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

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Author Topic: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]  (Read 60643 times)

Hiroyan495

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Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
« Reply #30 on: February 14, 2021, 03:07:43 AM »

I'm really looking forward to this update.  ;D

One thing I might note though, is that I noticed there's a lot of odd greyish borders around most ships, which doesn't seem to me as if that's by design. I think some of the ships that suffer from this might benefit from a slight edit or rework.
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creature

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Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
« Reply #31 on: February 24, 2021, 05:15:59 PM »

Probably the last teaser before the release!

https://www.youtube.com/watch?v=2TQ-_TqlCn8

The next update will see the addition of a new feature: Combat Boarding! Royal Azalea will have two methods of boarding enemy ships: They have a new bomber wing can deliver marines directly inside enemy ships by flying through their shields. Or, they can trade off their Grand Invocation spell for Teleporters, allowing them to cast "Lightning Strike" for instantaneous boarding! The design is taken from Battleship Gothic: Armada, so similarly, it won't work if the shields are up! You'll either need to force an overload, wait for a moment that the shield is down, or slip around the side or back, in case the shield coverage isn't 360 degrees to activate it!

Combat boarding can do a few things:

- Periodic damage over time, depending on the strength of the boarding troops
- Temporary disabling of weapons and engines
- Loss of CR
- Permanent destruction of weapons
- Pernament destruction of engines

The full details will be revealed in the release itself, but I can say this much - the same system will eventually be implemented for Aria as well, but in slightly different fashion!

I'm really looking forward to this update.  ;D

One thing I might note though, is that I noticed there's a lot of odd greyish borders around most ships, which doesn't seem to me as if that's by design. I think some of the ships that suffer from this might benefit from a slight edit or rework.
Hmm, I never really noticed it before you pointed it out, thanks! It doesn't really bother me much, but I might fix it up one of these days!
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Deageon

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Re: [0.9.1a] Kingdom of Royal Azalea v.1.0.1 || Secrets Unlocked 06/18!! [RYAZ]
« Reply #32 on: February 25, 2021, 01:18:30 PM »

god damn, im loving the new stuff being added! hoping for more cool, weird anime lore stuff too, im a real sucker for that
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creature

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03[RYAZ]
« Reply #33 on: March 02, 2021, 10:05:50 PM »

Major Update 2.0.0

*Important: This is a major update! It is incompatible with saved games!




I. New Features

- Combat Boarding: the mod now has a new dependency to a new mod I released, Boarding Util. Please download that too if you plan on updating to 2.0.0.

There are two methods of combat boarding available to Royal Azalea. First is the Lightning Strike spell, available to any mainline ship once you equip them with this hullmod...


Teleport Pads
Quote
Installs a teleportation pad in the ship's atelier core. The lost space makes it impossible to cast Grand Invocation. Instead the mages cast Lightning Strike, which teleports a squad of Royal Azalean Marines directly inside the enemy ship. Larger ships can transport more squads at a time, causing more damage for a longer time.

Second, Royal Azalea has a new Fighter LPC:

[Assault Dropship] Stork-class
by HELMUT (recolored)

- Dimension Divers: These are a new class of ships available to Royal Azalea. Yes, they're submarines in space and they have the ability to Dive into subdimensional space for a few seconds, but unlike standard phase ships, instead of speeding up during this time, the dimension diver instead is anchored in place until it resurfaces. In addition, it cannot resurface at will, but must allow its DD Ballasts to slowly lift itself back into realspace (~5 seconds)

[Dimension Diver] Brigand-class
by HELMUT (recolored)

[Dimension Diver] Assailant-class
by HELMUT (recolored)

- Combat Modules: Mainline ships can now mount a special combat module each that will greatly change their performance!

Combat Module: S.C.K. 'Sextant'
OP Bonus: 5/10/20/40


Combat Module: M.M.P. 'Press-Gang'
OP Bonus: 3/5/10/20


Combat Module: T.E.S. 'Paladin'
OP Cost: 0/0/0/0


Combat Module: G.B.O. 'Crusader'
OP Cost: 5/10/15/30


- Shieldforms: These are just like combat modules, except it alters the performance of any Volumatrix Shielding:


Reflective Shieldform
OP Cost: 0/0/0/0
Reduces Energy damage received by shields by 50%.


Rigid Shieldform
OP Cost: 0/0/0/0
Reduces Kinetic damage received by shields by 50%.


Flexible Shieldform
OP Cost: 0/0/0/0
Reduces High Explosive damage received by shields by 50%.


Permeable Shieldform
OP Bonus: 3/5/10/20
Disables the innermost later of the volumatrix shield.



II. Other New Stuff

- A new multi-role fighter:

[Jumpjet] Terrier-class
by HELMUT (recolored)

- New Commodities and Industries:

Sunflower Seeds
Quote from: New Commodity
Taken from the sunflower plant grown in abundance in New Queensland, these seeds are a tasty treat enjoyed in a variety of ways - whether coated in a chocolate and candy shell or just plain salted. They are popular within the Kingdom of Russo, where the image of the common Rus is thought to be squatting atop a fence, wearing a striped jacket and eating sunflower seeds.



Gambling Den
Quote from: New Industry
A business establishment that provides every known comfort and luxury known in the sector. The very air is electric as slots fall into place, cards are dealt, and balls slap against bumpers. Chips change hands every second as wealth is made and lost in the span of a single breath. 

