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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Knight Chase

Pages: [1] 2 3 ... 15
1
Mods / Re: [0.97a] Metelson Industries 2.0.1 REMASTERED
« on: April 18, 2024, 07:26:32 PM »
2.0.1
-Added S-mod bonus to Ionic Hullnodes.
This basically gives it an additional 10% reduction in damage from projectiles/fragmentation/emp damage. Also, puts the damage taken from beams from 30% to 20% instead.
-Added S-mod to Primitive Hangar Bay
basically this means you can negate the 50% penalty entirely.
-Thrudgelmir Resprite/rebalance
removed two small turrets at the back, added one deck. This should make the Thrudgelmir more sufficient with another deck. Should have the same amount of OP.
-Changed Guilmjnor to High Explosive
As an Asteroid Cracker, I definitely think it should be more... Explosive
Also, changed the colors on it plus gave it stats more akin to a Tachyon Lance.
-Added Repair Apparatus Icon
Differentiates itself from the Salvage Gantry Icon.
-Changed Miller Autocannon to single fire gun.
Refire rate is at 0.4 seconds, making it a quick rapid fire autocannon just above 100 DPS.
-Changed damage of Sylva Cannon to 75, adjusted refire rate to 0.2 from 0.75
-Changed name of Sylva Cannon to Sylva Autocannon
These changes should make the Sylva Autocannon more of a longer range, lesser DPS version of the assault chaingun. Kind of like a bofors, which is REALLY fun to play with.
-Adjusted Crackler burst delay from 0.05 to 0.1
Should make it a bit more spread to cover more ground.
-Adjusted barrel positions for all weapons, this should make the muzzle flashes much more consistent.

INCOMPATIBLE WITH 2.0.0, I HAVE MADE MANY CHANGES; DO NOT RISK YOUR SAVE


2
Mods / Re: [0.97a] Metelson Industries 2.0.0 REMASTERED
« on: April 16, 2024, 10:23:27 PM »
THRUDGELMIR UPDATE SOON


3
Mods / Re: [0.97a] Metelson Industries 2.0.0 REMASTERED
« on: April 01, 2024, 05:49:38 AM »


2.0.0
-Massive weapons rebalance
Too much to list AGAIN,
-most noticeably Crackler Buff, refire rate changed to 1 second, standardized stats
-Kasta MRSM turned into kinetic version of the Locust SRM launcher
This turns it into a very potent alternative to the sabot launcher and is capable of missile saturation
-Molaris Blaster Damage Buff to 400 from 275, visuals tweaked
-Heavy Maser Damage Buff to 200 from 100, burst delay changed to 0.15 to match Light Maser
This makes the Light and Heavy Maser feel much more uniform as a big step up
-Added Actel Battery
yet to be used XL version of the Actel Cannon
-Heavy CmG renamed to Heavy Combat MG
-Removed ammo system from Padent PD and Actel Cannon
Unnecessary at this point
-Added Trails to Actel Cannon(s)
this looks really cool

-Fixed up hullmod descriptions
Should be EXTREMELY accurate

-Added Metelson Hound to faction
-Removed .skin files for the Farin
This means no Luddic/LP skins
-Readded Cringer-Class Cruiser
-Readded Grancursor-Class Cruiser
Both of these are pretty old Metelson ships, but renewed to add onto the roster!
-Added Stareater-class Converted Salvager
This is a Starliner conversion with a focus on salvaging/fuel capacity, should have fun with this!
-Redone Mantarn-class
Has extra small ballistic at the back
-Rebalanced Obex-class Bomber to 20 OP
Two hammers * 3 is pretty busted, therefore I made it on par with the perdition. Might need feedback on it.
-Redone all fighters, they should look pretty uniform with their variants/engines now

-Readded Test Mission
Should be able to test most of the Metelson ships here

NOT COMPATIBLE WITH 1.0.2 SAVES

4
Mods / Re: [0.97a] Metelson Industries 1.0.0 REMASTERED
« on: March 18, 2024, 01:18:24 PM »
1.0.2
-Standardized Engine length with vanilla ships
-Standardized Turret mounts arcs/angles
Not too big of a patch, I plan on adding new weapons for the Thrudgelmir including a weapon change system.

