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

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Messages - Unit9461

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1
Mods / Re: [0.96a-RC10] Machina Void Shipyards v. 0.61.2
« on: February 06, 2024, 07:11:26 PM »
If this will get a fix for 0.97, I thought I'd point out something I think is an error.

The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays.  However, they are not eligible for selection.

I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".

Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.

Oh interesting!  Is it just the Auto-Hound wing that has this tag missing?  Like do the other MVS drones have the right tag?
noted, and I do believe the other MVS drone fighters do have the auto_fighter tag.
I'll fix the Auto-Hound in the next update.

2
Mods / Re: Machina Void Shipyards v. 0.60
« on: January 22, 2023, 05:07:59 PM »
The link for download that says 6.0, still brings you to a file named 0.59

Thanks for sweet ships

Edit: Also, when i start a commission with MSV, i am not granted blueprints for the capitals. Is this intended?
Fixed the link issue, forgot to edit it, was busy with university. You are correct, it is an intentional feature to not have any capitals in the basic blueprint package.

3
Mods / Re: Machina Void Shipyards v. 0.60
« on: January 22, 2023, 05:06:56 PM »
Anybody know where the link to download v0.60 is?

The one in the first post only seems to take me to v0.59...   ???
can't also find 0.60 download

the download here links to 0.59
the zip is named 0.59 but mod_info.json is "version":"0.58",

a bit confusing  :o
fixed

4
Mods / Re: Machina Void Shipyards v. 0.59
« on: November 25, 2022, 07:16:23 PM »
Hey, I've noticed an issue with the Chrysostom (which has an amazing sprite by the way, it reminds me of a Thunderbolt from Battlezone.) Its ship system is massively lowering missile damage instead of increasing it. I think whats happening is missiles are doing 0.1x damage instead of 1.1x as listed on the tooltip.
Should be fixed, also updated the Virtue sprite in the meantime

5
Mods / Re: Machina Void Shipyards v. 0.59
« on: November 25, 2022, 11:24:34 AM »
Hey, I've noticed an issue with the Chrysostom (which has an amazing sprite by the way, it reminds me of a Thunderbolt from Battlezone.) Its ship system is massively lowering missile damage instead of increasing it. I think whats happening is missiles are doing 0.1x damage instead of 1.1x as listed on the tooltip.
Ah, I'll try to fix that and push a hotfix as soon as I can.

6
Mods / Re: Machina Void Shipyards v. 0.57
« on: November 11, 2022, 11:40:01 AM »
I like the music, but it feels a bit too loud?

Not only that, but it stops and starts rather noticeably. All of the vanilla faction music loops seamlessly, whereas the MVS market music does not. The effect is rather jarring.

This isn't to say the music itself is bad, but rather badly used. The market music should be unobtrusive and loop nicely, because it's going to be what the player listens to whilst using the Fleet, Refit, and Market menus at any MVS-owned installation.

Ed: Musical gripes aside, I'm liking the rest of the faction so far. The ship designs look unique without looking too out of place, as do the weapons, and I think the "reverse-engineered/redesigned & overhauled hull" is a neat concept too. I think my only complaint thusfar is that the faction's markets seem to be a little lacking in faction weapons and occasionally ship variance. It seems very hard to pick up any of the large-mount equipment in particular, aside from a small handful of items, and faction-specific production output seems very low compared to other factions; I mostly see "common" equipment at the MVS docks.

Also also the techprint only has most of the hulls/weapons/fighters, not all of them. I estimate around half the faction's large weapons are missing from the print, along with all of the large hulls. Can we either get a rarer "high end" print at some point, or get more stuff added to the main print, so we can more easily build our own equipment? I see a fair chunk of items are tagged as rare_bp in ths csvs, which makes them rarer and rarer the more stuff you add to the game and all.

After getting some more playtime in, I think what MVS could do with is... well, two things. For one, a slow and dependable heavy cruiser or capital that can make heavy use of the railcannon and iapetus drivers, and a fleet missile carrier that can make heavy use of the Plasma MRMs, ASRAAMs, AGMs, and so on; a Chrysostom crossed with a Dominion or something.

Ed2: additional weapons feedback;

There are two weapons that stand out to me in the MVS lineup more than anything recently - the medium Revolver Cannon and the Type 56 Kinetic Missile. Why these two, when there are so many others?

Med. Revolver Cannon - these things have such a good balance of range, consistent damage/accuracy, and what feels like a relatively low OP cost for what they do, that they almost feel overpowered, or at the very least a very consistent and obvious medium ballistic slot pick. I mount a rack of four on the medium slots of all my dominions for shield pressure, and they just methodically chew up anything they encounter. Perhaps make them 10-11 OP? They reload fast enough that the ROF reduction from MVS Targeting means they have essentially no downtime, so their limited ammunition just... isn't a limit. I could see it being more of a problem on ships with faster fire rates (esp. with stuff like the Hammerhead's ballistic feed system) but otherwise it really isn't a drawback in my experience.

Type 56 Kinetic Missile - conversly, these things just feel so bad to use. They might as well be unguided, and in fact would probably be better if they were, because they seem to consistently overcorrect their homing and with their awful guidance this means they feel like they miss their intended target nine times out of ten, especially if they're in an off-center mount (for instance if you want to use a pair of them on the Tzaphkiel Prototype for antishield purposes). Honestly either make them unguided or review their guidance/homing type and overall agility.

