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Messages - Knight Chase

Pages: [1] 2 3 ... 13
1
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC1
« on: May 08, 2023, 06:08:56 PM »
lookin like Didymoi minelayer is bugged, get a ctd when it launchs its payload.

170451 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.prototype.Utils.void(Unknown Source)
   at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.advance(Unknown Source)
   at com.fs.starfarer.combat.ai.GuidedProximityFuseAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Steps to repeat, fresh install with just lazylib and maya navy, any sim battle with Didymoi wing
I will get this fixed soon. Thank you for letting me know!

2
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC1
« on: May 08, 2023, 12:40:00 AM »
10.0.0 RC1
-New Conquest Sprite
-New Heron Sprite
-Fixed Pyotr for 0.96a
-Added Pegasus (M)
-Added Crusader (M)
this is a battlecarrier version of the Champion-class.

WELCOME TO 0.96a of Mayasura. I highly recommend you use this with Nexerelin which has an unofficial version on the last page on its forum page.

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2010.0.0%20RC1.7z



3
Mods / Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
« on: April 20, 2023, 08:02:28 PM »
Hi gamers. I'll be releasing a NEW mod next month called The "Shogunate". They'll be a hightech Japanese themed faction with an emphasis on high tech weaponry but medieval theming.

4
Mods / Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
« on: April 13, 2023, 04:32:37 AM »
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0%20RC5.7z

9.00 RC5
Moved civilian tag from Skysplitter (M) to Iapetus-Class
extreme woopsie, it's fixed now.

5
Mods / Re: [0.95.1a] Mayasuran Navy 9.0.0 RC4
« on: April 11, 2023, 07:34:14 PM »
9.0.0 RC4
-Added Rhea for realsies
I forgot to add it in to the blueprint pile for mayasura
-Added Rhea (M)
My first MODULAR armor ship
-Added Gryphon (M)
This Gryphon has +250 dissipation, +2000 flux capacity and +10 OP points in exchange for -0.2 shield efficiency.
Also the frontal missile mounts have been converted to synergy mounts, so have fun with that.
-Added Mule (M)
not in for real yet
-Added Charged UV Pulse Cannon
not in for real yet
-Added PORTRAITS
surprise lmao

Spoiler
[close]

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0%20RC4.7z

6
Mods / Re: [0.95.1a] Mayasuran Navy 9.0.0 RC3
« on: April 04, 2023, 08:11:52 PM »
9.0.0 RC3
-Fixed Armored Box Launcher being found as a droppable, sorry

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0%20RC3.7z

7
Modding / [0.95.1-RC6] Presidential Portrait Pack
« on: April 04, 2023, 07:57:27 PM »
Made some portraits with stable diffusion, wanted to share them, so here you go!

Spoiler
[close]

DOWNLOAD

8
Mods / Re: [0.95.1a] Mayasuran Navy 9.0.0 RC2
« on: March 19, 2023, 02:37:30 AM »
I HAVE FINALLY FIXED THE SKYSPLITTER (M) BUG, REJOICE

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0%20RC2.7z

9.0.0 RC2
-FIXED SKYSPLITTER (M) BUG FINALLY
Okay so if you get a D-modded Skysplitter, it will lack the swap hullmod for the system. However, if you restore the Skysplitter, you will gain access to the base Skysplitter hull and be able to swap systems again. I hope this fixes it for those that have problems!
-Adjusted volume for Mark VII cannons to 25%
I've noticed it was a bit loud! I have turned it down, haha.

Spoiler


[close]

9
Mods / Re: [0.95.1a] Mayasuran Navy 9.0.0
« on: March 17, 2023, 01:47:06 PM »
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%209.0.0.zip

9.0.0
-Added new Sprite for Tiger Grenade Launcher
-Added new weapons for Aznable Mech
These are gonna be the vulcan head and the triple beam cannon condensed into a pistol for the Aznable's arm
-Buffed Manta (M)
I've added a medium hybrid hardpoint to the front center of this thing. I've also changed the small energy hardpoints up front to be missile mounts. All of the small turrets have been turned into hybrid plus I've given this thing more OP, 95 from 75.
-Changed Nailer/Nailer (M)
I've  changed the Nailer to be a medium-light frigate like the Perryi with twin 'Nail' Cannons that are basically miniatuarized triple beam cannons. You'll find its ability to pursue its enemies with built-in firepower and especially if you install high scatter amplifier, it is a force to be reckoned with.
These changes represent myself wanting to see people use some of my under utilized ships.
-Added Vishnu-class Battleship
This is one of the largest capital ships I have ever made. It outscales all of my current ships and can serve as the ULTIMATE fleet anchor. However, it is slow and equipped with capital jets limiting your mobility. One thing to note is that the Vishnu has an Advanced Targeting Core, you'll be able to provide support from quite a distance.
-Changed back flag to old flag
people seem to like the old flag more it seems
-Switched Neutral theme to Friendly theme

