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: Anubis-class Cruiser (12/20/24)

Pages: 1 ... 10 11 [12] 13

Author Topic: [0.97a-RC10] Machina Void Shipyards v. 0.62  (Read 370373 times)

Noobishnoob

  • Ensign
  • *
  • Posts: 36
    • View Profile
Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
« Reply #165 on: October 25, 2023, 10:18:02 PM »

Sorry is the Fusion LRM supposed to friendly fire?
Logged

Tairanos

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
« Reply #166 on: November 14, 2023, 05:13:48 AM »

How can i increase the max number of hangars in my fleet (8 )? i cant find any config for it on game setting.json
Logged

Addicted Starfarer

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
« Reply #167 on: November 14, 2023, 08:57:54 AM »

How can i increase the max number of hangars in my fleet (8 )? i cant find any config for it on game setting.json

if your trying to modify the max hangers of a certain ship then you need only open the ship_data.csv, which can be found in the hull folderfolder which is inside your mod's data. look for the column of fighter bays
Logged

Lazyturtle69hahfunynumber

  • Ensign
  • *
  • Posts: 34
    • View Profile
Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
« Reply #168 on: November 15, 2023, 12:31:56 AM »

Hey I'm enjoy the mod but there's something i wanna say. I think the testament should be classified as a battlecruiser. I've gone head to head with (Redacted) and onslaughts in this beast and won. it can hold its own very well it and capital on capital engagements. the problem arise when its put in the hands of the ai. They tend to want to use it like a carrier when they should be using it like a battleship. This is bad because with one custom fighter slot and one slot for those *** (no offence) Interceptors its sucks as a carrier. i love this ship its my favorite in the mod but I think it could some tweaks. Maybe reclassify it as a battlecruiser take out the intercepters add 100-200 points of armor or Keep it as a battlecarrier  take out the interceptors (Seriously they suck) add Two more fighter slot for a total of three. Maybe reduce the armor by 200-300 and add a few more ordinace points. As it is now it feels like its in an awkward place, it says battlecarrier but Wants to be a battleship.

(Disclaimer i might not have any idea what the *** im talking about if this is the case fuckin rip me /skill issue i guess)

Anyway i also wanted to say really like this mod the ships and weapons look great and the music is Fantastic. its clear that a lot off effort went into this mod well done you should be proud i hope to see more
Logged

mark.sucka

  • Lieutenant
  • **
  • Posts: 78
    • View Profile
Re: [0.96a-RC10] Machina Void Shipyards v. 0.61.2
« Reply #169 on: February 04, 2024, 08:17:46 AM »

If this will get a fix for 0.97, I thought I'd point out something I think is an error.

The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays.  However, they are not eligible for selection.

I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".

Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.
Logged

Shogouki

  • Captain
  • ****
  • Posts: 414
    • View Profile
Re: [0.96a-RC10] Machina Void Shipyards v. 0.61.2
« Reply #170 on: February 04, 2024, 01:37:16 PM »

If this will get a fix for 0.97, I thought I'd point out something I think is an error.

The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays.  However, they are not eligible for selection.

I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".

Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.

Oh interesting!  Is it just the Auto-Hound wing that has this tag missing?  Like do the other MVS drones have the right tag?
Logged

Unit9461

  • Lieutenant
  • **
  • Posts: 50
    • View Profile
Re: [0.96a-RC10] Machina Void Shipyards v. 0.61.2
« Reply #171 on: February 06, 2024, 07:11:26 PM »

If this will get a fix for 0.97, I thought I'd point out something I think is an error.

The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays.  However, they are not eligible for selection.

I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".

Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.

Oh interesting!  Is it just the Auto-Hound wing that has this tag missing?  Like do the other MVS drones have the right tag?
noted, and I do believe the other MVS drone fighters do have the auto_fighter tag.
I'll fix the Auto-Hound in the next update.
Logged

IHeartSpace

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
« Reply #172 on: March 17, 2024, 04:42:01 AM »

holla, just started a new run and docked for the first time on a MVS market. all good until the music turned quieter, stopped and looped after like 40 seconds? kind of disruptive because the loop is so short and ends into silence. just letting you know i guess
Logged

Bugatti

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.96a-RC10] Machina Void Shipyards v. 0.61.2
« Reply #173 on: April 24, 2024, 07:33:24 PM »

If this will get a fix for 0.97, I thought I'd point out something I think is an error.

