Fractal Softworks Forum

Starsector => Mods => Topic started by: Knight Chase on January 29, 2018, 08:28:01 PM

Title: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on January 29, 2018, 08:28:01 PM
(https://i.imgur.com/Na8Tvf0.png) (https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.3.0_RC2.zip)


What if the Mayasurans had won? Could they turn back the tide and push the Hegemony back?
It's no longer 'The Last Hurrah', this sparks a brand new comeback for the Mayasurian fleet.
Rising from the ashes, will you lead them to victory?

Ships
Spoiler
(https://i.imgur.com/NL4AHSC.png)
[close]

Weapons
Spoiler
(https://i.imgur.com/dZCHbdm.gif)
Gandiva
A triple barreled Gauss Cannon built into the Arjuna-class Siege Carrier. This superheavy kinetic weapon is extremely powerful, albeit this power comes with high flux cost.
(https://i.imgur.com/Y9HuHCA.gif)
Arbalest Battery
A triple-linked assembly of Arbalest Autocannons, the cheap and simple Arbalest Battery allows a ship to pummel shielded targets with astounding reliability, and at a very low cost.
(https://i.imgur.com/tJczddV.gif)
Triple Beam Cannon
An enormously powerful laser array, the Triple Beam Cannon combines three high-powered burst beams into a single mount. Boasting superior precision from the alternating emitters, it is especially effective at melting... Well, just about anything.

[close]

Credits:
Sylva as a my fellow author and ship spriter.
AxleMC131 for ship sprites and helping me make the mod in the first place!
HELMUT and Kemomori for various ship parts!
MShadowy for inspiring me with their awesome ships and weapons!
MesoTroniK for weapon sounds!
Tartiflette for showing me how to paint ships with his tutorial.
Nicke535 for various scripts!


The Mayasuran faction features a variety of midtech ships, some with elite (M) versions that can be acquired rarely.


This mod was made by a variety of help from other people, so please check out their mods too!


Primary download link is on the flag/here.
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.3.0_RC2.zip


Lazylib required!

http://fractalsoftworks.com/forum/index.php?topic=5444.0

Changelog:
Spoiler
8.3.0 RC2
-Javanicus PPT to 720 seconds (From 600)
-Javanicus Dissipation to 1300 (From 1200)
-These are the pre tournament stats that I'm putting back. Since the Javanicus should be Mayasura's last line of defense.
-Changed Mokarran's system back to Maneuvering Jets
These are the pre tournament stats
-Mokarran Shield Arc to 210 (From 270)
This should make the Mokarran more easily flanked, letting you use the PD weapons more.
-Mokarran OP to 300 (From 315)
Originally the Mokarran was at +130 OP, this should make it balanced at +115
-Changed Mokarran's frontal medium turrets to energy, frontal medium hardpoints to ballistics only, and the return of the large composite
This change will allow a greater variety of weapons to be used by the Mokarran.
-Removed two small energies next to the large turret, removed two small missiles.
In order for the large composite to come back to the Mokarran, other parts of the ship will have to be sacrificed.
-Sarissa OP to 145 (From 130)
-Sarissa (M) OP to 155 (From 145)
Originally the +30 OP was meant for a Heron, the +   45 from baseline is in between the Eagle and Heron, letting the Sarissa perform better.
-Fixed sunder's sprite floaters
-Moved Argentavis' central engine plume
-Removed Strike/Use vs frigates tag from the Gandiva
Hopefully this will fix some targeting issues
-Changed Patriot's default loadout to Ultraviolet Pulse Lasers
-Centered shield position for hammerhead/excalibur/sarissa
-moved stingray shield position
-Triple Beam Cannon turnrate to 10 (From 5)
This should help the TBC in firing continously on a target.
-Added Low Profile trait to Mayasura
This may make the Mayasura start *easier* but, hopefully Mayasura will not die during the first year. Still very possible with all its enemies!

8.3.0
-Multiple Sprite Changes
-Sprite Changes on most (M) ships.
In particular, the Winghead (M) has a fresh new coat of paint.
-Argentavis bound points change
-Joker bound points change
-Viper weapon mounts change/sprite change
-Sarissa price to 140000 (From 160000)
-Winghead price to 145000 (From 155000)
-Nightingale price to 24000 (From 50000)
-Tiburo price to 15000 (From 25000)
-Tiburo DP/Maintenance to 5 (From 7)
-Changed Heavy Ion Lance arc frequency to 0.2/0.3
This basically means it arcs faster, up to 5 arcs compared to the Tachyon Lance's 3.

-Added Arjuna (M)

8.2.9 RC6
-Nebulosa sprite changes
-Arjuna Flux Capacity to 14000 (From 18000)
-Arjuna Flux Dissipation to 900 (From 1000)
Did some testing, was a bit strong in over all flux. This should curtail the Arjuna, but still make it relatively good for its price/DP.
-Arjuna OP to 250 (From 260)
So, with the rearmost center medium turret removed, this left over an extra 10 OP; this should fix that.
-Changed Mokarran's system to Infernium Jets
Now, it has an effect of regular MJ, however it loses 25 of that speed in reverse.

8.29 RC5
-Buffed Gandiva DPS to 1050 (From 652)
-Changed to interruptible burst
This will allow you to shoot 1-2 shots by releasing your mouse button midburst.
-Gandiva Flux/shot to 1000 (From 1200)
-Removed Ammo from Twin Sagir Autolasers
This lets the Crossbow Bomber return to carrier as soon as its done dropping off its payload.
-Changed Arjuna's Flux Capacity to 18000 (from 12000)
-Changed Arjuna's Flux Dissipation to 1000 (From 800)
-Changed Arjuna's side turrets to mediums/removed center rear medium turret.
-Changed Arjuna's OP to 260 (From 240)
This is a very big buff and will let the Arjuna go toe to toe as a mainline battlecarrier now.
-Removed Carrier/combat tag from Arjuna
-Changed Arjuna Designation to Heavy Battlecarrier (From Siege Carrier)
-Mokarran Sprite Changes
-Arjuna Sprite Changes
-Gandiva Sprite Changes
-Excalibur Sprite Changes

8.2.9 RC4
-Arjuna sprite changes
-Added script to let you keep governorship of Mairaath even after losing it.
However, this only works if Mayasura as a faction has another planet/station besides Mairaath, otherwise you lose governorship forever.
-Changed Onocrotalus/Orchard projectile color
-Changed Gorgon SRM to mayasura_wp_bp (from base_bp)
-Changed Arbalest Battery to mayasura_wp_bp (from base_bp)
-Added Mayasuran Weapon Blueprint Package
-Changed Arjuna's universal mounts to ballistics.
-Added new ship system, capital jets
-Adjusted Javanicus' Acceleration stats to be lower, and thus slower.
-Adjusted Javanicus' Dissipation to 1200 (From 1300)
-Adjusted Javanicus' PPT to 600 seconds (From 720)
-Switched Javanicus' ship system from maneuevering jets to capital jets
These changes will bring the Javanicus more in line and less nimble.