5
Mods / Re: [0.97a] Metelson Industries 1.0.0 REMASTERED
« on: March 18, 2024, 01:17:43 PM »
did you add any new ships or weapons?
not yet

6
Mods / [0.97a] Metelson Industries 2.0.1 REMASTERED
« on: March 17, 2024, 12:35:18 AM »


Spoiler
[close]

Metelson Industries boasts a lengthy history, yet it was only in the last 300 cycles that it evolved to compete with Tri-Tachyon. Established pre-Collapse as an emerging Rim-world mining corporation, Metelson began modestly as a tool and vehicle manufacturer for traditional mining techniques requiring such equipment. Space mining was not always feasible and sometimes still isn't practical.

As the Collapse occurred, the company dwindled to a mere few on the planet Ragnus, where they had last established a foothold. A new company leader emerged there, and from the Collapse to the present, the company has continued to operate and evolve.

The first significant step toward becoming a power capable of rivaling Tri-Tachyon in their local system was the production of custom-designed and implemented space-mining articles. Despite the challenges posed by the ubiquitous PDA of Tri-Tachyon, Metelson succeeded in producing these items. Soon, the modified Hounds from Ragnus emerged with considerable effectiveness, despite their initial shortcomings.

It was in these last 70 cycles that Metelson's strength and true potential for development surged! Equipped with miners and honest people of various backgrounds (including some less reputable characters), Metelson Industries has managed to maintain control over their system and even expand its influence following the collapse of the independent government.

Though a corporation, Metelson's founder held a belief in a democratic republic. Consequently, the company aimed to establish a similar governance. However, as Ragnus faced mass riots and turmoil, Metelson adopted a communist approach to governance during crises. In the first 30 cycles of Ragnus's recovery and rebuilding, it implemented a lenient communistic (more socialist) rule with martial law enforced as necessary. Once Metelson Industries deemed it appropriate, new governments were established, transitioning from communistic rule to a fully democratic republic on Ragnus. The republic is organized into territories across the planet, each an independent entity, yet all ultimately answer to the Metelson council when necessary.

Today, Ragnus thrives as a bustling arid world orbiting a red dwarf, characterized by a strong mining ethic and culture. Much of their fleet is designed to be highly visible since the tools they frequently use can lead to explosive or otherwise noticeable results. However, just because they are visible doesn’t mean they can't detect you just as effectively.

https://github.com/KnightShii/Starsector/raw/master/Metelson2.0.1.zip



I've added a buncha stuff to port over Metelson Industries to 0.97a, lots of balance changes and there's a bit too much to list. Hope you enjoy!
Spoiler
2.0.1
-Added S-mod bonus to Ionic Hullnodes.
This basically gives it an additional 10% reduction in damage from projectiles/fragmentation/emp damage. Also, puts the damage taken from beams from 30% to 20% instead.
-Added S-mod to Primitive Hangar Bay
basically this means you can negate the 50% penalty entirely.
-Thrudgelmir Resprite/rebalance
removed two small turrets at the back, added one deck. This should make the Thrudgelmir more sufficient with another deck. Should have the same amount of OP.
-Changed Guilmjnor to High Explosive
As an Asteroid Cracker, I definitely think it should be more... Explosive
Also, changed the colors on it plus gave it stats more akin to a Tachyon Lance.
-Added Repair Apparatus Icon
Differentiates itself from the Salvage Gantry Icon.
-Changed Miller Autocannon to single fire gun.
Refire rate is at 0.4 seconds, making it a quick rapid fire autocannon just above 100 DPS.
-Changed damage of Sylva Cannon to 75, adjusted refire rate to 0.2 from 0.75
-Changed name of Sylva Cannon to Sylva Autocannon
These changes should make the Sylva Autocannon more of a longer range, lesser DPS version of the assault chaingun. Kind of like a bofors, which is REALLY fun to play with.
-Adjusted Crackler burst delay from 0.05 to 0.1
Should make it a bit more spread to cover more ground.
-Adjusted barrel positions for all weapons, this should make the muzzle flashes much more consistent.


