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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Mayasuran Navy 12.0.0 RC1  (Read 882777 times)

Brainwright

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #810 on: January 15, 2025, 04:13:10 PM »

So is this patch compatible or not? Its frustrating to not know if i can update the mod or if my save game will break.

First and foremost, keep your old zip file around when updating to the new version.  Or just the old file folder.   Rename it and add Old- to the beginning.

That way if the new version breaks something, you can just swap the old version back in.

Secondly, the versioning numbers tend to mark where save breaks happen.  This developer seems to be marking where save breaks are happening with changes in version number.  So long as you're within 11.0.0, you should be able to update without breaking anything regardless of what the RC number is.

I know, i have 11.0.0 RC3 right now. 11.0.0 RC4 crashed my saved game and thus i could not use it and i reverted back to RC3. Its all from the same 11.0.0 version so i am just asking if RC5 is compatible with save games because i would like to avoid a 20 minute loading screen just to find out that this game has corrupted my save.

No, everything from RC4 onwards will not work.  If a new version changes assets, the game can't find them when loading and crashes.

We all tend to just restart the game when we've accomplished the goal we had for that run and take in the new mod content.
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Dextixer

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #811 on: January 15, 2025, 06:31:37 PM »

So is this patch compatible or not? Its frustrating to not know if i can update the mod or if my save game will break.

First and foremost, keep your old zip file around when updating to the new version.  Or just the old file folder.   Rename it and add Old- to the beginning.

That way if the new version breaks something, you can just swap the old version back in.

Secondly, the versioning numbers tend to mark where save breaks happen.  This developer seems to be marking where save breaks are happening with changes in version number.  So long as you're within 11.0.0, you should be able to update without breaking anything regardless of what the RC number is.

I know, i have 11.0.0 RC3 right now. 11.0.0 RC4 crashed my saved game and thus i could not use it and i reverted back to RC3. Its all from the same 11.0.0 version so i am just asking if RC5 is compatible with save games because i would like to avoid a 20 minute loading screen just to find out that this game has corrupted my save.

No, everything from RC4 onwards will not work.  If a new version changes assets, the game can't find them when loading and crashes.

We all tend to just restart the game when we've accomplished the goal we had for that run and take in the new mod content.

You do not need to condescendingly "teach" me how mods work, i am well aware.
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lolitsjack

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #812 on: January 15, 2025, 08:49:52 PM »

Are there any events or quests with this mod?

Spoiler
Besides the two invade missions at the start? I did help them with the invasions, but is there anything else other than the really cool ships and weapons?
[close]
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Point_Offence

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #813 on: January 21, 2025, 08:36:24 PM »

Am I screwed? I went from RC4.1->5 and being relatively new to modding I thought the process was delete old mod folder, pop new one in, and you're good to go unless the mod author mentions a compatibility problem. Not seeing one in the notes I thought I'd be golden, but whenever I open my ship stash with a Victory (M) I nabbed in 4.1 I get that crash other ppl seem to be having.

So I thought alright, what I gotta do is roll back, then scrap my victory M and get another one after updating to RC5 again - but now when I try to load my save in the older version I get some kind of main menu load failure (not a CTD) when I try to open my save in RC4.1.

I see a few other comments saying you've got to have backups and yeah, I missed that memo (should've been doing it anyway), but the damage is done now so I'm just hoping someone has any suggestions on how I save my run.  :'(
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Suang

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #814 on: January 29, 2025, 02:22:19 AM »

I just updated from RC1 to RC5, Just realised they nerfed my vishnu real hard :'(

12 to 20 re-fire per sec was acceptable, but the ammo box luancher nerf was the blow to the liver.

