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Author Topic: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.  (Read 323128 times)

ValkyriaL

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #195 on: April 15, 2013, 11:46:43 AM »

Fixed, i write too fast to spell properly. T_T
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vrushil

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #196 on: April 19, 2013, 11:32:49 AM »

 may i have ur permission to use this mod
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vrushil

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #197 on: April 19, 2013, 11:33:33 AM »

 May i have ur permission to use this mod
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Sproginator

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #198 on: April 19, 2013, 11:36:26 AM »

To do what with it? :S
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ValkyriaL

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #199 on: April 20, 2013, 04:19:22 AM »

Hum... I'm a bit confused with this question of yours, Can you use my mod? well ofc, you can play it all you like,

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


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N1ghteyes

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #200 on: April 21, 2013, 09:57:19 AM »

Getting a crash when i open the game using this mod. No other mods in use. And a pop up appears saying"...

Fatal: error compiling [data.scripts.world.valkyrianConvoySpawnPoint]
Cause: Parsing compilation unit
"com.fs.starfarer.loading.o00000000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000000000000000000000000000000000000000000000 000000000000000000000000000000000000000000000000000000$1@1c6d11a"
Check starfarer.log for more info


I couldnt find the logs in the files so without help thats as much info i can provide :(
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ValkyriaL

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #201 on: April 21, 2013, 10:05:24 AM »

Do you have LazyLib? http://fractalsoftworks.com/forum/index.php?topic=5444.0

This mod must be enabled for valkyrians to work.

I'll add that to the OP so people know this needs LazyLib.
« Last Edit: April 21, 2013, 10:10:55 AM by ValkyriaL »
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N1ghteyes

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #202 on: April 22, 2013, 04:37:50 AM »

Works great :D thankyou so much! I love the look of this faction
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Foxtrot

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #203 on: June 04, 2013, 11:55:22 AM »

The file was moved or deleted from the link, please fix that
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ValkyriaL

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #204 on: June 04, 2013, 12:27:46 PM »

Fixed, I lost my own 1.0 version when i backuped all my files "my comp is acting weird" so hopefully this one is the correct one, storing prev versions on a backup folder now. ::)

Try if it works for you.
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Foxtrot

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #205 on: June 04, 2013, 12:56:01 PM »

It works, thanks for fixing it
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"Do your duty as you see it, and damn the consequences!"
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Debido

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #206 on: June 06, 2013, 09:04:41 AM »

So far my favorite ship mod, best way to steam roll over enemies. Once you have 4 Vatican Mk III and a Vatican Mk IV in your fleet you can auto-resolve every battle. I'm using this in the Exerelin collection and it seems to quite nicely mop the floor with any other ship.

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

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

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

Maybe call the MRM replacement the 'Big Bertha' cannon, and use the same sound effect from Total Annihilation?
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Silver Silence

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #207 on: June 06, 2013, 09:21:05 AM »

Maybe call the MRM replacement the 'Big Bertha' cannon, and use the same sound effect from Total Annihilation?

The Big Bertha? Nah. Nah, nah, nah, you ain't thinking big enough.
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ValkyriaL

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #208 on: June 06, 2013, 09:28:33 AM »

well, having Vat IV in the normal fleets of Exerelin is a little overkill, the ship is not balanced and neither is it intended to, Vat III is the largest ship normal fleets may have and Vat IV is boss fleet exclusive and unbuyable.

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

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



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Debido

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Re: Project Valkyrie V1.0 [0.54.1a - Vanilla Balanced]
« Reply #209 on: June 06, 2013, 09:54:55 AM »

Maybe call the MRM replacement the 'Big Bertha' cannon, and use the same sound effect from Total Annihilation?

The Big Bertha? Nah. Nah, nah, nah, you ain't thinking big enough.

What on earth is that thing???

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

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

At the moment I don't bother with fighters, how about a version of the Vat III that has an enormous fixed cannon where the flight deck is at the front. If the Neuterino have a giant phallus Jackhammer 'phased array cannon', maybe the Valkyrie can have a bigger conventional phallus cannon? Size matters you know.
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