2.0.0
-Massive weapons rebalance
Too much to list AGAIN,
-most noticeably Crackler Buff, refire rate changed to 1 second, standardized stats
-Kasta MRSM turned into kinetic version of the Locust SRM launcher
This turns it into a very potent alternative to the sabot launcher and is capable of missile saturation
-Molaris Blaster Damage Buff to 400 from 275, visuals tweaked
-Heavy Maser Damage Buff to 200 from 100, burst delay changed to 0.15 to match Light Maser
This makes the Light and Heavy Maser feel much more uniform as a big step up
-Added Actel Battery
yet to be used XL version of the Actel Cannon
-Heavy CmG renamed to Heavy Combat MG
-Removed ammo system from Padent PD and Actel Cannon
Unnecessary at this point
-Added Trails to Actel Cannon(s)
this looks really cool

-Fixed up hullmod descriptions
Should be EXTREMELY accurate

-Added Metelson Hound to faction
-Removed .skin files for the Farin
This means no Luddic/LP skins
-Readded Cringer-Class Cruiser
-Readded Grancursor-Class Cruiser
Both of these are pretty old Metelson ships, but renewed to add onto the roster!
-Added Stareater-class Converted Salvager
This is a Starliner conversion with a focus on salvaging/fuel capacity, should have fun with this!
-Redone Mantarn-class
Has extra small ballistic at the back
-Rebalanced Obex-class Bomber to 20 OP
Two hammers * 3 is pretty busted, therefore I made it on par with the perdition. Might need feedback on it.
-Redone all fighters, they should look pretty uniform with their variants/engines now

-Readded Test Mission
Should be able to test most of the Metelson ships here

NOT COMPATIBLE WITH 1.0.2 SAVES

[close]

Huge thanks to Azmond aka Az the Squishy for letting me port this over!
Original thread -  https://fractalsoftworks.com/forum/index.php?topic=8100.0

7
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« on: February 10, 2024, 06:31:06 PM »
I use ver 10.0.2 RC1, and since the new version removed 2 ship, I get error with my save file.
It seem the ship being use by some faction?
How can i solved this issue?
Can I just copy the hull file from older version to the new version or wait for hotfix?

Thanks
again, that's for the 0.96a version of Starsector
not compatible

8
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« on: February 09, 2024, 09:28:53 PM »
Getting an error on startup:

"Fatal Ship Hull spec (MSS_Naional} not found!
I see someone who's been naughty and using Mayasuran Navy before my official patch.

9
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« on: February 08, 2024, 08:09:35 PM »
Any particular reason you removed the National and Nebulosa outright?
They weren't popular ships and I wanted to downsize.

10
Mods / Re: [0.96a] Mayasuran Navy 11.0.0 RC1
« on: February 08, 2024, 09:44:44 AM »
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2011.0.0.7z

11.0.0 RC1
-Added in the Paladin (M)
This is the Cruiser Champion made by my friend Zyrithithrall!
Adjusted the frontal medium synergy hardpoint on the Aurora (M) to be Built-in
-Changed it to the Avenger
lmao, hahahaha
-Adjusted the Winghead system to be Accelerated Ammo Feeder
-Adjusted Winghead's Speed to 70 from 50
SPEED
-Adjusted the Mokarran system to be Accelerated Ammo Feeder
-Adjusted Mokarran's shields to be 1.0 efficiency and 270 shield arc from 210.
-Adjusted Mokarran's frontal medium energy turrets to Hybrid.
BUFF
-Removed active flare module
-Removed Peltast-Class frigate
-Adjusted Crusader (M)'s armor from 1200 to 1000 base.
-Adjusted Crusader  (M)'s base dissipation from 1000 to 800
-Adjusted Crusader (M)'s DP from 25 to 30
-Removed National-Class Battlecruiser
-Removed Nebulosa-Class Battlecruiser
They'll be back maybe?????
-Removed 6 small frontal mounts from the Excalibur, replaced it with a singular medium ballistic 360 mount at the rear
This should help immensely with the AI
-Changed Excalibur's medium missile mounts to composite
This will also help the Excalibur stay at range like it was meant to.

