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] 4 5 ... 14
31
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8
« on: September 02, 2022, 09:33:40 PM »
I've come across a bug in the current 8.3.8 release, probably only affecting Linux since it's a case-sensitivity thing:
Code
java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_Superdes_Elite.png]
Line 11 of MSS_Spartan_Elite.skin references
Code
"spriteName":"graphics/mayasura/ships/MSS_Superdes_Elite.png",
while the image is:
graphics/mayasura/ships/MSS_SuperDes_Elite.png

Changing that allows everything to load normally.
Donezo'd

8.3.8 RC2
-Changed rear large mounts of Victory (M) to composite.
*Someone* wanted semibreves.
-Fixed capitalization problem for the Spartan (M).
This should fix the linux problem.
-Updated dialogue for Pyotr

32
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.7
« on: August 28, 2022, 05:28:39 PM »
It's time.

Spoiler
[close]

8.3.8
-Changed Avenger damage type from FRAGMENTATION TO ENERGY.
-Lowered Avenger damage from 250 to 200.
-Added ammo system to the Avenger.
This basically makes the Avenger feel like a bigger auto pulse laser. Use with expanded mags for full effect and 6.5 seconds of nonstop firing.

-Removed two medium missile mounts from Skysplitter (M)
-Added two decks to Skysplitter (M)
So this setup reflects the Mayasuran doctrine better with a focus on battlecarriers. Also, new sprite.

-Added Loyalist (M)
-Added Carnwennan (M)
-Added Spartan (M)
-Added Victory (M)

-Added in new Fleet Commander.

-Added 11 NEW SHIPGIRL portraits
Big thanks to Auxilia Genome for the art!

-Fixed Hammerhead left hardpoint position by 2 pixels.
-Fixed some descriptions
-Removed rare_bp from heavy mauler (fighter)

-Raised DPS of the Triple Beam Cannon to 1000 (From 750)
-Raised damage of the Triple Beam Cannon to 533 (From 400)
-Flux effiency of Triple Beam Cannon to 1.0 (From 1.37)

-Raised damage/sec of Heavy Ion Lance to 1000 (From 450)
This will let the Heavy Ion Lance compete with the Tachyon Lance in terms of soft flux damage for shields.

33
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.7
« on: August 28, 2022, 05:05:15 AM »
RELEASE TODAY FELLAS
BE PREPARED

34
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.7
« on: June 26, 2022, 02:48:12 AM »
Game crashed when I pressed ESC. Seeing the crash log, I'm assuming it failed to load the MM variant of the Moreya, but I don't know why

22360524 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
java.lang.RuntimeException: Ship hull [mm_moreya] variant [mm_moreya_variant]: slot id [WS0023] not found for weapon [atropos]
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I've got no such ship like that in my mod.

35
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.7
« on: June 13, 2022, 01:06:49 PM »
As a representative of the premier seller of AM-Fuel and AM-fuel accessories in the Persean Sector, I approve of this update.
Aha. I forgot as the supreme director of Mayasura... to set the max relationship of Sindria from 0.0 to around 0.40; so you should be able to form an alliance in Nex.
Redownload if you've downloaded within the past hour!

36
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.7
« on: June 13, 2022, 12:03:10 PM »
Three new ships, balance changes and a return of an old favorite!



8.3.7
-Added Iapetus-Class Supertanker
Big thanks to WMGreywind and Yunru for finally giving me a logistics fuel tanker!
-Added Carnwennan-Class Railgun Frigate
-Added Spartan-Class Super Destroyer
-Added Ballistic Rangefinder as a built-in to the Javanicus
-Returned Nebulosa (M) to its Railgun form
Haha, it just feels better to use than the Avenger. Sorry for taking so long!
-Removed Active time on Safeties Switch
So this means you can have it on FOREVER.
-Fixed Zygaena and Nightingale phase cloaks to normal vanilla phase cloak.
Temporary fix until I can figure out the custom visuals.
-Changed Avenger firerate from 0.18 to 0.1 refire time.
-Lowered Avenger range from 900 to 800
-Changed Avenger damage type from ENERGY to FRAGMENTATION.
-Lowered Plasma Bomb Launcher damage from 200 to 100.
This should lower the Mako (M)'s damage significantly; but still give plenty of damage to hurt bigger ships.