8.2.9 RC3
-Viper and Khopesh (M) easier to find in market now. (Previously unimplemented.)
-Adjusted Gorgon SRM damage to 900 (From 600)
This should buff the crossbow bomber to have a potential of 3600 damage now rather than 2400 HE damage.
-Switched Perryi (M)'s role from fighter to bomber on the Javanicus (M)
This will make it act like a bomber now.
-Added Governorship to Mayasura start.
This will allow you to build industries/station on Mairaath.
-Added all blueprint packages to Mayasura start.
-Added all droppable fighters to mayasura_bp.
This will let you build everything in Mayasura's roster now.
-Removed Javanicus (SR) from mayasura_c_package, added warhawk, vayra_warhawk_modular tags.
-Fixed floater on the Moa (SR) sprite.

8.2.9 RC2
-Cropped Excalibur sprite
-Cropped Stingray sprite
-New Javanicus (SR) Sprite, switched from .skin to new hull


8.2.9
-Added Ultraviolet Pulse Laser
-Added Heavy Weapons integration to Sarissa
READ THIS READ THIS READ THIS READ THIS
SAVEBREAKER
-Removed Raseri, Reiter, Gaffel

8.2.8 RC4
-Adjusted Nebulosa DP/maintenance cost to 36 (From 30)
-Adjusted Mithuna's DP/maintenance cost to 35 (From 36)
-Adjusted Gaffel's DP/maintenance cost to 27 (From 30)
-Changed Javanicus Armor to 1400 (From 1600)
-Changed Javanicus Shield Efficiency to 1.0 (From 0.8)
-Changed Mithuna's Flux Capacity to 12000 (From 17000), Dissipation to 850 (From 1050)
-Changed Reiter's OP to 100 (From 80)
-Changed Stingray's frontal medium energy mount to synergy.
-Changed Peltast' converted hangar hullmod to the vanilla version, doubling cost for bombers and increasing cost for regular fighters.
-Added Stormhawk Design Types to (SR) ships.
-Added Mithuna (MM)

8.2.8 RC3
-Arjuna Dissipation to 800 (From 600), DP to 50 (From 45)
-Added Design Tech to the .skin files for the Conquest and other various vanilla ships with (M) skins.
-Added Javanicus (SR)
-Switched Heavy Ion Lance damage to Kinetic
-Added Viper-Class Fighter
-Changed shield flux/dam for Didymoi and Ferox to 1 (From 0)
Please forgive me, I had forgotten setting the shield flux/dam for this, as such they will be more balanced now and not invincible.



8.2.8 RC2
-New Paintjob for Patriot (M)
-Added design type to Mayasuran hullmods
-Fixed Elite Mayasuran Guard from showing in the intel screen.

8.2.8
-New Arjuna Sprite
Changed weapon layout, now has two large universals instead of the two medium universals. And an extra medium hardpoint missile.
OP to 240 (From 230)
-Removed Deck from Excalibur-Class
Raised OP to 105
Added two medium missile mounts.
Caliburnus Range to 1500
Refire time to 3.5 seconds (This means DPS goes up to 643 from 346)
-Added Caliburnus to Nebulosa (M)
This should make the difference between the base, elite and stormhawk version more unique and get people to stop complaining about the prongs being useless.
-Added Elite Mayasuran Guard to Mairaath.
- Changed Mairaath's Planet Description
- Port Tse and Lost Astropoli will now have a different planet description under the ownership of the Mayasurans.

8.2.7 RC3
-Added Deck to Excalibur-Class
Changed frontal most small turret mounts to hybrid, changed rear most small mount to universal.
Raised OP to 100

8.2.7 RC2
-Changed Nebulosa from Cruiser to Capital
-Adjusted Nebulosa OP to 275 (From 215)
-Adjusted Nebulosa DP to 30 (From 26)
-Adjusted Nebulosa Armor to 1300 (From 1500)
-Adjusted Nebulosa Flux Capacity to 12000 (From 15000)
-Adjusted Nebulosa Burn Speed to 8 (From 7)
-Adjusted Nebulosa Fuel/LY to 8
-Adjusted Nebulosa Fuel to 300 (From 200)
-Added Nebulosa (M)
-Added Nebulosa (SR)
-Added Moa (SR)
-Added Battlecarrier Conversion Hullmod


8.2.7
-Removed Old Nebulosa/Javanicus
-Added New Nebulosa sprite/variants
**SAVE BREAKER**
-Changed Mayasuran faction to have more elite ships for its blueprint.

8.2.6
-Changed Moa's rear medium energy mount to hybrid, changed frontal small energys to hybrid for the (M) version.
-Moved Raseri's rear medium ballistics mount a bit further back.
-Changed Javanicus' bridge.
-Halved Caravan's mining strength for Nexerelin.
-Added Tiburo-Class Heavy Frigate
-Added Excalibur-Class Railgun Cruiser
-Added Caliburnus Railgun

8.2.5
-Added Custom phase cloak.
-Changed Engine/phase style for the Zygaena, Nightingale, Owstoni.
-Adjusted Raseri Sprite
-Updated Commissioned Crews for Mayasura.
-Added Moa-Class Cruiser
-Added Moa (M)

8.2.4
-Adjusted Winghead back to 30 DP. (From 25)
-Adjusted Javanicus maintenance/DP to 50. (From 60)
**SAVE BREAKER
-Converted Falcon (M) into skin. **
**SAVE BREAKER
-Changed (M) Bonus from increased maintenance/recovery to slower maneuverability.
-Changed Stormbreaker's Light Mauler into Heavy Mauler (Fighter), now uses no ammo.
-Redesignated Stormbreaker to Fighter (From Bomber)
-Made Single/Twin Sagir Autolasers ammo to 200 (From 300).
This will let the Crossbow/Sipahi loiter less and return to carrier quicker.
-Changed Mairaath's administrators from Persean League to Mayasuran.
-Changed Mayasura to be able to make Mayasura spawn in random sector
-Added Nightingale Phase Frigate


