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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC5  (Read 840337 times)

N3N

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Re: [0.97a] Mayasuran Navy 11.0.0 RC2
« Reply #765 on: September 12, 2024, 03:47:43 AM »

PATCH SOON

YEAH, cool!  ;D

Will the patch be save game compatible or do we need a new game start?
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Knight Chase

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #766 on: September 13, 2024, 07:17:30 PM »

11.0.0 RC3
-Changed Charged UV Pulse Cannon chargeup from 5 seconds to 1 second.
-Changed Superheavy Ion/Plasma Cannon on Godsplitter (M) charge up from 5/6 seconds to 1 second.
-Changed all of above weapons projectile speed from 300 to 500.
-Added Winghead system swap.
-Added Charged UV Pulse Cannon to Mule (M)
-Added Garuda/Garuda (M)
The Garuda (M) is the ULTRA (ULTRA) ULTRA Cruiser. It can do literally anything.

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c plus one

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #767 on: September 13, 2024, 08:24:28 PM »

Knight Chase :
The imagemap code (Mayasura's flag) atop the download link does not display because its forum tags are messed-up. Thought you'd want to know.
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you are playing them wrong then..

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Knight Chase

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #768 on: September 14, 2024, 02:26:13 AM »

Knight Chase :
The imagemap code (Mayasura's flag) atop the download link does not display because its forum tags are messed-up. Thought you'd want to know.
mb, fixed it
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Techercizer

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #769 on: September 15, 2024, 07:09:14 AM »

Is it intended that clicking the download link leads to a file named 11.0.0 RC3, but inside the file the mod_info.json indicates it is 11.0.0 RC2?
« Last Edit: September 15, 2024, 07:14:21 AM by Techercizer »
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SolowingWitch

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #770 on: September 15, 2024, 09:27:21 AM »

Is it intended that clicking the download link leads to a file named 11.0.0 RC3, but inside the file the mod_info.json indicates it is 11.0.0 RC2?
Presumably not, but for me it's the opposite. It's named RC2 but TriOS identifies it as RC3.
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YourLocalMairaaboo

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #771 on: September 17, 2024, 01:30:22 PM »

So, Ashes of the Domain has been working on a comission rework that allows greater levels of customization. Maybe that would be worth a look into to flesh out the mayasuran start?
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Astrefernal

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #772 on: September 23, 2024, 06:00:57 AM »

Me : *Look at the Autoshotgun stats* Meh. Does not look that good

Accidentaly slap 2 of them on an Iron shell ship instead of the normal one.
Realize they haven't fired yet.
They fire and SHRED the test ship.

Me : *Surprise Pikachu face* ... *Mr. Burns evil laugh*
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shmone-else

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #773 on: September 28, 2024, 01:07:07 PM »

The Triple Beam Cannon is probably a bit overtuned, at 1000 range and 1000 DPS. Even with no EMP on it that feels like it should probably get changed a bit.
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Skydrake

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #774 on: October 02, 2024, 06:12:28 AM »

Been playing with this mod for a bit, and I must say I absolutely love it. It blends in almost seamlessly with vanilla and the ships feel like they could have easily been part of the base game.

But there is one ship that honestly has me stymied, so I was wondering if you fine folk could enlighten me to how it's meant to be used (as I do like it aesthetically and would like to have them in my fleet).
 
Namely, the Rhea class cruisers (and Crusaders, I suppose).

I just can't seem to grasp what it's meant to be good at? It's painfully slow, turns even slower, the Armor on it isn't that impressive given the ship's sluggishness and while, in theory, 3 large mounts give it amazing damage potential, in reality it doesn't have the flux to actually make use of them without immediately overloading itself?

And I mean, all of that would be fine for an overengineered Cruiser ... if it didn't cost 35(!!) DP to put on the field. It's like a cheap capital ship in terms of deployment, while definitely not having anywhere near a capital ship's performance? Like, just for 5 points more I'd rather field Skysplitters which, I'm sure, can kill an arbitrary amounts of Rheas.

There has to be something I'm missing and too dumb to figure out on my own. How should one build a Rhea in order to turn it into an asset worthy of 35 DP?
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Knight Chase

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #775 on: October 02, 2024, 09:10:31 AM »

Been playing with this mod for a bit, and I must say I absolutely love it. It blends in almost seamlessly with vanilla and the ships feel like they could have easily been part of the base game.

But there is one ship that honestly has me stymied, so I was wondering if you fine folk could enlighten me to how it's meant to be used (as I do like it aesthetically and would like to have them in my fleet).
 
Namely, the Rhea class cruisers (and Crusaders, I suppose).