Spoiler

[close]


10
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.9 RC2
« on: February 02, 2023, 03:28:48 AM »
Hello, I am a Chinese guy and my friend and I always like your work very much. Now I want to translate it into Chinese, and I hope to get your authorization. Thank you.
Yes, go ahead

11
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.9
« on: January 26, 2023, 01:27:01 AM »
WELCOME TO MAYASURA

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%208.3.9%20RC2.zip

8.3.9 RC2
-Renamed Mammoth in files to Onbu Railgun, this makes it so that when you select the Onbu Railgun in the hullmod thing, it shows you bright yellow texture
-Adjusted Onbu Railgun sound lower to half volume
might still be loud, haha
-Changed Spartan filename to MSS_Spartan.png and elite Version to MSS_Spartan_Elite.png
this should fix the linux version, I apologize!

8.3.9
-Added in weapon swapping to Skysplitter (M)
Base Weapon for the Skysplitter is the Avenger
Secondary Weapon is the Mark IX Rotary Autocannon, which is the Avenger but kinetic.
Tertiary Weapon is the Tiger Grenade Launcher which fires high explosive grenades that explode on proximity or max range. Use with ballistic configuration or ITU to maximize range and firepower.
Quaternary Weapon is the Onbu Railgun, which is a massive double barreled fragmentation railgun that shoots really fast and destroys hull on impact.

-Added in system swapping to Skysplitter (M)
Base Version of the Skysplitter is the SPEED CONFIGURATION, with Infernium Burn as its main system.
Version B of the Skysplitter is the ENERGY CONFIGURATION, which swaps out the system to High Energy Focus and swaps the medium mounts out for energy mounts. (Do note you'll have to click on and off of the ship for it to work in the refitting screen.
Version C of the Skysplitter is the OVERDRIVEN CONFIGURATION, which swaps out the system to Safeties Switch and gives it a COOL paintjob.
Version D of the Skysplitter is the BALLISTIC CONFIGURATION, which swaps out the system to Accelerated Ammo Feeder.

-Added in new fighter wing, Aznable.

Spoiler




[close]


12
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
« on: November 28, 2022, 12:25:17 PM »
I just want to check, because these numbers seem off. Are the built in Heavy Ion Lances on the Scaramouche/(M) meant to have 15,000 damage? The codex listing for the weapon lists a (still high but more reasonable) 1,800 damage. I've double checked that I'm on the latest 8.3.8 RC3 release as well. Wondering if it's a bug or a feature. Those things evaporate anything they get in range in to the point where I don't want to use the ship, sadly.
Oh woops, there's an extra 0 at the end let me push a patch.

13
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
« on: November 22, 2022, 11:34:24 PM »
Spoiler
[close]

8.3.8 RC3
-Changed Moa's large energy arcs from 185 to 210.
This should make the Moa more reliable in converging all of its weapons.
-Fixed Heavy Ion Lance builtins on the Scaramouche.
Now they should have the same damage as the modular version.
-Added Rhea-Class Superheavy Cruiser
This is the penultimate Mayasuran cruiser,  capable of huge broadsides typical of your average playstyle along with a sizable missile array.

New update!

14
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: September 03, 2022, 09:05:42 PM »
I don't mean to sound ungrateful or rude but if I were to remove all of the ship girl portraits at player.faction and portraits the mod wouldn't cause any problems right?

Alternatively, would the shipgirls show up as random characters on player fleets and colonies or is it literally just a choice for player portraits? Cuz if that's the case no problem.
It's just for the player faction, I kinda expected people to sorta go halfsies on liking them or not. You won't see this in any Mayasuran fleets.

15
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: September 03, 2022, 12:08:47 PM »
The deed is done.

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