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)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Knight Chase

Pages: [1] 2 3 ... 14
1
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.

2
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

3
Mods / [0.97a] Metelson Industries 1.0.2 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/Metelson1.0.2.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!

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

4
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

5
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.

6
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.

7
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




8
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!

9
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

10
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]

11
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.

12
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

13
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC2
« on: August 20, 2023, 01:13:10 AM »
I've cleaned up the OP. Please keep things safe-for-work, preferably erring on the side of caution where it's clearly questionable, and please consider this an official warning.
No problem, Alex!

14
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC2
« on: June 07, 2023, 05:31:15 AM »
10.0.0 RC2
-Fixed Didymoi Minelayer
New missile behavior means it activates as soon as it gets in range rather than a timer. While unfortunate, I can't change this I think.
-Added pass through to the Mark VII projectiles, Caliburnus Railgun projectiles, Charged UV Pulse Cannon Projectiles.
These are all big projectiles with a lot of damage. So have fun sniping multiple fighters at once!
-Increased refire time of Mark VII to 12 seconds.
-Increased refire time of Armored Box Launcher to 12 seconds.
Both of these weapons will be keeping their massive alpha damage, however, you will have to be more deliberate with your shots.
-Increased the damage of the Orbital Howitzer from 1200 to 2000.
With how unwieldy this gun is, it deserves MORE damage.



15
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!

Pages: [1] 2 3 ... 14