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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 840753 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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