8.2.3 RC2
-Adjusted Javanicus maintenance/DP to 60. (From 48)
-Adjusted Nailer maintenance/DP to 6. (From 7)
-New Heavy Ion Lance sprite courtesy of Nia.
-Adjusted Javanicus medium energy mounts to be able to fire slightly forward.
-Adjusted Nailer's mounts, side small energies swapped out for synergy mounts to be more like the Argentavis, center small and medium mounts swapped to hybrids to give it more variety in weapons.
These will let the Nailer be more versatile.
-Adjusted Nailer's system to be Infernium Injector for Shield wall, this makes the Nailer extremely aggressive.

8.2.2
-Javanicus layout and sprite changed and added vectored thrusters.
-Raseri layout and sprite changed and added vectored thrusters.
-Mokarran sprite changes and added vectored thrusters.
-Nebulosa sprite changes.
-Added Onocrotalus, Arbalest Battery and Triple Beam Cannon to the Joker drone's list of weapons.
-Fixed Onocrotalus Hardpoint's barrels floating.
-Changed UI color from blue to silver for the Mayasura faction.
-Added basic mayasuran blueprint package to Mayasuran start.
-Added Nexerelin profile to Mayasura.

8.2.1 RC3
-Changed light Mauler to system only weapon.
-Adjusted Argentavis' right frontal medium hardpoint to 5 degrees to match.
-Added built-in surveying equipment to the Mithuna.
-Updated Manta (M) Sprite.
-Updated Raseri Sprite.
-Added in Commissioned Crew compatiblity for the Mayasuran Faction.
-Added in heavy industry, military base and ground defenses to Mairaath.
-Changed Mayasura to show up on the intel screen, added description.

8.2.1 RC2
-Changed Orchard Autocannon Chargedown from 2 seconds to 1.25, max spread from 20 to 10, spread/shot from 3 to 1, spread decay/sec from 10 to 5, projectile velocity to 800, turn rate to 20 from 5, flux to 1:1 a shot.
-Added Onocrotalus Autocannon back into the game as a modular weapon. Essentially a larger version of the Orchard.
-Buffed the Ferox Heavy Bomber by upping shot count from 1 to 2 and adding a shield. Max flux from 2000 to 500, however no weapon flux hullmod was added.
This buffs the damage potential from 2000 energy damage to 4000, bringing it in line with stuff around the same OP level like the Trident.


8.2.1
-Added in the Mayasuran faction, switched Mairaath to Mayasuran control.
-Nex start changed from Persean league to Mayasura.
-Changed Midline BP to Rare BP for the Sipahi, Crow and Tachi
-Updated sprite for Arbalest battery courtesy of Sylva.
-Added Light Mauler, fighter exclusive weapon
-Added Stormbreaker Gunship
-Redone Arjuna-class, changed sprite, weapon mounts, OP lowered to 230 from 260.
-Gaffel sprite changes, new bridge in front.
-Adjusted influence minelayer's visuals, lowering particle count to 25
explosion radius to 50 from 250
-Sunder (M) Cargo capacity to 80 from 50, fuel capacity to 50 from 30, hull integrity to 4000 from 3500, shield upkeep from 250 to 200, shield flux/dam to 1.2 from 1.1, top speed to 90 from 95
-Removal of built-in heavy armor from Hammerhead (U) and Sunder (TLH), reduced OP to base levels. This means the TLH skin versions are equal to the base ships.
-Mokarran and (M) version sprite changes. New stripes for the (M) version.
-Obliterator Rockets damage changed to 300 from 400
-Khopesh (M) burst size changed from 3 to 5. This means 15 300 damage rockets from each bombing run for a total of 4500 damage. This buffs the Khopesh (M) total damage from 3600 to 4500 if all of the shots land along with giving it more saturation akin to the regular Khopesh.

8.2.0 RC5
-Fixed empty arrays in the .faction files

8.2.0 RC4
-Orchard Cannon changes, this should let you burst more often with the first two barrages, however firing for the third burst will have great innaccuruacy.
Removed ammo system completely
Spread shot 5->3
Flux shot 160->140
-Javanicus M sprite change

8.2.0 RC3
-Winghead was maybe a bit overtuned with AAF, this change will tone it down
DP and supplies per month 24->30
Accelerated ammo feeder -> infernium burn

8.2.0 RC2
-Mokarran buffs to speed and manuverability, firepower, defense.
Top speed 40->50
Acceleration 20->25
Max turn rate 6->8
Turn acceleration 4->6
Shield Arc 90->270
Shield efficiency 1.2->1.1
Frontal medium energy turrets -> frontal medium ballistic turrets
frontal energy small turrets -> frontal hybrid small trurets
frontal medium ballistic hardpoints -> frontal medium composite hardpoints
-Winghead mounts change
Frontal synergy hardpoints changed to composite.
Rear large turret changed to 360 arc.
Rear large turret changed to energy from hybrid.
-Orchard Cannon changes
Damage 220->100
Flux Cost 270->160
OP 12->10
Added experimental trails, requires magiclib.

8.2.0
-Removed Spoonbill, save breaker
-Added Heron (M)
-Added Orchard Autocannon, Medium High Explosive Ballistic.
-Added Heavy Ion Lance, Large Energy Beam.
-Adjusted Conquest (M)'s frontal medium energy turrets to hybrids.
-Adjusted Launch Speed of Gorgon SRM to 180 from 100, Hitpoints to 230 from 150. Made overall flight characteristics faster: Turn acceleration to 550 from 210. Turn rate to 140 from 70.
-Adjusted Winghead's hybrid mounts to energy for the smalls, rearmost small turrets adjusted to face rearwards and the composite medium mounts adjusted to synergy.
-Adjusted Mokarran's frontal turrets on its head to be energy, adjusted arcs to be more versatile instead of just frontal facing. Frontal medium hardpoints adjusted to ballistic only.
-Adjusted Bomber refit times.