The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays.  However, they are not eligible for selection.

I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".

Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.

Oh interesting!  Is it just the Auto-Hound wing that has this tag missing?  Like do the other MVS drones have the right tag?
noted, and I do believe the other MVS drone fighters do have the auto_fighter tag.
I'll fix the Auto-Hound in the next update.

Just checked and tag is still missing on 97?
Logged

hidefreek

  • Commander
  • ***
  • Posts: 126
    • View Profile
Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
« Reply #174 on: April 25, 2024, 11:39:18 PM »

About Clement.
It has something strange about its fighter bay.
It has only one build-in drone bay and its autofit said it has another fighter bay.
If its a bug for Clement or some mistake in autofit.
Logged

rhinolt

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
« Reply #175 on: June 02, 2024, 01:39:41 AM »

well,i LOVE this pack cuz...
it's way too cheap combination of shield and phase on Scytale for 15k  :o :o :o
Logged

Seldion

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
« Reply #176 on: July 17, 2024, 03:19:20 AM »

Out of all the faction packs that I've added to my game, I find my self coming back to using this faction's ships and commissioning my self with them for commissioned crews bonus.

The ships in this pack are just all round useful, there is a ship to fill every role, the build in weapons aren't super strong but they aren't weak and useless like I find build in weapons from other faction mods are.

Thank you for all your hard work on this mod, I greatly appreciate it!
Logged

Sionetta

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
« Reply #177 on: September 02, 2024, 03:26:57 AM »

Cainthust sprite got layering error. The 2 pieces that supposed to cover just the base of built-in guns actually lay on top of everthing in the sprite, making no vfx being able to apply to them, on top of covering the 2 large turrets
Logged

N3N

  • Commander
  • ***
  • Posts: 128
    • View Profile
Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
« Reply #178 on: September 06, 2024, 01:43:27 AM »

First, thank you for this great mod. ;)

Is there a patch in the making to resolve the above errors?
Or does somebody have a patch for it?
Logged

Warhydra

  • Ensign
  • *
  • Posts: 17
    • View Profile
Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
« Reply #179 on: September 13, 2024, 03:14:21 PM »

Hey I'm enjoy the mod but there's something i wanna say. I think the testament should be classified as a battlecruiser. I've gone head to head with (Redacted) and onslaughts in this beast and won. it can hold its own very well it and capital on capital engagements. the problem arise when its put in the hands of the ai. They tend to want to use it like a carrier when they should be using it like a battleship. This is bad because with one custom fighter slot and one slot for those *** (no offence) Interceptors its sucks as a carrier. i love this ship its my favorite in the mod but I think it could some tweaks. Maybe reclassify it as a battlecruiser take out the intercepters add 100-200 points of armor or Keep it as a battlecarrier  take out the interceptors (Seriously they suck) add Two more fighter slot for a total of three. Maybe reduce the armor by 200-300 and add a few more ordinace points. As it is now it feels like its in an awkward place, it says battlecarrier but Wants to be a battleship.

(Disclaimer i might not have any idea what the *** im talking about if this is the case fuckin rip me /skill issue i guess)

Anyway i also wanted to say really like this mod the ships and weapons look great and the music is Fantastic. its clear that a lot off effort went into this mod well done you should be proud i hope to see more
Looking at ship_data.csv
Testament and Aquinas both lack the NO_AUTO_ESCORT tag so the AI would try to position them behind other combat ships. Principality is the only one with Carrier, Combat, No_Auto_Escort so it would fight from the front like Mora.
Dominion weird enough doesnt even have Carrier, Combat, so sadly would rarely ever fire it's guns. Pretty weird when Malakh and Virtues are more willing to stand and fight than the big capital lol
St. Raphael only has carrier but that makes sense.

Addint No_Auto_Escort for Testament and Aquinas makes them more effective in my opinion. Their weapons are pretty much wasted other wise. Dominion can use Combat tag.
« Last Edit: September 15, 2024, 11:24:33 AM by Warhydra »
Logged
Pages: 1 ... 10 11 [12] 13