Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 12 13 [14] 15 16 ... 33

Author Topic: [0.95a] The Mayorate v1.1.0 (2021-11-25)  (Read 320003 times)

kazi

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« Reply #195 on: October 23, 2014, 03:50:10 AM »

OH YEAH!!!!!! Do I get a second-place medal or anything?

Spoiler


[close]

*Note: that is not the Mayorate flag, just a test image I stole from the Persean League.
« Last Edit: October 23, 2014, 03:57:53 AM by kazi »
Logged

kazi

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« Reply #196 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
Normal version: 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...
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 829
    • View Profile
Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« Reply #197 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
« Last Edit: October 27, 2014, 05:50:09 PM by Nanao-kun »
Logged

PerfectDeath

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #198 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?
Logged

kazi

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #199 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...
Logged

Alphascrub

  • Commander
  • ***
  • Posts: 156
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #200 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.
Logged

PerfectDeath

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #201 on: October 28, 2014, 09:03:03 AM »

Okay, I needed ShaderLib as well, didn't know that.
Logged

Ubik

  • Ensign
  • *
  • Posts: 41
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #202 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.
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: [0.6.2a] The Mayorate v0.7.1 (updated 3/9/14)
« Reply #203 on: October 28, 2014, 03:29:11 PM »

-Removed anamorphic flare effect on nukes. I was never super happy with it.

Nooooooo
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #204 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.
Logged

kazi

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #205 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...
Logged

TartarusMkII

  • Commander
  • ***
  • Posts: 164
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #206 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!
Logged

Alphascrub

  • Commander
  • ***
  • Posts: 156
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #207 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.
« Last Edit: October 29, 2014, 12:15:09 AM by Alphascrub »
Logged

Ubik

  • Ensign
  • *
  • Posts: 41
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #208 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],
   }
}

Logged

kazi

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: [0.6.5a] The Mayorate v0.8 dev (updated 26/10/14)
« Reply #209 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. ;)
Logged
Pages: 1 ... 12 13 [14] 15 16 ... 33