But the glitz and glamour of this mega-casino shrouds a nefarious dark side. Underneath its velvet carpets, a vast debtor's prison crushes those who are ill-favored by the Goddess of Luck. Here, they await whatever salvation they can grasp - oppressive loans, mortgaging all of their worldly possessions, selling family members to indentured servitude... and for those who have lost all recourse, the facility also houses a surgeon's theatre.



Royal Azalean Trading Post
Quote from: New Industry
A port and dock bearing the emblem of her Royal Highness. Traders from beyond the warpgate frequently make a stop here, and the area is patrolled by the Royal Azalean Navy. These are often the only islands of civilization for Royal Azalean mariners in their long trade expeditions, and so is often stocked with entertainment and familiar goods.



Her Majesty's Stock Exchange
Quote from: New Industry
A Royal Azalean Stock Exchange is essentially an informal claim of the Crown to the entire planet. Its existence designates the planet as a major trade hub and the financial institutions that establish themselves nearby often have large stakes on the economies of nearby planets, if not star systems.


Plus a whole lot more! Please check it out in-game to find out!
« Last Edit: March 02, 2021, 10:20:27 PM by creature »
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Deageon

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #34 on: March 04, 2021, 03:50:06 PM »

I was wondering, given that you've got the whole comm-crews set up stuff to actually give the ships their shields when you're commissioned with YRAZ or Aria (and Pirates, for the dimensional divers), would there ever be an option or hullmod to help out people who are say, opposed to the Azaleans still power up the magic shields? Like, perhaps hired rogue mages, something that takes a bite out of the OP and maybe causes worse penalties to the CR-damage from overloads due to more limited mages?

Also, how much damage is added when using the mage-weapons when commissioned compared to when not?
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creature

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #35 on: March 04, 2021, 04:16:36 PM »

would there ever be an option or hullmod to help out people who are say, opposed to the Azaleans still power up the magic shields? Like, perhaps hired rogue mages, something that takes a bite out of the OP and maybe causes worse penalties to the CR-damage from overloads due to more limited mages?
Ohh! That sounds like a great idea! In fact I think I'll do just that!


Also, how much damage is added when using the mage-weapons when commissioned compared to when not?
By itself, the commission adds nothing. But the bonus climbs starting from 70% CR (that's 0% bonus) up to 100% CR (25% bonus). But there's also the reverse. If you go below 70% CR, you will get a progressive damage penalty, down to 0% CR (-50% penalty).
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ZeCaptain

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #36 on: March 04, 2021, 08:02:50 PM »

Thanks for the crazy but entertaining mod update!
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creature

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #37 on: March 04, 2021, 09:23:47 PM »

Thanks for the crazy but entertaining mod update!
You're very welcome! Enjoy!  ;D
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Deageon

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #38 on: March 09, 2021, 11:11:22 AM »

would there ever be an option or hullmod to help out people who are say, opposed to the Azaleans still power up the magic shields? Like, perhaps hired rogue mages, something that takes a bite out of the OP and maybe causes worse penalties to the CR-damage from overloads due to more limited mages?
Ohh! That sounds like a great idea! In fact I think I'll do just that!


Also, how much damage is added when using the mage-weapons when commissioned compared to when not?
By itself, the commission adds nothing. But the bonus climbs starting from 70% CR (that's 0% bonus) up to 100% CR (25% bonus). But there's also the reverse. If you go below 70% CR, you will get a progressive damage penalty, down to 0% CR (-50% penalty).
yeah i realized the CC buff stuff after posting lol, and wow, im glad my dumb idea sounds cool enough to maybe add! i wanna have the funny british anime imperialist ships, but fight against them with their own sort of medicine >:)
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trinityseven

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #39 on: April 23, 2021, 06:20:59 AM »

so any news about 0.95a update?
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Snow_Snarck

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #40 on: August 08, 2021, 02:30:03 PM »

RA Marines are affected by perks for fighters, specific hullmods for carriers (like SFL Hammer System from HHE Fighter Expansion) and similar stuff?

btw, amazing faction, ships and mechanics >;3
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creature

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #41 on: August 08, 2021, 06:04:10 PM »

RA Marines are affected by perks for fighters, specific hullmods for carriers (like SFL Hammer System from HHE Fighter Expansion) and similar stuff?

btw, amazing faction, ships and mechanics >;3
Yes, since they're techinically fighter wings all fighter buffs should apply to them.

so any news about 0.95a update?
Still a long wait ahead for it, since I'm currently working on YRXP, and will do Aria after. Only then will I start updating RYAZ again!
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Hiroyan495

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #42 on: August 08, 2021, 09:54:10 PM »

These new ships look crisp and nice! I think your design is improving, and the new content is really really nice! :D
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ShiroNeko

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #43 on: October 31, 2021, 03:28:46 PM »

Will you finally give the ships the autofit loadouts?
I had to literally go into the files to enable the AI loadouts...
Well,but if you try to do those autofits twice in a row or load a custom one you just made,it used to crash instantly so i suppose that's why it's disabled
I haven't played with the mod for a long time to wait for updates so i don't even have the log anymore
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Porton Down

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Re: [0.9.1a] Kingdom of Royal Azalea v.2.0.0 || Major Update 03/03 [RYAZ]
« Reply #44 on: November 04, 2021, 03:17:15 PM »

Has any one experienced the error below when using RYAZ? Whenever I get into combat this error forces the game to close. I am presuming (if no one else seems to have this issue) that it is because I am running the native Linux version (in  Mint 20.1).


 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: data.scripts.weapons.onhit.ryaz_SkyspearOnHit.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
java.lang.AbstractMethodError: data.scripts.weapons.onhit.ryaz_SkyspearOnHit.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
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