Ok. Finally done. Update. Yay!!!!
Full Version:
http://www.mediafire.com/download/225bj007u5iosjt/Mayorate_v0.5.rarNo Music:
http://www.mediafire.com/download/59hbv55m2dndpqo/Mayorate_v0.5_nomusic.rarChanges:-Added the Cimeterre-class. It's a strike destroyer with medium survivability. Poses a major threat to cruisers/destroyers and otherwise blows the snot out of pretty much anything with its shields down.
-Added the Sprint Drive subsystem. Provides massive forwards acceleration for about a second. Built into the Cimeterre.
-Redid the Thermal Lance a bit. Built into the Cimeterre.
-Reduced ammo capacity of Windstalker MRM by 33%.
-Added balance changes for 0.62a (repair and deployment costs changed for all ships).
-Improved Ravana and Del Azarchel sprites.
-Wrote a new battle music track. It's pretty badass. You can listen to/download it here:
https://soundcloud.com/kazi11/steel-rain-Removed one of the old battle music tracks.
-Wrote a new ambient music track. The tuning issues from the earlier WIP I posted here have been fixed. You can listen to/download it here:
https://soundcloud.com/kazi11/into-the-black-Both mod ambient tracks now shuffle with the vanilla music (For the math-disinclined, this means you have 3 ambient tracks).
-Massive overhaul of mod internal ID's and folder structure. Most mod-specific files (.hull/.variant/.wpn/some .pngs) now sport mod-specific prefixes.
-Changed shiplist for the "Treachery!" mission. It's now moderately hard-ish (it used to be I was just testing ships there and throwing new ones in until you could beat it in your sleep).
-Added "System Defense Fleet" mission. I know most people don't play missions that much anymore, but this one is REALLY FUN. It gives you a fairly huge Mayorate fleet and puts you up against the entire Hegemony System Defense Fleet from the campaign. Boom.
-Various minor bugfixes (Thanks to Garmine and others!).
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THIS VERSION BREAKS SAVEGAMES. Sorry.
THIS VERSION BREAKS DEFAULT EXERELIN INTEGRATION. You'll need to do a bit of minor tweaking to get it to work again (very easy!). You can fix it by copy-pasting the mayorate.faction file from the Mayorate's /data/world/factions folder into Exerelin's /data/world/factions folder (overwrite the .faction file there). I haven't checked to make sure this works yet, will post back here once I do. This
should work (emphasis on "should").
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First of all, want to thank everyone for playing this mod and putting up with the long break between updates. I know everyone probably isn't a fan of me breaking their savegames and Exerelin integration (caused by me shuffling files around/renaming things), but it will work wonders for mod compatibility/interactions (and my sanity) in the long run. To summarize the major changes in this patch: new ship/new music/mod compatibility improvements. The new Sprint Drive subsystem is a bit of a placeholder (loosely-based off of Cycerin's Burst Maneuvering Jets) until I find someone talented/helpful enough to code what I'm looking for. Although there aren't as many gameplay changes/additions as in previous patches, a not-insignificant amount of time went into writing the new music tracks and internal improvements to mod structure and IDs (and associated bugstomping). For the next update, I plan to continue to focus on making more small ships and a wider variety of weapons for you to toy around with. If you have good ideas for new stuff (and it fits in/seems doable), post here and I'll consider adding it in. Also post if you notice any bugs/crashes (so I can fix them). The 0.41 version of this mod is now bundled into the
Uomoz's Sector compilation. It's pretty fun, and I anticipate he'll get it working with 0.5 pretty quickly, so stay tuned. The number of downloads I got for 0.41 makes me pretty happy, glad you guys are enjoying what I've been putting out so far! Anyhow, enjoy!
Here's a gif of the Del Azarchel bein' awesome. (This is how you use the fast missile racks system, if anyone was wondering...
)