8.1.9
-Removed ability for Triple Beam Cannon to fire over friendlies, adjusted flux efficency to 1.3 per damage/shot, reduced range by 100, reduced price from 30000 to 7500.
-New Mokarran Sprite
-Adjusted Mokarran shield arc to 90 degrees.
-Adjusted Javanicus shield arc to 150 degrees.
-Gave the Gorgon SRM 5 seconds lifetime from 2.5 seconds, equivalent to the Swarmer SRM.
-Adjusted Obliterator Rocket HP from 200 to 250.
-Adjusted Raseri's TPC turret to be dual barreled/Adjusted arcs to 45 degrees.
-Added Conquest (M)
-Added Mithuna (M)
-Added Perryi (M)
-Added Perryi (M) to Javanicus (M)
-Adjusted Prime Hullmod to just +100 armor for capitals.
-Switched Mokarran (M)'s system back to Manuevering Jets.
-Switched Sarissa (M)'s system back to Maneuvering Jets.

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

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.

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.

8.1.5 RC4
-Adjusted Persean League spawning rate again
8.1.5 RC3
-Added Didymoi Minelayer Bomber.
-Added Influence Minelayer (Fighter) weapon.
8.1.5 RC2
-Changed Pelican's large mounts to modular ballistic mounts.
-Adjusted OP of the Pelican from 220 to 260.
-Adjusted Normal mapping of the Pelican
-Changed name of Pelican to Mithuna

8.1.5
-Perryi Deceleration from 90 to 100, Speed from 165 to 200, switched side missile slots to universal, flux dissipation to 150 from 200
-Added Khopesh (M)
-Added Obliterator Rocket Pod
-Added 2 OP discount to bombers for (M) carriers.
-Changed Pilgrim to the Caravan-Class, too many changes to list. Sprite from Sylva!
-Javanicus (M) Sprite change
-Added Pelican-Class Exploration Battlecruiser. Sprite from Sylva!
-Added Onocrotalus, quad barrel built-in large ballistic gun for the Pelican.
-Added new Nexerelin starts.
-Adjusted Persean League spawnrates for Mayasuran ships.
8.1.4
-Removed Tiburo from modular status, now exclusive to the Mokarran and Mokarran (M)
-Added every (M) ship to rare_bp status.
-Added GRAPHICSLIB support.. for just the Mokarran.
-Renamed cruiser Javanicus to the Nebulosa-Class Pocket Battleship
-Removal of the Capital Javanicus (S)
-Adjusted Gorgon Missile HP from 0 to 150.
-Adjusted Obliterator Rockets HP from 75 to 200.
-Added Patriot-Class Flotilla Leader, sprite from RandomKnight!
-Several sprite changes to (M) ships.

8.1.3 RC2
Adjusted the Annihilator Barrage to the Obliterator Rocket Launcher, burst size to 8, damage/shot to 400, hitpoints from 50 to 75. Added custom sound, changed description, changed engine trail.

