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Author Topic: [0.95.1a] Magellan Protectorate v1.5a - Big update.  (Read 208313 times)

Melcyna

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #225 on: October 08, 2022, 05:03:44 PM »

On top of everything added to the main Magellan factions... (ablative armor... yep I knew I was going to like it)
as well as the Herd...

TMC in particular has been stealing all my time so far, I want ALL their ships and have been hunting every TMC ships I can get to add to my fleet no matter the cost.


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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #226 on: October 08, 2022, 05:24:25 PM »

Awesome. They're, ah, sort of my take on a Somtaaw-ish 'player faction', so lots of crowd-pleasing choices all around. I like having subfactions available without formally spawning because of this kind of prelim/testing feedback, so - keep it coming!
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SpaceDrake

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #227 on: October 08, 2022, 06:55:38 PM »

Weirdly, I haven't seen any TMCs in the wild yet. I feel like I'm not looking in the right places.
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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #228 on: October 08, 2022, 07:11:38 PM »

They specifically aren’t available yet, so that’s good to hear.
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SpaceDrake

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #229 on: October 08, 2022, 07:48:04 PM »

Aha, so it's time to look in >list variants tmc, is what you're telling me.
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Gabloc

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #230 on: October 08, 2022, 07:48:24 PM »

Hi,

I really like the new contents. Just a quick question: why Annore, while has "(military)" label on the map, does not have an actual military market? Is that because of the unique industry?
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Gaaius

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #231 on: October 09, 2022, 12:29:32 AM »

(Fresh install) I get "Ship hull spec [magellan_schooner_d] not found!" when the game is " Loading hull skin [data/hulls/skins/magellan_schooner_d2.skin]":

6766 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/magellan_schooner_d2.skin]
6766 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: ./mods/Magellan Protectorate (data/hulls/skins/magellan_schooner_d2.skin)]
6787 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [magellan_schooner_d] not found!
java.lang.RuntimeException: Ship hull spec [magellan_schooner_d] not found!

Does the game try to load schooner d2 before d(1) ?
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Killsode

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #232 on: October 09, 2022, 02:42:25 AM »

oooooo, time to make another starsector run! i really look forward to your further releases Mechanic, Burn Bright!
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callitri

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #233 on: October 09, 2022, 06:02:41 AM »

Awesome. They're, ah, sort of my take on a Somtaaw-ish 'player faction', so lots of crowd-pleasing choices all around. I like having subfactions available without formally spawning because of this kind of prelim/testing feedback, so - keep it coming!
Well as someone who loves Homeworld and loves the idea of kiith Somtaaw i dig any atempt to reimagine them because the original designs werent so nice tbh , thats why i loved so much the entire fleet redesign idea by a guy named Norsehound if u follow homeworld concept u might know him. Made 3d models out of his designs , and your ships screamed Homeworld to me from day one so i am thinking of trying my hand with them , dont worry i i ever get to it ill ask permission and give credit and all that, atm its just an idea.
Really love the new sub factions , in fact anything to do with these designs all i can say is: More!
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power12359

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #234 on: October 09, 2022, 10:05:57 AM »

So question, does this mod have any hullmods that can be installed on Non-Magellan ships?
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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #235 on: October 09, 2022, 10:21:09 AM »

(Fresh install) I get "Ship hull spec [magellan_schooner_d] not found!" when the game is " Loading hull skin [data/hulls/skins/magellan_schooner_d2.skin]":

<snip log>

Does the game try to load schooner d2 before d(1) ?
It shouldn't - this hasn't been a problem in testing, so I'm not sure what to tell you - but I can look at it later. It may be dependent on the load order of files in your particular operating system... in which case I need to make some substantial changes to those ship skins. Joy.

Well as someone who loves Homeworld and loves the idea of kiith Somtaaw i dig any atempt to reimagine them because the original designs werent so nice tbh <snip>
I think you misunderstand - the relationship is more conceptual than direct. That's broadly true of everything in the mod; the Homeworld influence is very abstract because most of the hull forms and weapons translate very poorly to a 2D space.