A side-mention goes to the Armourhunter cannons, which have the exact same projectile colour as revolver cannons. This is super minor, but they might look a little better with red/orange/yellow shots to match the HE damage type and anti-armour role, whilst keeping revolver cannon shots blue for kinetic/anti-shield role.
Thanks for the feedback, I'll see what I can do about the music issues.
I've fixed the Type 56 tracking errors, they should work better in the next update.
I'll consider tuning down the revolver cannons, as well.
I should pay more attention to the old Armorhunter, thank you for reminding me!

7
Mods / Re: Machina Void Shipyards v. 0.57
« on: September 05, 2022, 07:11:49 PM »
Hey there, I think I found an error with the Vavela's loadouts?



This turret is a Medium Ballistic.



This turret is a Medium Ballistic Slot. But, the one on the mirror opposite side is a Small Ballistic.



I think they should both either be small or medium, personally.
yeah, definitely should be a small,
haven't touched the thing in over a year.
I'll fix it next update!

8
Mods / Re: Machina Void Shipyards v. 0.56
« on: August 24, 2022, 11:29:20 AM »
Hey, just starting my first playthough with mods and picked your mod's faction (because they look cool).

Felt like giving some (positive) feedback on some ships I've tried out so far:

Kriss - it's kinda terrible, but that's the point I suppose.  Doesn't really have the weapons to break anyone's shields and has almost no cargo or fuel space.  I do think you could safely drop the DP cost by one.  Starting with only a Kriss was a little interesting at first.

Switchblade - it's amazing!  For one more DP/maintenance you get a pretty fast ship with almost the same cargo as most vanilla combat frigates, a big fuel tank, 10 burn, a built in burst weapon, a fighter for point defense, acceptable armor and shields, even ground combat support!  It does everything and is a super good early game ship.

Bona - Just seemed worse than the switchblade.  You get a little more cargo space, but it takes a lot more crew and is slower. In combat you get a little more fighter support and a medium mount and more OP, but you lose the free weapon and a lot of speed.  And the ground support.  I didn't really want to buy one since small cargo runs it was better off just buying twice as many switchblades for the same price.

Principality - Seemed kinda steep for a small slow carrier, even with the free weapon.  Feel like it didn't compare well with...

Aquinas - For 2 DP you lose the free large mount weapon but get 25 OP to buy any one you want, AND get 50% more speed, better shields, free point defense drones, more small mounts, 1 more burn, less fuel usage.  Really good ship.

Gemma - Reminds me of a budget Apogee?  It carries a bunch of fuel and cargo, is cruiser sized for surveying equipment if you want, costs low maintenance and fuel, comes with a large mount and free point defense and free fighters.  They aren't good in combat for the DP, but if you haven't hit the cap they're good support ships that also can hang around and launch very long range attacks while also being one of the better fuel/maintenance ways to get cargo space and a decent source of extra fuel tank space so you don't need tankers.

Abysswalker - Trying this out a little, offhand I suspect it costs too close to just using two aquinas in every way without bringing as much power, but it is cool and does supply missiles.
I see, thanks for trying out the mod!
The feedback you gave made sense, I appreciate it.

9
Mods / Re: Machina Void Shipyards v. 0.55.6
« on: July 20, 2022, 08:48:16 PM »
Fellow starfarer noted a small visual glitch of the Cainhurst thrusters.


Spoiler
[close]

It has been brought to my attention. Thank you for telling me, I'll fix it next update.

10
Mods / Re: Machina Void Shipyards v. 0.55.6
« on: July 20, 2022, 08:47:39 PM »
Would it be possible for someone to tell me the name for the music used when docked at a MVs planet it goes crazy insane
NightDrive (might have a space) by Mister Kad on Bandcamp

11
Mods / Re: Machina Void Shipyards v. 0.55.6
« on: June 27, 2022, 01:49:26 PM »
msv.json
line 31, there is typo
Code
            "hierarchal":0.5,
should be
Code
            "hierarchical":0.5,
I see

12
Mods / Re: Machina Void Shipyards v. 0.55.5
« on: June 27, 2022, 01:23:52 PM »
Glare lacks Auto Ships hullmod. Still functions fine, but figured I should report it.
Releasing update today, it's fixed now, thank you for reminding me!

13
Mods / Re: Machina Void Shipyards v. 0.55.5
« on: June 20, 2022, 11:36:35 AM »
can you make the asciilasher recoverable through normal means? as it is now, it's possible to get a hold of one as a floating derelict after the fight if you use a story point and it costs 0 deployment points. I don't think you intended for it to be recoverable given it's missing so many stats in the excel sheet, but it would be neat.
sure

14
Mods / Re: Machina Void Shipyards v. 0.55.5
« on: June 18, 2022, 08:31:55 AM »
I already did.

Is it intentional you have files related to mote launcher and fortress shield on the shipsystem folder? Just to confirm.
No, had them in there for easy access to see how they worked, forgot to delete.

15
Mods / Re: Machina Void Shipyards v. 0.55.5
« on: June 16, 2022, 08:26:47 AM »
I already did.

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