I just can't seem to grasp what it's meant to be good at? It's painfully slow, turns even slower, the Armor on it isn't that impressive given the ship's sluggishness and while, in theory, 3 large mounts give it amazing damage potential, in reality it doesn't have the flux to actually make use of them without immediately overloading itself?

And I mean, all of that would be fine for an overengineered Cruiser ... if it didn't cost 35(!!) DP to put on the field. It's like a cheap capital ship in terms of deployment, while definitely not having anywhere near a capital ship's performance? Like, just for 5 points more I'd rather field Skysplitters which, I'm sure, can kill an arbitrary amounts of Rheas.

There has to be something I'm missing and too dumb to figure out on my own. How should one build a Rhea in order to turn it into an asset worthy of 35 DP?

-Changed Paladin (M)'s ship system from reserve deployment to high energy focus.
-Removed Crusader (M)'s built-in heavy armor, set armor value to 800 from 1000.
-Changed Crusader (M)'s amount of fighter bays from 4 to 3
-Changed Crusader (M)'s DP to 35 from 30
-Changed Crusader (M)'s speed from 45 to 40
big nerf, lol
-Changed Rhea's speed from 45 to 30, base dissipation from 1200 to 900, armor from 1500 to 1200, removed built-in heavy armor, DP changed to 35 from 32.
big nerf, lol

the patch before the current one had a big slammer of nerfs for the Rhea; mostly feedback from people who don't use the mod lol, however if you're saying buff it back...
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Skydrake

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #776 on: October 02, 2024, 09:30:34 AM »

-Changed Paladin (M)'s ship system from reserve deployment to high energy focus.
-Removed Crusader (M)'s built-in heavy armor, set armor value to 800 from 1000.
-Changed Crusader (M)'s amount of fighter bays from 4 to 3
-Changed Crusader (M)'s DP to 35 from 30
-Changed Crusader (M)'s speed from 45 to 40
big nerf, lol
-Changed Rhea's speed from 45 to 30, base dissipation from 1200 to 900, armor from 1500 to 1200, removed built-in heavy armor, DP changed to 35 from 32.
big nerf, lol

the patch before the current one had a big slammer of nerfs for the Rhea; mostly feedback from people who don't use the mod lol, however if you're saying buff it back...

Whew, that's a hefty slew of nerfs 0_0

I mean ... I could maybe see the inbuilt Heavy Armor being a bit too good? But the other pre-nerf stats seem fine to me, for what I'd expect from such an expensive ship to field? And the missing 300 Flux certainly answers my question of where to get the flux to actually make use of the ship's weapon mounts lol. If it's going to cost as much as a pocket battleship to deploy, surely it's not wrong to have it actually deliver a pocket-battleship-like performance? I mean, at 35 DP it's 5 points short of a deployable fleet anchor like an Onslaught ... and I doubt even the pre-nerf version would stack up very favorably to that or filling such a role, despite the deployment cost (and still comparatively slow speed) saying it basically should do exactly that ^^ (or rather, the current version isn't really good for anything, which is pretty sad for such a cool hull :/)

On another note, why would people who don't use the mod even comment on the balance of ships they haven't tried in practice? ^^
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McNutty145

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #777 on: October 13, 2024, 12:41:30 AM »

The Orchard Autoshotgun is pretty wild. Is it meant to be that strong, especially compared to its OP and flux load?
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SirFfuzzyLogik

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #778 on: October 20, 2024, 01:00:14 PM »

I have some feedback regarding a small issue I found while playing with this mod and Nexerelin.

With the new Commission progression tracks in Nex, using the Mayasuran Navy faction start, there are no NPCs on the Mairaath market that act as 'Administrator' for market functions (because the player is given governorship, I guess?). So in order to access "I'd like to resign my commission." and "I'd like to ask for a promotion." a second market needs to be captured, with it's own Administrator, in order to access these functions.

I'm no mod author, but I think adding an NPC Administrator to Mairaath would resolve this and potential future issues.

Thanks for reading, and the amazing mod!
« Last Edit: October 20, 2024, 01:05:25 PM by SirFfuzzyLogik »
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zacharywere

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Re: [0.97a] Mayasuran Navy 11.0.0 RC3
« Reply #779 on: October 26, 2024, 11:37:49 PM »

17927 [Thread-3] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data\hulls\skins\MSS_National_Elite.skin]
17929 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector4\starsector-core\..\mods\Mayasuran Navy (data\hulls\skins\MSS_National_Elite.skin)]
17987 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_National] not found!
java.lang.RuntimeException: Ship hull spec [MSS_National] not found!

e where did skin go?
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