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Author Topic: Project Valkyrie V1.5 [0.65.2a - Vanilla Friendly] Outdated.  (Read 323274 times)

ValkyriaL

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #255 on: September 03, 2013, 12:43:12 AM »

Thank you, glad to hear you like the mod, both its good and bad sides! :)

And yes, The royal armada is the Boss that my mod introduces to the game, to give the campaign some kind of purpose and ending.

Once your character hits level 30, this fleet will start following you across the map, since at this point, you're strong enough to kill anything in the sector anyway, they are very easily avoided tho, its more a case of you running into them than them running into you. defeating them "ends" the game and gives you a couple of rewards for beating em. ;D
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Sabaton

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Re: Project Valkyrie V1.1 [0.54.1a - Vanilla Balanced]
« Reply #256 on: September 03, 2013, 01:13:28 AM »

 Heh, took me by surprise there, before was all like ''should I pick on the valks or not, they look kind of deadly", and then lvl 30 ''never mind, they're after my metal anyway now''.
 Still don't dare fight the royals yet. Haven't fought the valks with vanilla ships either.
« Last Edit: September 03, 2013, 01:15:49 AM by Sabaton »
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ValkyriaL

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Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
« Reply #257 on: September 13, 2013, 02:13:53 PM »

Very early release of 1.2, Valkyrians is .6 Compatible. NOPE

Read change notes for changes. (the ones i managed to get in there :P) dun like them, throw a fit in this thread!

EDIT: Actually, don't download, it doesn't work for 5 cents, this will take a while. ;D
« Last Edit: September 14, 2013, 01:27:54 AM by ValkyriaL »
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ValkyriaL

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Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
« Reply #258 on: October 19, 2013, 04:43:15 AM »

Mod ain't dead guys, just a little more time :P all these recent updates are coming too fast for me to catch up! im a slow person. D=

next version should be out this weekend if things go as planned. ::)
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Sproiet

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Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
« Reply #259 on: October 19, 2013, 06:57:52 AM »

Hurrah thanks Valk, I saw you wandering pretty much everywhere on the forums so I had a good hunch the work was just slow going :P Unfortunately I don't know how soon the 0.6.2a will come out and that will be another wait  :'(

Anyway, looking forward to it, the first faction I played with for Exerelin, It's coming back Baby!  ;)
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xeranes

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Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
« Reply #260 on: October 19, 2013, 06:13:25 PM »

Mod ain't dead guys, just a little more time :P all these recent updates are coming too fast for me to catch up! im a slow person. D=

next version should be out this weekend if things go as planned. ::)

Huzzah! Your ship designs are gorgeous! Reminds me of some mod work I did over at Gratuitous Space Battles! When it comes to making vanilla-style ships, I love using bits and bobs from the existing sprites.
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Wunder

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Re: Project Valkyrie V1.2A [0.54.1a - Vanilla Balanced]
« Reply #261 on: October 20, 2013, 03:11:36 PM »

I NEED THIS MOD
I want so many 54.1As
Its Killing me :'(
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ValkyriaL

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Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« Reply #262 on: October 24, 2013, 05:01:58 PM »

Updated, have fun! ;D im sure i included mostly everything in the changelog. otherwise, you'll notice the changes and added content if there was any. ::)

https://www.dropbox.com/s/epcbqi0g4nqt52q/Valkyrians_1.2B.zip
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Sproiet

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Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« Reply #263 on: October 24, 2013, 05:04:07 PM »

now to make it Exerelin compatible  ;D

Or is that something that comes with this update?
And of course, thank you for updating the mod, I totally forgot how awesome the corvette wings are and can't wait to begin the conquest of the Valkyries! To Exerelin and beyond!
« Last Edit: October 24, 2013, 05:13:43 PM by Sproiet »
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FasterThanSleepyfish

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Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« Reply #264 on: October 24, 2013, 05:08:22 PM »

omigawdnoway!

DL now! Playing commnecing!
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Zaphide

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Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« Reply #265 on: October 26, 2013, 02:51:57 AM »

Val, there seems to be a crash issue with the latest version. I actually get it on the main menu:
Code
 java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:680)

I'm just running your mod and LazyLib 1.6.

I have played a few Exerelin games with Valkyrians but not much combat. I didn't get the bug playing the game but I didn't do much combat...

Perhaps there is something wrong with the title screen variants?
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ValkyriaL

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Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« Reply #266 on: October 26, 2013, 03:06:13 AM »

I am aware of that one, and tbh, i don't know what it is. and neither does lazy, this can happen at any time, you can play for 2 hours, 2 minutes or even 2 seconds before that crash appears. and i think i have reported it to alex but forgot about it and reported it again like 3 or 4 times :P would be cool if he could shine some light on the problem in here.
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FasterThanSleepyfish

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Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« Reply #267 on: October 26, 2013, 09:12:06 AM »

In the starsector.log, it seems to reference the fighter AI on the  first line after the the crash happens.

Anyways, a small balance thingy, forgive me if I sound whiney or harsh: ERMEHGERD needlers! The nirvana cruisers have so many needlers, and a constant Hepheastus barage to make sure your shields shouldn't go down. I feel like you have to outfit your ship completely just to fight the Valks, which is many capacitors, hypervelocity drivers and heavy maulers coupled with an ITU. Even then, most of the smallest ships can avoid those shots, and can take a few of them if necessary. If you do overload them, they back up really quickly. (Meteor missiles from my mod help that problem.) One more thing, those cruise missiles are really beefy harpoons, and should have a longer cooldown rate. I got pwned while using a Dominator because I was overloaded, and recieved about 5 of those in short sucession. Owch.

Anyways, now that I'm done complaining, it's a really good mod. I will enjoy it forever and always!
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ValkyriaL

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Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« Reply #268 on: October 26, 2013, 09:23:57 AM »

outranging Valk ships is the common strategy people seem to use, since they most likely outgun you but lack the range and speed to catch you.

looking into cruise missiles, and the heavy ones, i'll increase the cooldown and see what people think. i'll wait with updating until i get this null error resolved somehow.

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Wunder

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Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« Reply #269 on: October 26, 2013, 09:28:52 AM »

outranging Valk ships is the common strategy people seem to use, since they most likely outgun you but lack the range and speed to catch you.

looking into cruise missiles, and the heavy ones, i'll increase the cooldown and see what people think. i'll wait with updating until i get this null error resolved somehow.


With 0.6A It works perfectly fine for hours, I only had that error on 54.1A
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