A pretty good example; I put a frigate with a built-in burst beam and one modular slot in the game. This is apocalyptically boring in Starsector... but you're not wrong to think 'wait, that's an Ion Cannon Frigate in Homeworld'. It's not an accident that the other mod with a lot of concepts adapted from Homeworld, SCY, upsizes its Ion Frigate equivalent to cruiser scale and adds a lot of slots and a modular damage system to the weapon to keep it interesting.

So when I say Somtaaw-like, I mean 'they're underdogs with no special position'. Nothing more.

Really love the new sub factions , in fact anything to do with these designs all i can say is: More!
Well, I'm not an open-ended Content Hose; things are tapering off as I get closer to a final state.

So question, does this mod have any hullmods that can be installed on Non-Magellan ships?
I don't really see a need for that (I designed the hullmods around the limitations of Magellan hulls; if I were designing hullmods to go on any ship, that seems like it should go in a separate mod, yeah?), but if I think of an interesting one, I wouldn't be against the idea. Just not much call to do that unless you're introducing a mechanic it makes sense for.
« Last Edit: October 10, 2022, 03:37:24 PM by Harmful Mechanic »
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Gaaius

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #236 on: October 09, 2022, 11:00:45 AM »

It shouldn't - this hasn't been a problem in testing, so I'm not sure what to tell you - but I can look at it later. It *may* be dependent on the load order of files in your particular operating system... in which case I need to make some substantial changes to those ship skins. Joy.
Well i am on Linux (Ubuntu) and do find it weird that the laod order changes. Is it even "legal" to make skins of skins, due to the laod order not beeing able the set a load order?
I "solved" the problem on my end by just making d2 based on the base ship hull instead of the d1 skin. No ideo if that affects anything, but atleast i can use the rest of the game.
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Harmful Mechanic

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #237 on: October 09, 2022, 05:45:05 PM »

It'll screw up the intended restoration progress path... but it's an easy enough fix on my end. Always embarrassing to screw up a case sensitivity issue; Linux users have unfailingly been so nice pointing them out that I always make a special effort to fix them.

Anyone else who has bug reports, keep 'em coming!
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Tau Ceti Red Guard

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #238 on: October 10, 2022, 03:42:06 AM »

Would like to report a potential bug: The Derelict Phillips classes located in Voscune Secundus lack the Civilian grade hull mod.
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Ruddygreat

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Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« Reply #239 on: October 10, 2022, 04:23:21 AM »

Been looking at the new changes & additions in SCVE (no time for a proper run because I'm busy making my own stuff), and the new things seem p cool but the changes to old stuff are frankly bizarre imo, esp. the changes to the shieldless ships & subfaction carriers.

re : shieldless ships - the thing that sticks out the most here is the complete lack of active defensive options, that makes the ships really boring to play as (imo), because your only really viable option is to hide at long range and plink away at the enemy w/ mag drivers & abuse their onhit to slowly work through their hull.
This is especially prominent on the mazian, if you use the torch drive to get into close range your armour and hull will just get absolutely shredded by any missiles / shorter range high DPS weapons that the enemy has, in a basic test (standard mazian vs sim onslaught) it lost all armour on both sides in seconds, before retreating to max range and plinking at the onslaught with mag drivers for a full 5 minutes, eventually killing it w/ the onhits, the most boring way possible.
If I was to offer a solution I'd say to copy vanilla; give them some kinda right-click damper (or equivalent) so they can shrug off especially high burst and get into range w/o getting immediately shredded by stuff that they currently just can't counter at all. 

though heh, you've finally found a way to make the thumper useful! (also the mazian's new sprite looks wierd, those extra armour blocks are really poorly integrated into the rest of the hull & could definitely do with a second pass)

re : carrier changes - these are the most bizarre part of the update, they've just made the ships less interesting to use & forced each one into one specific role with minimal build potential for no apparent reason, not got much more to say about them other than that.

also re: skins of skins, they're not really supported by the game, can't remember where it was but safarijohn tried it for a roider ship & alex said as much.

(and finally sorry if this isn't the most coherent, I've never been good at getting my thoughts down in longer posts, you know my @ on discord if you want me to maybe give a better explanation of my thoughts there)

and the poor shockfires...
« Last Edit: October 10, 2022, 04:30:59 AM by Ruddygreat »
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