DO NOT ATTEMPT TO USE THIS WITH THE 10.0.2 RC1 SAVE
THAT IS FOR 0.96a STARSECTOR




11
Mods / Re: [0.96a] Mayasuran Navy 10.0.2 RC1
« on: December 08, 2023, 05:06:34 AM »
63118 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
java.lang.RuntimeException: Ship hull variant [MSS_Crusader_Elite] not found!
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
   at com.fs.starfarer.loading.V.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Updated from 10.0.0 to 10.0.2 RC1 and getting this crash now. Not sure if anything else would be needed to diagnose the issue, but I'm open to provide anything else necessary. Crashes immediately upon starting loading.

I may have accidentally forgot a variant file when I first uploaded. But all the links are up to date now, sorry!

ALSO, not save compatible. I've added a buncha NPCs and other junk. There's somethings that happen when you take over both Port Tse and Lost Astropolis!

12
Mods / Re: [0.96a] Mayasuran Navy 10.0.2 RC1
« on: December 05, 2023, 06:01:22 PM »
woops let me push out another patch real quick

edit: I accidentally left out a variant file, should be good to go now.
go ahead and redownload

13
Mods / Re: [0.96a] Mayasuran Navy 10.0.2 RC1
« on: December 05, 2023, 05:51:39 PM »
https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2010.0.2%20RC1.7z

10.0.2 RC1
-Added Vice Admiral and Vice Admiral's Godsplitter (M) plus unique weapon(s)
-Fixed Iapetus-Class being part of the Mayasuran Navy bluprint package
-Added Vishnu-class to blue print package for Mayasura
-Changed Rhea-class six medium ballistic mounts to three ballistic mounts
-Adjusted Rhea's  dissipation from 600 to 1000.
-Adjusted Rhea's flux/shield from 1.2 to 1.0
-Adjusted Rhea's max speed from  35 to 45
-Changed Crusader (M) to a Rhea-class conversion
-Starliner (M) shield converted to Omni from Front
-Added a couple of other NPCs too

NOT SAVE COMPATIBLE

Spoiler
[close]
Spoiler
[close]
Spoiler
[close]

14
Mods / Re: [0.96a] Mayasuran Navy 10.0.1 RC1
« on: August 21, 2023, 08:45:52 PM »
Another update for one of the best Midline mod packs out there? I love the buff the Victory (M) received. Really hard pressed on what to pick plasma jets, high energy focus or the OG the, after burners. Keep up the good work!

Edit: Do you ever plan to add the Eagle from vanilla Starsector to Mayasura's arsenal?
Not at the moment, no. In lore reason is that the Eagles got badly damaged after the attack and were forced to be converted to the Sarissophoroi-class.

15
Mods / Re: [0.96a] Mayasuran Navy 10.0.1 RC1
« on: August 21, 2023, 12:50:03 AM »
10.0.1 RC1
-No more shadow on Vishnu's Mark VII guns
-Added Victory M and Vishnu M to buildables for Mayasura.
This basically means you should  be able to build the Vishnu and Victory M successfully now
-Added in System swap to Victory (M)
So, I've added plasma jets, high energy focus and mine strike as variants of the Victory (M), each with their own unique paint job. I look forward to seeing your builds!



https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%2010.01%20RC1.7z

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