8.1.3
-Removed Mayasuran fighters from priority on persean league. This will give the PL an even balance of normal vanilla fighters and mayasuran fighters.
-Joker switched to targeting supercomputer from ITU.
-Added Infernium Jets and Infernium Burn system
-Switched Mokarran (M) and Sarissa (M) systems to Infernium Jets
-Added Crane-Class Fast Siege Cruiser and Crane (M)
-Edited Mayasura's faction file to not show up on the intel screen.
-Added Crane to Rise of the Phoenix and Crane (M) to the Mayasura Prime mission.
-Added the ability for the Triple Beam Cannon to shoot over friendly ships.
-Added Annihilator Rocket Launcher, Large slot saturation/pressure missile weapon.
8.1.2
-Adjusted blueprints to have icons setup.
-Fixed the pilgrim from not being able to be built from a blueprint.
-Added the no_drop tag to the (M) Blueprint package.
-Redone sprite for the Cruiser Javanicus, added back into fleets.
8.1.1
-Switched Damper field on the Crow to Shield wall to fix game breaking crash to desktop bug.
-Fixed ships spawning for the persean league.
8.1.0
-New Mokarran/Arjuna/Javanicus sprites
-New Heavy Bomber, Crossbow-Class armed with two Gorgon short range missiles and two Sagir autolasers.
-Sipahi flux dissipation to 75 from 100.
-New small modular missile, Gorgon and Gorgon (Single)
-Joker Flux capacity to 2000 from 1500, dissipation to 250 from 150.
-Added Falcon (M)
-Mayasuran Prime hullmod adjusted armor for cruisers from +200 to +100.
-Sunder (M) speed to 95 from 100. Shield Efficiency from 1.0 to 1.1. Shield upkeep from 0.4 to 0.5. Hull to 3500 from 4000. Cargo to 50 from 80, fuel to 30 from 50.
-Added 1.5 supply cost to the Prime hullmod.
-Removed Brawlerhead from files completely. Note, this might break saves.
Updated for 0.9
-Removal of Siege Mode from Joker
-Removal of the Kontos-Class
-Removal of two medium missile slots from the Arjuna.
-Added Blueprints for ships
8.0.9
-Adjusted Javanicus OP to 330, Jav (M) OP to 340
-Adjusted Sunder (M) price from 24k to 30k
-Added Nexerelin start.
-Added Perryi-Class Corvette to frigates.
-Adjusted Perryi to be a bit more maneuverable
-Added Triple Beam Cannon, a large energy weapon.
-Added Heavy Weapons Integration to the Winghead.
-Added Medium Hybrid turret to the rear of the Winghead, increased OP by 10
8.0.8
-Added Sunder (M)
-Added Stingray, replacing the Kontos-Class Carrier.
-Made Sipahi's tail hidden from market.
8.0.7
-Adjusted Javanicus hull to 18000, armor to 1600. Changed system to maneuvering jets. adjusted several turret arcs, changed mount slots on frontal hardpoints to missile, new sprite. Ordnance points to 370.
-Added Javanicus (M)
-Added Sentinel PD System to Javanicus (M)
-Added shield to Joker drone, 270 arc.
-New system, Siege mode for the Joker. Buffs range, extends shield, lowers weapon flux cost.
-New Sipahi sprite.
-Slightly New Mokarran sprite.
-Added two turret slots to the Perryi. 270 degree rear turret switched out for 360 degree one. Swarmers added to middle turrets.
-New Weapon, Arbalest Battery
-Beefier weapon sound on the Gandiva.
-Gandiva damage from 700x3 to 750x3
-Organized ship.csv
8.0.6
-Adjusted Sarissa back to 10000 flux capacity, 525 dissipation.
-Added Mako (M), changed regular Mako's sprite.
-New Secret hullmod, acquire an (M) ship to find out.
-Added visible wepaons to the Akinci.
-Made unstable optics hidden
-Added Joker Artillery Drone, randomized large weapons.
-Switched Arjuna's system from targeting feed to Joker Protocol.
-Starliner Mk. II added, along with new shuttlepod escort system. Limited to testing mission.
-New Javanicus, the final iteration of your favorite defensive battlecruiser.
-Switched Javanicus system to burn drive, removed ATC. Adjusted OP to 330, hull to 15000, armor to 1500.
8.0.5
-Adjusted fighter wings to be more available at lower rep levels.
-Adjusted Hammerhead (M)'s price to 30k
-Adjusted Vigilance (M)'s price to 15k
-Removed Flarelauncher from Tachi, reduced wing size to 3, reduced speed to 275
-Adjusted Javanicus DP to 45, maintenance each month to 45
-Added STRIKE and USE_VS_FRIGATES tag to the Gandiva
-Adjusted Javanicus speed to 30, was a bit too fast for how much armor/range it had, reduced non PD beam range by 40% through new hullmod.
-Changed Arjuna system back to Targeting Feed
-New Bomber, Ferox-Class Heavy Bomber
-New Weapon, Plasma Cannon (Fighter). Used by the Ferox.
-Adjusted Mokarran (M)'s OP to 340, armor to 1400, flux stats improved by 10 percent, Tiburo switched to Tiburo (M), Rear universal turret added.
-Adjusted Sarissa to 800 armor, 8000 flux capacity, 420 dissipation
-Adjusted Sarissa (M) to have the noncarrier prime hullmod
8.0.4.1
_Redone Hammerhead (M)
Adjusted turret mounts/sprite
Hammerhead (U) now named in rise of the phoenix
8.0.4
-new nailer sprite/stat changes
-added jar file for advanced scripts
-New Capital, Javanicus-Class Armored Battlecruiser
Removed regular Javanicus from campaign spawning
-New Built-in Fighter, Perryi-Class Corvette
-New (M) ships, Hammerhead (M) and Nailer (M)
-Replaced Brawlerhead in campaign with Hammerhead (M)
-Raised spawnrates for all ships in Campaign.
8.0.3
-Changed Arjuna's system to manuevering jets
-adjusted weapon mounts on Argentavis
-thickened Mokarran's sprite near the hips
-changed winghead's weapons and sprite, now has four forward facing mediums and a small in the head, sprite upgraded generously by myself and HELMUT
-reduced winghead's OP from 155 to 145, still plenty of OP left to spare
-changed Sipahi's sprite
-added light mortar to the nose of the Sipahi
-new skins
Mokarran (M), Winghead (M), Sarissa (M), Argentavis (M)
These new skins have the Mayasuran Prime hullmod. The standard version of the Mokarran no longer has the Prime Warship hullmod now.
-new mission to test out the Prime variants
-added vigilance (M) to persean league fleets
8.0.2
-Changed Kilij Bomb Bay offsets to 1, adjusted chargedown to 0.75, burst size to 1
This makes the Sipahi way more accurate, along with letting it sustain and stick around the target like a normal fighter if it doesn't drop all its bombs in one go.
-Changed offsets of Gandiva to match, was offcenter before.
-Changed Brawlerhead system to Shield Wall
Shield wall is a damper shield system that lasts for 5 seconds, while giving you a free 200+ armor for the duration. If used when you have no more armor remaining, this will let you tank a few more hits, since you can use your weapons while its active.
-Added cosmetic rear armor piece to the Mokarran. Purely Aesthetic!
-Expanded Arjuna's hips near the side missile mounts. Redone engine array/sprite changes.
-Added Custom Drone, The Akinci Drone Gunship
The Akinci carries a turreted assault chaingun in its nose. Extremely lethal, it serves at the Argentavis' fifth gun.
-Changed Argentavis system from damper field to new drone system.
-Adjusted Brawlerhead's armor from 600 to 500, shield effiency from 0.8 to 1
-Fighter Assault Chaingun now has built in point defense AI. This affects the Tiburo and Akinci.
-Added codex entries for the Sagir Autolaser and Kilij Bomb bay
[close]


Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: Dudok22 on January 30, 2018, 07:30:44 AM
Great Job!

I love the big Hammerhead Battlecruiser! I captured it from the Persian League, restored it and now it's my flagship in my current Hegemony campaign. 

Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: Bastion.Systems on January 30, 2018, 07:58:55 AM
Bring me dat sweet midline action.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: A Random Jolteon on January 30, 2018, 08:38:04 AM
(sees small mount spam on a really big ship)
Right! Time to end my current campaign!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: Botaragno on January 30, 2018, 08:52:41 AM
Noice noice noice

Two things tho.

1. Had the MN pushed back the encroaching Hegemony, they still would've had no homeworld and industrial base, as that got slapped to *** by the *** Luddic shits

2. What does this mean for the Persean League in game? Do they cede Mayasura and it's surrounding system? Are they allied to the local polity?
Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: Knight Chase on January 30, 2018, 08:22:33 PM
Great Job!

I love the big Hammerhead Battlecruiser! I captured it from the Persian League, restored it and now it's my flagship in my current Hegemony campaign. 





Haha, that's the one I did the most changes to. From spritework to balancing, it should feel like a giant hammerhead.

Spoiler
(http://puu.sh/zdnud/5abe84829b.png)
[close]

Noice noice noice

Two things tho.

1. Had the MN pushed back the encroaching Hegemony, they still would've had no homeworld and industrial base, as that got slapped to *** by the *** Luddic shits

2. What does this mean for the Persean League in game? Do they cede Mayasura and it's surrounding system? Are they allied to the local polity?

1. I think, in this timeline only one of the stations would've gotten destroyed. I think I'll make a mission where you have to stop the rogue prometheus with a squadron of fast attack frigates/bombers before it explodes the station.

2. I plan on having Mayasura be their own faction, but keep the relationship with the Persean League locked at 100 so they're allies for life.


Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: vagrant on February 02, 2018, 09:00:55 AM
These are awesome!! I love the vanilla look and mid-tech sensibilities.

I especially love the Mako Heavy Bomber in both concept and execution. The bombs not only emphasize the momentum and energy of piloting the ship but also have a variety of creative uses beyond striking big ships with shields down.

Although, after playing a bit of a campaign where my fleet was primarily comprised of them, I find myself wishing for a torpedo variant that could capitalize on openings more quickly / reach through (some) point defense.
Title: Mayasuran Navy 8.0.2
Post by: Knight Chase on February 10, 2018, 12:30:52 AM
New update out for Mayasuran Navy!

(https://imgur.com/Gtwu2Yl.png)

The main features of this update are changes to the fighters and sprite updates. The Argentavis now has a dangerous companion~! Along with some nerfs to the Brawlerhead.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.1
Post by: FreedomFighter on February 12, 2018, 02:22:12 AM

1. I think, in this timeline only one of the stations would've gotten destroyed. I think I'll make a mission where you have to stop the rogue prometheus with a squadron of fast attack frigates/bombers before it explodes the station.


Made me want all LP Tankers to have self-destruct ability instead of what they currently have.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Turdicus on February 12, 2018, 08:22:02 PM
Is that a triple gauss cannon turret on the carrier? Please say yes.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: A Random Jolteon on February 12, 2018, 08:28:11 PM
Is that a triple gauss cannon turret on the carrier? Please say yes.
Yes. It is, in fact, a Triple Gauss Cannon.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 12, 2018, 11:44:53 PM
Is that a triple gauss cannon turret on the carrier? Please say yes.

Why yes, yes it is!
(https://i.imgur.com/XHaKWl8.png)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 15, 2018, 01:04:47 AM
Progress update! It's time to get swole!

Spoiler
(https://imgur.com/ppiNXxD.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: FreedomFighter on February 15, 2018, 05:19:56 AM
T H I C C  :P
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 16, 2018, 06:56:17 AM
This one should provide a bit more dakka with its forward mounts!

(https://cdn.discordapp.com/attachments/310517733458706442/414068333529530378/MSS_Winghead6.png)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: BeltfedVendetta on February 17, 2018, 08:22:27 PM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: A Random Jolteon on February 17, 2018, 08:34:04 PM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Did you try uninstalling it and then reinstalling? It might help.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 18, 2018, 03:28:18 AM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)


Post your mod list, I'll see what's up.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Knight Chase on February 20, 2018, 08:49:40 AM
Teaser for the next update!

Spoiler
(http://puu.sh/zrVKw/fb806ceee7.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Takion Kasukedo on February 20, 2018, 08:56:19 AM
sexy black/blue mid-tech maulers!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: Dudok22 on February 20, 2018, 12:33:12 PM
Beautiful  :o
Title: Re: [0.8.1a] Mayasuran Navy 8.0.2
Post by: NightKev on February 20, 2018, 11:52:16 PM
Looks like you stole some buckets of paint from THI. ;)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on February 27, 2018, 06:34:43 AM
(https://i.imgur.com/yargtID.png)
Can you collect them all?! This update features elite versions of the Mayasuran ships. Painted in black and blue and modernized for the sector's battlefield, the (M) versions feature increased OP, better flux stats and better refit times for their fighters!

-Changed Arjuna's system to manuevering jets
-adjusted weapon mounts on Argentavis
-thickened Mokarran's sprite near the hips
-changed winghead's weapons and sprite, now has four forward facing mediums and a small in the head, sprite upgraded generously by myself and HELMUT
-reduced winghead's OP from 155 to 145, still plenty of OP left to spare
-changed Sipahi's sprite
-added light mortar to the nose of the Sipahi
-new skins
Mokarran (M), Winghead (M), Sarissa (M), Argentavis (M)
These new skins have the Mayasuran Prime hullmod. The standard version of the Mokarran no longer has the Prime Warship hullmod now.
-new mission to test out the Prime variants
-added vigilance (M) to persean league fleets
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 10, 2018, 10:07:20 PM
Can you hammer a nail? Or does the nail hammer you? Nailer version two!
(https://i.imgur.com/EPSGVEk.png)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Bash on March 20, 2018, 03:35:35 AM
looks very promissing did you thought of nemo trying this out or showcase them? :>
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 20, 2018, 11:06:50 AM
looks very promissing did you thought of nemo trying this out or showcase them? :>
Still very much a work in progress! I'm reworking several ships and working on giving them a place in the campaign, so it'll take a bit.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: RandomnessInc on March 20, 2018, 11:09:04 AM
Is there nexralen compatibility?
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 20, 2018, 11:11:35 AM
Is there nexralen compatibility?

You can do random ships for persean league and with enough rerolling, they'll show up!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: RandomnessInc on March 21, 2018, 11:48:58 AM
Ah ok  :)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 22, 2018, 10:20:16 PM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)


This is actually caused by the Starsector FX mod, I'd recommend disabling it to get Mayasura working.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: gun&drink on March 31, 2018, 04:57:55 PM
I like alot of things about this mod, but that Triple gauss cannon takes the cake. keep up the good work
one problem tho, I can bravely find any of the ships in Persean League makets with Nexerelin, or any market for that matter. can't wait until they are their own faction, I want to get an entire fleet of them
also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Knight Chase on March 31, 2018, 05:02:54 PM
I like alot of things about this mod, but that Triple gauss cannon takes the cake. keep up the good work
one problem tho, I can bravely find any of the ships in Persean League makets with Nexerelin, or any market for that matter. can't wait until they are their own faction, I want to get an entire fleet of them
also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play
The Tremor ain't apart of my mod, I'm afraid. That's from Arsenal expansion.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: Inventor Raccoon on March 31, 2018, 05:08:51 PM
also a small suggestion: the Tremor class could use a small boost. right now it seems outclassed by some vanilla cruisers with similar stats: to put an example the eagle costs 22 deployment points to deploy, and is slightly more expensive to maintain (+1.6 supply/mo) but has more speed, better flux ventilation, all sides covered by small energy slots for PD with a fairy large arc and more efficient shields with wider arc. Giving it a single small weapon slot covering the blind spot in the rear or widening some of the arcs of the existent ones should do the trick, right now it's a little too vulnerable to salamanders and frigates for a ship that focuses on really aggressive play
That'd be a part of Arsenal Expansion. I'll see what I can do about its flux stats, the vulnerability to flanking is an intended weakness. Try assigning an escort with strong point defense.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: gun&drink on April 01, 2018, 01:34:36 AM
The Tremor ain't apart of my mod, I'm afraid. That's from Arsenal expansion.
That'd be a part of Arsenal Expansion. I'll see what I can do about its flux stats, the vulnerability to flanking is an intended weakness. Try assigning an escort with strong point defense.
Oh crap, I saw it in a Persean market and thought it was from this mod because the aesthetics are similar, my bad
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Knight Chase on April 02, 2018, 07:51:22 PM
(https://i.imgur.com/ncbg7h7.png)

Another update, more elite ships! Along with some changes.

