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Messages - Knight Chase

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46
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.

47
Mods / Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« on: November 12, 2021, 04:08:10 AM »
update SOON
Spoiler
[close]

48
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.

49
Mods / Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« on: October 02, 2021, 10:59:10 PM »
When you hear those cannons go boom..



8.3.5 RC2
-Changed Skybreak's name to Skysplitter
-Changed Nebulosa (M)'s frontal large railgun to a deck, added Mega Ultraviolet Pulselaser.
This significant change in role will definitely change how you build the Nebulosa (M) along with giving it a very hefty gun and fighters to match.
-Changed Skysplitter's two front large mounts to the Avenger.
So, this change removes the modulars in exchange for the new gun, I hope you have fun with it!
-Added Invasion Mission that can be taken while under commission to take over the Lost Astropolis and Port Tse Station in the Mayasura system.
-Finally fixed relation bug in Nex, so you will be hostile to almost everyone and have allies with the persean league.

50
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 27, 2021, 10:56:26 PM »
Found a bug(?): the Stormhawk fighter bays do not count as normal ones (at least on the Nebulosa (SR)), so you cannot install Expanded Deck Crew.
Haha, not a bug. Kind of intended, since it's a conversion like the converted hangars hullmod, you get fighter bays but they really aren't standard since I add them through a skin. I've added the same hullmod to the Nebulosa (M) so look forward to that.

I think the Mayasurans might need a early game buff, they always get steamrolled by Hegemony
I thought that about Exhaulted but this game they are doing great, Mayasurans never have a problem in my games either. Sometimes factions do just get hosed before they get started, especially the in Varya's Sector.  ;D


Really love this mod, the ships and faction fit right into the game seamlessly, one of my top2 faction mods. (I think both this and VIC are 10/10 mods)


Awww thank you. I'm pretty proud of Astarat for making VIC such a nice mod. I made a couple of the fighters for the faction as well.

Great mod there! Loved the vanilla style aesthetics. One thing though, would you consider changing the drone system of the Argentavis into a build-in LPC?

Not sure, the drone system is meant to have it soak up damage for you on the very tip of your front hull when your shields are down. Making it an LPC would mean adding a deck and it's meant to be more like a fully armored chunky destroyer.

One last thing, if you have any opinions about ship balance etc, post em. I'm looking to buff some ships back to usefulness instead of retiring them.

51
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: September 27, 2021, 10:36:59 PM »
EXPECT AN UPDATE THIS WEEK; Mayasura will be known as the BIG gun faction.
Spoiler


[close]

52
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: July 02, 2021, 01:05:47 PM »
How bad will it break my saves?
Not at all, I just added ships, didn't remove anything.

53
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: July 02, 2021, 04:39:35 AM »
you might just forgot this, but the link to download at the bottom is not updated yet


Thank you, I fixed it!

54
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: July 01, 2021, 10:45:05 PM »
GET EXCITED FOR A NEW CAPITAL FOR THE MAYASURANS, THE SKYBREAK!


8.3.5
-Returned the Mokarran's frontal composite medium hardpoint mounts
This how the Mokarran originally was like, it's fitting to be returned back to normal.
-Added Skybreak (M)
A Nia and Luzaitis special, but you'll enjoy my rendition with its Infernium Burn!

Spoiler
[close]

EDIT; I actually left a shogunate variant in there, please redownload if you've downloaded 2 hours from this post!


55
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: July 01, 2021, 03:14:51 AM »
Look forward to an update this week!

I've got some stuff planned, haha.
Spoiler
[close]

56
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: April 26, 2021, 09:24:41 PM »
Hey there, wondering if there's a way to find the Javanicus(M) in the hull data folder? Still running the 0.9.1a version if that makes a difference.
It's not a hull, it's a .skin file.


Ok, is there a way to find all the edit options i'd get from a ship data spreadsheet? I can see the ordnance points, but is there a way to see the armor or max speed?
With a skin, you can only adjust certain stats. Your best bet would be to edit the base hull in the .csv

57
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: April 26, 2021, 12:45:02 PM »
Hey there, wondering if there's a way to find the Javanicus(M) in the hull data folder? Still running the 0.9.1a version if that makes a difference.
It's not a hull, it's a .skin file.

58
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: April 21, 2021, 04:32:11 PM »
update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading

the error is "Fatal: Ship hull spec [MMS_Shuttlepod] not found!"

Bump.

Getting the same crash with error "Fatal: Ship hull spec [MMS_Shuttlepod] not found!"

The patch notes read that Shuttlepods are removed, lads. If you didn't remove the entire folder before hand and replace it with a fresh extract; there would be no problem. Secondly, I've removed all traces of the Mayasuran shuttlepod from the game, those were only used on the Starliner (M), Starliner (MMA), Nebula (MMA) and Mudskipper (MMA). Since the Starliner (M) uses infernium burn instead of shuttlepod escort, there should also be no problem. Lastly, I did say these would break saves; I apologize.

59
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: April 21, 2021, 12:12:37 PM »
8.3.4 RC3
-Updated Zygaena sprite
-Changed Starliner (M)'s ship system from shuttlepod escort to infernium burn
This is a huge buff, this now encourages a short range albeit extremely dangerous playstyle involving the Starliner (M). With assault chainguns blazing, you can now get in range of most ships and alpha strike them with the Orbital Howitzer.
-Removed Starliner (MMA), Nebula (MMA), Mudskipper (MMA)/Shuttlepods
Didn't really use them.

Should be good for RC14 for Starsector, I've removed some of the auxiliary ships, but unless you had those ships in your campaign save, you should be fine compatibility-wise.

60
I highly recommend Shadowyards! They're my favorite faction and this new frigate MShadowy made is bloody amazing.

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