and would be more than willing to help put together a faction description that matches the vanilla ones in terms of length and concision.

That's about all that I can think of. The only other things I can think of are lore-related, which I'm not sure if that's relevant enough to really nitpick— though I'd certainly love to get into the nitty-gritty of the story, haha. Like I said before, what this mod does right far outweighs any issues I've found with it, and what issues I have found with it I'd be more than happy to offer whatever help I can with.

Wow such a big post! Yes, please contact me. I'm on the discord or we can do this through DMs, I'd love to have some GOOD descriptions for the lore and such, haha.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
« Reply #317 on: January 10, 2020, 02:54:02 PM »

Sometimes balanced for REALS this time.

8.2.8 RC3
-Arjuna Dissipation to 800 (From 600), DP to 50 (From 45)
-Added Design Tech to the .skin files for the Conquest and other various vanilla ships with (M) skins.
-Added Javanicus (SR)
-Switched Heavy Ion Lance damage to Kinetic
-Added Viper-Class Fighter
-Changed shield flux/dam for Didymoi and Ferox to 1 (From 0)
Please forgive me, I had forgotten setting the shield flux/dam for this, as such they will be more balanced now and not invincible.

QUICK EDIT: Redownload I forgot to put the Viper into the .faction file!




https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.8_RC3.zip

« Last Edit: January 10, 2020, 03:28:52 PM by Knight Chase »
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Botaragno

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
« Reply #318 on: January 12, 2020, 09:56:16 AM »

I am apprently missing the MSS_Heron ship hull spec. Which is odd since this mod version is up to date with 8.2.8 RC3
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MeinGott

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
« Reply #319 on: January 13, 2020, 08:42:38 AM »

Hi; can I update from 8.2.7 to 8.2.7 RC3 without breaking save?

EDIT
oh, its not on github, guess I cant download legacys even if I wanted
« Last Edit: January 13, 2020, 08:44:18 AM by MeinGott »
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Nurse Wolfman

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
« Reply #320 on: January 16, 2020, 09:43:21 PM »

Hey there so I recently updated my mayasuran mod to the most recent version and I got "fatal error: Ship hull spec [MSS_Javanicus] not found!" I had a look in the log with notepad++ and I found
"13770 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [MSS_Javanicus] not found in ship_data.csv"

I had a look in the excel spread sheet and there isnt a specific entry for the MSS_Javanicus, at least in my copy
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
« Reply #321 on: January 23, 2020, 12:27:04 AM »

Hey, get your MERCHANT SHIPS HERE



8.2.8 RC4
-Adjusted Nebulosa DP/maintenance cost to 36 (From 30)
-Adjusted Mithuna's DP/maintenance cost to 35 (From 36)
-Adjusted Gaffel's DP/maintenance cost to 27 (From 30)
-Changed Javanicus Armor to 1400 (From 1600)
-Changed Javanicus Shield Efficiency to 1.0 (From 0.8)
-Changed Mithuna's Flux Capacity to 12000 (From 17000), Dissipation to 850 (From 1050)
-Changed Reiter's OP to 100 (From 80)
-Changed Stingray's frontal medium energy mount to synergy.
-Changed Peltast' converted hangar hullmod to the vanilla version, doubling cost for bombers and increasing cost for regular fighters.
-Added Stormhawk Design Types to (SR) ships.
-Added Mithuna (MM)

Download's in the original post!
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Mr_8000

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
« Reply #322 on: January 25, 2020, 01:28:50 AM »

After updating to the most recent version, Starsector started to crash as soon as the initial load screen ended. I then tested the mod alone with only the prerequisite lazylib and the crash still occurred. After adding Vayra's sector, loading occurs normally. Is Vayra's supposed to be required? As I didn't see it listed as a dependency in the main post.
« Last Edit: January 25, 2020, 01:34:36 AM by Mr_8000 »
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
« Reply #323 on: January 25, 2020, 12:00:22 PM »

After updating to the most recent version, Starsector started to crash as soon as the initial load screen ended. I then tested the mod alone with only the prerequisite lazylib and the crash still occurred. After adding Vayra's sector, loading occurs normally. Is Vayra's supposed to be required? As I didn't see it listed as a dependency in the main post.
Haha, oops! I think I accidentally added a dependency to Vayra's sector to it, I will have it fixed within the hour, be ready to redownload!

EDIT: REDOWNLOAD NOW
« Last Edit: January 25, 2020, 12:03:26 PM by Knight Chase »
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
« Reply #324 on: February 13, 2020, 02:30:52 AM »

I have a new ship pack/mod maybe faction in the works? Look forward to it!

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BigBeans

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
« Reply #325 on: February 13, 2020, 06:32:07 AM »

Is it early High-tech themed? Cause those are some sick odyssey vibes.
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Sagitta

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Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
« Reply #326 on: February 17, 2020, 08:58:13 AM »

Is it early High-tech themed? Cause those are some sick odyssey vibes.

I think you might be on to something. That combination of blue/white/yellow looks very similar to the Archon from Ship/Weapon pack and that is described as a transitional midline/hightech design.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.9
« Reply #327 on: February 22, 2020, 09:10:59 PM »

Final patch for this version of the game, probably. If you have problems with ships missing, you did not read the patch notes.



8.2.9
-Added Ultraviolet Pulse Laser
-Added Heavy Weapons integration to Sarissa
READ THIS READ THIS READ THIS READ THIS
SAVEBREAKER
-Removed Raseri, Reiter, Gaffel
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hollow

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Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
« Reply #328 on: February 24, 2020, 10:07:36 AM »

why did you remove the raseri ship??
I liked it a lot  :'(
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BigBeans

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Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
« Reply #329 on: February 24, 2020, 10:21:56 AM »

Same I liked the Raseri too  :'(
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