8.0.4
-new nailer sprite/stat changes
-added jar file for advanced scripts
-New Capital, Javanicus-Class Armored Battlecruiser
Removed regular Javanicus from campaign spawning
-New Built-in Fighter, Perryi-Class Corvette
-New (M) ships, Hammerhead (M) and Nailer (M)
-Replaced Brawlerhead in campaign with Hammerhead (M)
-Raised spawnrates for all ships in Campaign.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4.1
Post by: Knight Chase on April 04, 2018, 01:18:03 AM
8.0.4.1
_Redone Hammerhead (M)
Adjusted turret mounts/sprite
Hammerhead (U) now named in rise of the phoenix

Now you know its an upgraded Hammerhead!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: atretador on April 09, 2018, 04:34:49 PM
Haven't seen a single Mayasuran Navy ship for sale in like 8 hours of gameplay

Did blow up one from a bounty thou, managed to salvage it luckly
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Knight Chase on April 09, 2018, 06:22:57 PM
Haven't seen a single Mayasuran Navy ship for sale in like 8 hours of gameplay

Did blow up one from a bounty thou, managed to salvage it luckly
They're a bit rare! I'm gonna have to up the spawn rates even more! But fear not, the actual Mayasura faction will be up by the end of this month or a week after!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Blothorn on April 13, 2018, 11:31:35 AM
I think the Tachi needs some balance work. Compared to a talon:
- 25% larger wing size
- Same armament plus the situationally-superb Stinger
- 67% faster replacement
- 75% higher hitpoints per-fighter (~120% higher per wing, 190% higher per refit interval)
- 100% higher armor
- Has a flarelauncher
- 8% lower speed

Sure, it is 5 OP vs. 0--but I think there is consensus that the Talon is a steal at 0 OP, and even if that were the proper price I think it would be a fair price for no more than one of the major advantages (larger wing size, faster replacement, extra weapon, increased durability, defensive shipsystem).

I see several directions to push it:
- Keep it nearly the omnipotent superfighter it is, and cost it appropriately (15-20 OP?). Probably still reduce replacement rate; a 6-second replacement rate for a moderate-durability fighter is rather overwhelming.
- Focus on the interceptor role, keeping the proximity charge launcher but dropping everything else down to around talon levels.
- Keep it as a fast-replacing, durable interference fighter--probably drop the missile and mine (possibly re-adding a somewhat less effective secondary weapon) so that it cannot create its own openings.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Knight Chase on April 15, 2018, 09:28:43 PM
I think the Tachi needs some balance work. Compared to a talon:
- 25% larger wing size
- Same armament plus the situationally-superb Stinger
- 67% faster replacement
- 75% higher hitpoints per-fighter (~120% higher per wing, 190% higher per refit interval)
- 100% higher armor
- Has a flarelauncher
- 8% lower speed

Sure, it is 5 OP vs. 0--but I think there is consensus that the Talon is a steal at 0 OP, and even if that were the proper price I think it would be a fair price for no more than one of the major advantages (larger wing size, faster replacement, extra weapon, increased durability, defensive shipsystem).

I see several directions to push it:
- Keep it nearly the omnipotent superfighter it is, and cost it appropriately (15-20 OP?). Probably still reduce replacement rate; a 6-second replacement rate for a moderate-durability fighter is rather overwhelming.
- Focus on the interceptor role, keeping the proximity charge launcher but dropping everything else down to around talon levels.
- Keep it as a fast-replacing, durable interference fighter--probably drop the missile and mine (possibly re-adding a somewhat less effective secondary weapon) so that it cannot create its own openings.

Thoughts on this, Blothorn? I've adjusted it to have no flares, reduced the wing size to 3, reduced the speed to 275. Still heavily armed, but you know more of an elite feel since there's less of em.
Spoiler
(https://i.imgur.com/giuxrMb.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Blothorn on April 16, 2018, 11:34:13 AM
Thoughts on this, Blothorn? I've adjusted it to have no flares, reduced the wing size to 3, reduced the speed to 275. Still heavily armed, but you know more of an elite feel since there's less of em.

That looks good--I think the only notable outlier remaining is the low replacement rate for the durability, but with the reduced wing size I doubt that is as much of a problem.

While I am here, some other thoughts from my PL campaign:
Title: Re: [0.8.1a] Mayasuran Navy 8.0.4
Post by: Knight Chase on April 20, 2018, 06:19:23 PM
Mayasura is big on its elite fighters, but I figured they could use one more lethal bomber!

Spoiler
(https://i.imgur.com/X5v0Orc.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.5
Post by: Knight Chase on April 23, 2018, 10:39:18 PM
Now, the most upgraded Sphyrna of Mayasura's whole fleet is upgraded. Can you tame the most elite shark out there?!

New update, 8.0.5!
Mostly a balancing patch along with some buffs/nerfs to some specific ships. New content has been added with the new Ferox-Class heavy bomber along with the Mokarran (M) getting a significant buff.