37
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: June 08, 2022, 04:05:10 AM »
Hi, I am working on making some strikecraft, and was wondering if it was okay for me to tinker with your Viper and upgrade it into a player-controlled strikecraft with updated livery and loadout to be released as a mini-mod expansion, possibly alongside an A-Wing and Y-wing Strikecraft. Full credit to you for your splendid work, of course. I was inspired by the person who made the Plunderin Strikecraft mod for Roiders, which is a series of Strikecraft modifications of vanilla and Roider wings. No hard feelings if its a no, I'm gonna have to learn spriting eventually.
Haha, sure go ahead.
I'll probably release the update next week around monday. So look forward to it!

38
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: May 30, 2022, 05:52:52 AM »
Hiya gamers, I've got some ART to show from the lovely MirageComedy!

https://imgur.com/a/4j2W6LP

Also, I plan on releasing the update sometime next month. I'm doing some polish on a couple new ships and possibly looking into adjusting a couple others. Let me know if you like the art, got any feedback on ships; I can address anything.


Spoiler

[close]

39
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: April 30, 2022, 10:46:52 AM »
Knight Chase, is everything alright? Haven't heard anything from you for the last couple of months and these months were rough to say the least. Hope you are doing well.
Not dead yet!
I've recently been on some super long vacations; so no time for modding or streaming, but I'm alive.

I've got a couple ships that I'm working on and I've been looking at the blogposts as well for inspiration, so look forward to it!

40
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: February 06, 2022, 05:53:53 PM »
Also, I promise a big boy update this month. New ship(s), weapons and skins for my existing ships so stuff like the Loyalist (M) and a modular variant of the Nebulosa. Which will have options like the classic railgun, avenger, etc.

41
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: February 06, 2022, 05:50:11 PM »
Could you please possibly make MM and SH variants of your ships rarely appear on Hegemony/Persean markets should there be no Varya's Sector installed? Ships are very nice but you can only console command them or find a blueprint for one somehow.
Wouldn't make sense for them to appear on non Vayra faction markets. However, I might be able to get away with occasionally putting them in Mairaath's market.

42
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: December 12, 2021, 05:21:55 AM »
The fated day has come...

8.3.6
-Changed Gyrfalcon from midline BP to Mayasura_W BP
-Finally fixed PL Revanchist claim on Mairaath
-Buffed Mithuna cargo capacity from 550 to 1200
-Lowered Avenger's range to 900 from 1000
-Lowered Avenger's firerate to 0.18 refire from 0.15
-Lowered Caliburnus firerate to 5 seconds from 3.5
-Lowered Caliburnus range to 1300 from 1600
-Lowered Caliburnus damage to 2000 from 2250

43
Mods / Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« on: December 10, 2021, 07:59:57 PM »
So, I've decided to delay my patch of 0.95a and I'll be putting it towards the NEW Starsector patch. But for that to happen, I gotta wait for several libs to update first.

44
Mods / Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« on: November 12, 2021, 04:08:10 AM »
update SOON
Spoiler
[close]

45
Mods / Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« on: October 04, 2021, 06:13:12 PM »
Knight Chase, you've been asking for ship feedback, right? May I bring your attention to the Excalibur? I feel like something is wrong about it's flux dissipation. Even if you max out vents it cannot sustain continuous firing from the railgun. A ship that is built with a single weapon in mind is not capable of firing it without overloading. It just feels weird.

On a semi related note, I've talked to Alex on twitter and he says that he plans to remove the Ranged Mastery skill. And, considering the fact that Nebulosa now does not have it's railgun, how abot a specialised capital ship who's gimmick would be being as far from the enemy as possible? Mayasura is about big integrated guns now. So how about an even bigger gun than an Excalibur? With some fun low-scale side effects like in Superweapons Arsenal (physics going wild due to all the energy in play)? Maybe with a ship system like the Neutrino Corp. Jackhammer (you stay still, but get some damage and range boost for a small period of time)?

It's just a wish though, as I hate being close to the enemy. There is nothing noble in getting your crew get killed due to hull damage. Now that Nebulosa is different it's either using the Paragon as a flagship (no fun) or getting close and personal (ethical problems). Mostly what I'm asking for is to keep in mind a possible need for rebalance due to Ranged Mastery skill going out of the window.

Thanks for a great mod! May Mairaath be green again!

I personally don't think having a sniper ship be flux neutral while firing is balanced. You are shooting extremely high damage slugs for 2000+ damage, and as a sniper, taking your time between shots instead of spamming it should be key. Look to the Arjuna for having high DPS kinetic.

In regards to a sniper capital; there will be one in the works, but perhaps not in guns but missiles like an arsenal ship.

Also, the Avenger has 1000 range, it is a very CHUNKY and meaty gun. You will find its range with ITU to be satisfactory; it matches the thermal pulse cannon for damage and you shouldn't be dissatisfied with using it.

Pages: 1 2 [3] 4 5 ... 14