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

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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 720875 times)

vicegrip

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Re: [0.95.1a] Mayasuran Navy 8.3.7
« Reply #540 on: August 14, 2022, 06:16:33 PM »

A few small bugs and other things I've noticed playing this excellent mod.

The description for Mairaath has the phrase "What remains is a charred yet unbroken, the carefully..." which is probably missing a word after unbroken.

The custom planet descriptors for Mayasura conquered core worlds for Nexerelin doesn't seem to work. In my game Jangala at least is showing the default message despite being held by Mayasura.

Also it would be nice in modded games that allow stations to be built or settle if the description for the Abandoned Astropolis around Mairaath could get a fitting colony descriptor once it gets rebuilt.

The Stormbreaker's weapon Heavy Mauler (Fighter) has the rare_bp tag in weapon_data.csv so it can show up as a buildable weapon.

Excalibur (M) ship system Variable Ammo and Influence Minelayer (Fighter) have no descriptions, and the Joker Protocol and Safties Switch abilities have no type description (no descriptor text for DRONE_LAUNCHER and STAT_MOD type I'm guessing?).

The Avenger weapon exists in the codex in two different forms with different icons. Not sure where the second variety is supposed to appear but one should probably have the restricted tag to make it not show up in the codex.

HE/KE/cluster dummy weapons should also have the restricted tag.

Orbital Howitzer weapon description "attached to the Starliner (M)s belly" is a little awkward. Might want to change to "attached to the belly of the Starliner (M)."

Onocrotalus Autocannon manufacturing icon is huge. Looks fine in inventory and on ships so I'm not sure what's causing it. Compare to Arbalest Battery under known blueprints to see the difference in size.

The Starliner (M) using the same description text for the base hull after the variant text is a bit weird. You could potentially create a custom entry in descriptions.csv and have the .skin descriptionId point to that if you ever wanted to write different base text for a variant. Same for the Scaramouche (CJ) which still mentions the baked in Heavy Ion Lances despite the switch to Heavy UV Pulse Lasers.

Also this is a very minor nitpick, but ships like the Hammerhead (M), Sunder (M), and Vigilance (M) being new .ship designs rather than a .skin mod of the base ship breaks any other mod's alterations to the ship's descriptions. I know that making a new ship with similar visuals to a core model yet with different stats for modding purposes, rather than resorting to hidden hull mods, is just easier and cleaner, and I doubt most people would ever notice, but as someone who wrote more detailed lore for those ships it's sad to see them missing from the full codex.

The ship and weapon lineup images for this mod could probably use an update, since several of the new ship additions are buried near the end of the thread.

Finally, not a bug but a matter of personal opinion, but the Triple Beam Cannon seems to be very underwhelming despite the high paper DPS. Compared to the Heavy UV Pulse Laser that does hard flux damage, it hits like a wet noodle against anything with even semi decent shields. As for other beam weapons, taking into consideration the shield busting spike damage of the Tachyon Lance or the armor stripping ability of the High Intensity Laser, and it really has very little to offer for such a high flux cost, high fitting cost, and range penalty on top of everything else. I want to like this weapon so much but it just doesn't work when almost anything else is available.

Anyway, keep up the great work. I look forward to your next update.
« Last Edit: August 14, 2022, 06:20:54 PM by vicegrip »
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Knight Chase

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Re: [0.95.1a] Mayasuran Navy 8.3.7
« Reply #541 on: August 28, 2022, 05:05:15 AM »

RELEASE TODAY FELLAS
BE PREPARED
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Killsode

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Re: [0.95.1a] Mayasuran Navy 8.3.7
« Reply #542 on: August 28, 2022, 05:39:10 AM »

RELEASE TODAY FELLAS
BE PREPARED

OOGABOOGA
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Hrothgar

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Re: [0.95.1a] Mayasuran Navy 8.3.7
« Reply #543 on: August 28, 2022, 11:41:32 AM »

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Oni

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Re: [0.95.1a] Mayasuran Navy 8.3.7
« Reply #544 on: August 28, 2022, 11:50:52 AM »

Since we're talking while waiting for the update, I've been curious about something for a while:

When you join the Mayasuran faction through Nexerelin it puts you in charge of the faction instead of just Commissioned by them (as you are with every other faction).

Was there a reason you didn't make "get placed in charge of everything" as a Custom Start or Custom Scenario, which are different options, and leave the generic faction section as a conventional Commission?  ???
« Last Edit: August 28, 2022, 03:08:00 PM by Oni »
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Knight Chase

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Re: [0.95.1a] Mayasuran Navy 8.3.7
« Reply #545 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.
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Dadada

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Re: [0.95.1a] Mayasuran Navy 8.3.8
« Reply #546 on: August 29, 2022, 07:40:35 AM »

:D Dope! Thank you man! :D
Also: Could there be an (Vayra) Skysplitter with bays in the Stormhawk Republic?
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CerealPiecemaker

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Re: [0.95.1a] Mayasuran Navy 8.3.8
« Reply #547 on: August 31, 2022, 08:37:17 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.
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Knight Chase

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Re: [0.95.1a] Mayasuran Navy 8.3.8
« Reply #548 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
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juzek666

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Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« Reply #549 on: September 03, 2022, 11:32:19 AM »

Found small problem on Linux:

Code
238745 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_SuperDes.png] resource, not found in

This is probably the same problem as the CerealPeacemaker mentioned above. After changing name of the png to MSS_SuperDes.png it loads ok.

By the way, thank you for your work! This is one of my favorite faction mods.
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Knight Chase

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Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« Reply #550 on: September 03, 2022, 12:06:34 PM »

Found small problem on Linux:

Code
238745 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/mayasura/ships/MSS_SuperDes.png] resource, not found in

This is probably the same problem as the CerealPeacemaker mentioned above. After changing name of the png to MSS_SuperDes.png it loads ok.

By the way, thank you for your work! This is one of my favorite faction mods.
woops, forgot to add des in my bad, gonna upload it immediately
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Knight Chase

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Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« Reply #551 on: September 03, 2022, 12:08:47 PM »

The deed is done.
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Droll

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Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« Reply #552 on: September 03, 2022, 04:57:44 PM »

I don't mean to sound ungrateful or rude but if I were to remove all of the ship girl portraits at player.faction and portraits the mod wouldn't cause any problems right?

Alternatively, would the shipgirls show up as random characters on player fleets and colonies or is it literally just a choice for player portraits? Cuz if that's the case no problem.
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Knight Chase

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Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« Reply #553 on: September 03, 2022, 09:05:42 PM »

I don't mean to sound ungrateful or rude but if I were to remove all of the ship girl portraits at player.faction and portraits the mod wouldn't cause any problems right?

Alternatively, would the shipgirls show up as random characters on player fleets and colonies or is it literally just a choice for player portraits? Cuz if that's the case no problem.
It's just for the player faction, I kinda expected people to sorta go halfsies on liking them or not. You won't see this in any Mayasuran fleets.
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Killsode

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Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« Reply #554 on: September 04, 2022, 01:48:00 AM »

It's just for the player faction, I kinda expected people to sorta go halfsies on liking them or not. You won't see this in any Mayasuran fleets.

Could you have it be a toggleable option in the config?
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