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Mansen

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #815 on: January 29, 2025, 02:45:28 AM »

How in Ludd do you get a commission from the Mayasuran, if you aren't already starting under them via Nexerelin?  :o


None of the contacts on the homeworld will have any dialogue options to join, so all I can do is pray they somehow manage to take another faction's colony somewhere or colonize outside of the core, and then go there to join the club.
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Killsode

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #816 on: January 29, 2025, 10:25:52 PM »

How in Ludd do you get a commission from the Mayasuran, if you aren't already starting under them via Nexerelin?  :o


None of the contacts on the homeworld will have any dialogue options to join, so all I can do is pray they somehow manage to take another faction's colony somewhere or colonize outside of the core, and then go there to join the club.

All else fails you can colonize a planet for them
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Mansen

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #817 on: January 30, 2025, 12:53:48 AM »

How? Best I can tell none of their premade contacts will interact with me in a "Normal" way, so I can't colonize anything and hand it over to them.
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Bald_Greg

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #818 on: January 30, 2025, 12:59:18 PM »

Damn I can't get enough of Mayasuran ships, I wonder tho, is there a plan to update / biggen the portrait list? ??? (like for example using the already drawn out characters on the mod page)
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Astrefernal

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #819 on: February 13, 2025, 07:34:21 AM »

Damn ! Why did you had to nerf the Orchard Autocannon that hard ?

-50 range, ok fair. But 14 OP instead of 10 ?!

The worst part is it was NOT the one that needed that harsh of a nerf. The shotgun version was actually broken. As in, "nothing else needed" broken.
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Knight Chase

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #820 on: March 28, 2025, 07:20:01 PM »

https://www.mediafire.com/file/vauehsxw71lei0b/Mayasuran+Navy+12.0.0+RC1+FIXED.zip/file

WELCOME TO STARSECTOR VERSION 0.98a WOOOOOOOOOOOOOOOOOOOOOOO





12.0.0 RC1
-Elongated the Gyrfalcon for one extra medium on each side.
This should double down on the whole broadside thing! : )
-Adjusted Rhea's hull integrity from 9000 to 15000, dissipation from 900 to 1200
-Mokarran Shield Arc from 270 to 300, Shield efficiency from 1.0 to 0.8, system changed to infernium from accelerated ammo feeder, manuverability stats changed to match Skysplitter, center of mass moved forward
The Mokarran should basically be a bigger version of the Sarrisophoroi, the manuverability changes will be very interesting
-Added Sprint PD DEM Missile
-Added Sprint PD Missile Pod/Array
So the small version is a DEM PD missile, the medium and larges are regular anti-missile missiles. Hope you enjoy!
-Adjusted Sweeper SHotgun damage from 50 to 100 per shot, flux per shot to 100 from 50.
I noticed some very bad performance as an anti-armor gun, therefore this buff should solve all the issues it has.
-Added Dragonfire RC (Remote control) Pod to the Skysplitter (M).
-Added Crawler Autocannon
-Adjusted Mark IX Rotary to 300 damage from 200, Flux/second from 200 to 300.
So these Autocannons for Mayasura are meant to be high damage. This means they can also punch through armor in a pinch.
-Added in Sidekick
This is a uzi type weapon that you can get for your large ballistic slot for a pretty cheap amount of OP.
-Orchard Burst size from 2 to 4
« Last Edit: March 29, 2025, 01:35:39 PM by Knight Chase »
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Knight Chase

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Re: [0.98a] Mayasuran Navy 12.0.0 RC1
« Reply #821 on: March 28, 2025, 07:29:57 PM »

okay that was half baked lol, the campaign is busted right now woops

holding update until I can fix it

OAKY I FIXED IT UPLOADING NOW
« Last Edit: March 28, 2025, 07:35:18 PM by Knight Chase »
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Killsode

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Re: [0.97a] Mayasuran Navy 11.0.0 RC5
« Reply #822 on: March 28, 2025, 07:51:53 PM »

How? Best I can tell none of their premade contacts will interact with me in a "Normal" way, so I can't colonize anything and hand it over to them.

oop, sorry for the super late reply but you transfer planet's ownership from that new planet. You dont need to interact with any of the existing contacts, only new ones.
I will admit, i havent done it in a long time so i dont remember it perfectly- but i'm pretty sure nexerlin lets you transfer ownership of markets like that.
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