Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 8 9 [10] 11 12 ... 49

Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 697974 times)

Igncom1

  • Admiral
  • *****
  • Posts: 1496
    • View Profile
Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« Reply #135 on: February 01, 2019, 06:35:52 AM »

Yeah in the current game version ships of all kinds are common enough in the civilian market place, but now we can't buy weapons worth crap.

Thus is life, Alex giveth, Alex taketh away.
Logged
Sunders are the best ship in the game.

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« Reply #136 on: February 06, 2019, 04:44:48 AM »

Expect a patch soon.

Spoiler
[close]

Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Kittah Khan

  • Ensign
  • *
  • Posts: 41
    • View Profile
Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« Reply #137 on: February 06, 2019, 05:02:59 AM »

I think that sprite needs a bit more work, here's the stuff that stands out to me:

The belly hole looks odd.
Conning tower looks misplaced, too far forward/no volume?
Tail appears flat and sticks out too far, edges are sloppy imo.
Engines don't appear to connect to a power plant.
Sides appear to have sheer walls, looks flat.
The area between the two rear turrets, lines lead nowhere, asymmetry in descending diagonals, despite the ship being symmetrical.
Ship appears to lack body in general.

I'm at work, so I unfortunately can't mark the areas visually. Maybe post it in the sprite judgement thread? They're probably more constructive than me, besides, I'm not a sprite artist.

EDIT: scribbled
« Last Edit: February 06, 2019, 11:59:31 AM by Kittah Khan »
Logged

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« Reply #138 on: February 06, 2019, 11:05:07 PM »

Noted, was my first draft.
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« Reply #139 on: February 07, 2019, 02:42:07 AM »


AHA, SECOND DRAFT
What do you think now?
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Kittah Khan

  • Ensign
  • *
  • Posts: 41
    • View Profile
Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« Reply #140 on: February 07, 2019, 02:56:06 AM »

Front, engines and tail look a lot better now.

The connective point between the two rear turrets still needs work.
I feel like the tail needs to be pushed up a bit, this will also allow a bit more room for the engines.
The conning tower could probably do with a bit more armoring in front?
The sides should probably be extended a bit, with a slope, this should also add some more room for engines.
Another option is to add more shading to the sides suggesting a slope, but having the weapon mounts shaded to suggest a platform around them?

Once I get back home, I could do some crude cutting and pasting.
EDIT: fiddled around a bit, couldn't get something I liked beyond pushing the tail up a bit.
« Last Edit: February 07, 2019, 01:20:42 PM by Kittah Khan »
Logged

jupjupy

  • Commander
  • ***
  • Posts: 123
    • View Profile
Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« Reply #141 on: February 07, 2019, 06:15:54 AM »

I think the second draft looks pretty good, except that big square in the middle. That still looks kinda weird.
Logged
You see, Araragi-san, in a way, the supernatural is what's behind the curtain.
Normally, you only need to see what's happening on stage. That's how reality works.

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.9a] Mayasuran Navy 8.1.6
« Reply #142 on: February 08, 2019, 03:17:07 PM »

Spoiler

[close]


New patch, new low tech carrier for the Hegemony.

8.1.6
-Adjusted Argentavis hardpoints to 5 degrees, also adjusted bounding box.
-Adjusted Didymoi's bomb hardpoints to 10 degree angle.
-Added Didymoi to Persean League spawning.
-Added Gaffel-Class Heavy Carrier
-Added Gaffel to Hegemony Spawning
-Adjusted Sarissa spawning rate for Persean League.
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

FreedomFighter

  • Commander
  • ***
  • Posts: 176
    • View Profile
Re: [0.9a] Mayasuran Navy 8.1.6
« Reply #143 on: February 12, 2019, 03:16:53 PM »

Not gonna lie, Chase. It look quite creepy to me for some reason.
Logged

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.9a] Mayasuran Navy 8.1.7
« Reply #144 on: February 16, 2019, 07:39:53 PM »

Spoiler
[close]



The Mayasurans aren't the only ones with powerful ships, can you defeat this powerful beast?

8.1.7
-Mako, Nailer, Stingray, Argentavis, Patriot and Javanicus sprite changes along with bounding box change.
-Standardized Winghead sprite.
-Added no weapon flux to Tiburo, flux dissipation to 150, max flux to 1500, armor to 150, hull to 850
-Added Raseri-Class Battlecruiser
-Added Micro TPC
-Added Nitro Burn system
-Namechange of Crane to Spoonbill
-Added Stingray (M)
-Added Manta (M) from Disassemble Reassemble by AxleMC131
-Adjustment of the (M) hullmod to 4% flux boost, adjustment of supply cost to 25% above base instead of 50%.
-Added Custom Triple Beam Cannon texture.
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #145 on: February 23, 2019, 07:35:00 PM »

New patch, just a couple balance changes and the removal of the Tiburo. THIS IS A SAVE BREAKER.


8.1.8
-Fixed Rear Gaffel mounts to be symmetrical
-Moved Mokarran (D) to old sprites
-Removed Mokarran (D) .skin file
-Changed Frontal Mokarran hardpoint to ballistic, dropped speed to 40, changed rear turret arcs. Adjusted mobility to 40 speed from 55, dropped agility to conquest levels. Adjusted shield efficiency from 1.0 to 1.2
-Removed Tiburo Superfighter, removed from Mokarran. **SAVE BREAKER**
-Switched Zygaena system to Mine Strike.
-Removed midline_bp tag from Manta (M), added rare_bp and mayasura_e_bp tags. Added it to Persean League spawns.
-Added several normal maps.
-Changed Shield Wall mechanics to add more armor for bigger ships.
-Added Nitro Canisters to the Raseri.
-Removed four of the TPCs on the Raseri, switched to ballistic mounts. Adjusted OP from 255 to 300.
-Adjusted Micro TPC charges from 5 to 10/Ammo sec from 0.5 to 1
« Last Edit: February 23, 2019, 07:42:07 PM by Knight Chase »
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #146 on: February 24, 2019, 12:38:31 PM »

Oh uh, pulling the download then putting it back up to switch one thing. Apparently I heard there were crashes in the campgin for league fleets, so I've removed the last thing referencing the Tiburo. Hopefully it fixes it.
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

leahcimbulwark

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #147 on: February 24, 2019, 07:32:34 PM »

This is the specific test I ran to narrow this crash down to your mod, as far as I can tell.
Start a campaign as Sylphon, Travel to the Persean station in Joy, access the market.
Upon doing so, I get this crash:
143974 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
   at exerelin.campaign.submarkets.Nex_OpenMarketPlugin.updateCargoPrePlayerInteracti on(Nex_OpenMarketPlugin.java:22)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I am using your 8.1.8 release. If there is anything else I can do to help, please let me know.
Logged

Knight Chase

  • Commander
  • ***
  • Posts: 209
    • View Profile
    • Twitter
Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #148 on: February 24, 2019, 07:35:44 PM »

Redownload and use a new save please.
Logged
I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

leahcimbulwark

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #149 on: February 24, 2019, 08:42:50 PM »

Well sorry for the bother, I must of copied over and not deleted it when I updated it last night.
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 49