Spoiler
(https://i.imgur.com/CCvTUdR.png)
[close]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.5
Post by: Igncom1 on May 14, 2018, 04:16:32 AM
Can someone verify the Winghead cruiser losing hull integrity after battles for no reason? I just won a battle and it has lost 31% of it's hp in the after battle report. Which is expensive to consistently repair over and over.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.5
Post by: Sarissofoi on May 15, 2018, 12:42:27 PM
Nice mod.
Amazing looking ships. Really like all this bigger hammerhead brothers.
Two things.
Mayasuran Navy refit come with no penalty. Its straight upgrade. You could add at last some increased upkeep and increase CR cost(?) as they are more elite.
Sarrisa name. All Eagle type mid lane ships come with bird names. Eagle, falcon, heron, Gryphon(well not bird but flying), vulture(from SSP). I like this name(obviously just check my nick) but it doesn't fit really.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Knight Chase on May 23, 2018, 01:28:17 AM
(https://i.imgur.com/q78J8vP.jpg)

New patch for the Mayasurans! New Javanicus, new Mako, new Joker drone. Some minor tweaks, but big changes to your favorite defense cruiser!
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Regularity on June 05, 2018, 03:11:07 PM
I like your ships, even if they are a bit overpowered, but they're near impossible to find. Or maybe I'm just not looking in the right places; what factions normally sell them?

I hope you consider giving them their own in-game faction and planet in the future so we can see their fleets flying around and bashing stuff around in Dynasector and Nexelin.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Igncom1 on June 05, 2018, 03:30:59 PM
The Persean League is where I have been getting mine. Not sure any other factions even would have access to these ships due to the leagues control over the current 'remnants' of Mayasura.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: Knight Chase on June 06, 2018, 10:12:45 PM
I like your ships, even if they are a bit overpowered, but they're near impossible to find. Or maybe I'm just not looking in the right places; what factions normally sell them?

I hope you consider giving them their own in-game faction and planet in the future so we can see their fleets flying around and bashing stuff around in Dynasector and Nexelin.
Oh most definitely. The plan is to make another station orbiting Mairaath. So if you choose them in Nex, you'll have to secure your home field. I'll definitely have it up once 0.9 for Starsector rolls out.

Title: Re: [0.8.1a] Mayasuran Navy 8.0.3
Post by: shade7480 on June 14, 2018, 03:49:21 AM
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)


This is actually caused by the Starsector FX mod, I'd recommend disabling it to get Mayasura working.
Hey just wondering if there's any chance in the future that mayasuran can be compatible with fx > . >
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: MesoTroniK on June 14, 2018, 04:30:41 PM
The FX Mod is not compatible with anything.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: xenoargh on June 21, 2018, 01:47:19 AM
FX Mod isn't combatible with mods that use .SKIN files that modify Vanilla ships that have the "engineSlotChanges" field filled out.  Basically, FX Mod ships don't have the same number of Engine Slots as their original Vanilla versions (the whole point is to get rid of Engines, since they're resource hogs, after all) and that causes a crash.  

I'm sorry it's causing you a problem with the mod, but that's not something I can fix for you on my end.  Best fix is to get rid of the "engineSlotChanges" field in the JSON.

Here are fixed files; just remove the .TXT extension and replace in data/hulls/skins.

[attachment deleted by admin]
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: whatdoesthisbuttondo on July 17, 2018, 02:36:35 PM
Like the visual style, blends into vanilla perfectly.

Small problem running this on Linux, there is uppercase/lowercase issue with:

graphics/mayasura/ships/MSS_Brawlerhead.png

Referenced as lowercase, so either needs to be renamed to MSS_brawlerhead.png, or (keeping with the naming pattern) have
the reference corrected.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: Knight Chase on August 08, 2018, 05:29:57 PM
New patch, new stuff!

8.0.7
-Adjusted Javanicus hull to 18000, armor to 1600. Changed system to maneuvering jets. adjusted several turret arcs, changed mount slots on frontal hardpoints to missile, new sprite. Ordnance points to 370.
-Added Javanicus (M)
-Added Sentinel PD System to Javanicus (M)
-Added shield to Joker drone, 270 arc.
-New system, Siege mode for the Joker. Buffs range, extends shield, lowers weapon flux cost.
-New Sipahi sprite.
-Slightly New Mokarran sprite.
-Added two turret slots to the Perryi. 270 degree rear turret switched out for 360 degree one. Swarmers added to middle turrets.
-New Weapon, Arbalest Battery
-Beefier weapon sound on the Gandiva.
-Gandiva damage from 700x3 to 750x3
-Organized ship.csv

(https://i.imgur.com/CUSIGHo.png)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: Zavek on August 11, 2018, 01:58:47 PM
Great ships that are very versatile in fitting.
sadly also very hard to aquire, have you thought about adding a military market on mairaath to help making them more easier to find?
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: DrakonST on August 11, 2018, 02:11:22 PM
Please, remove PD module from stern on this cruiser. It is strange, it is useless, it is bad and this is bug.
Spoiler
(https://i.imgur.com/YJxgKBj.png)
[close]

Also, gunship on superheavy destroyer to useless, do it as drone on "Tempest" and give ship "Maneuvering Jets" they are really necessary to him. On current moment this destroyer isn't necessary, better to use "Hammerhead".

Also - 2, "Winghead" need more speed(like +25), he flies more slowly than the most battleships.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: Flying_Whale on August 13, 2018, 04:39:07 AM
Hi! Where can I find those ships in Nexerelin sector? What system?
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: shade7480 on August 15, 2018, 03:28:12 AM
The FX Mod is not compatible with anything.
welp that is unfortunate
Title: Re: [0.8.1a] Mayasuran Navy 8.0.6
Post by: shade7480 on August 15, 2018, 03:28:56 AM
FX Mod isn't combatible with mods that use .SKIN files that modify Vanilla ships that have the "engineSlotChanges" field filled out.  Basically, FX Mod ships don't have the same number of Engine Slots as their original Vanilla versions (the whole point is to get rid of Engines, since they're resource hogs, after all) and that causes a crash.  

I'm sorry it's causing you a problem with the mod, but that's not something I can fix for you on my end.  Best fix is to get rid of the "engineSlotChanges" field in the JSON.

Here are fixed files; just remove the .TXT extension and replace in data/hulls/skins.
Thank you for your help good sir :D
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: 00lewnor on August 17, 2018, 01:03:09 AM
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: cjuicy on August 23, 2018, 07:26:25 PM
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.
And thats a bug how? Black Markets sell a lot of random stuff given the chance.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.7
Post by: 00lewnor on August 24, 2018, 02:14:24 PM
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.
And thats a bug how? Black Markets sell a lot of random stuff given the chance.

Its a cosmetic component of the Sipahi bomber, not an actual weapon (now i'm curious as to what would have happened if I had tried to install it on a ship).
Title: Re: [0.8.1a] Mayasuran Navy 8.0.8
Post by: Knight Chase on August 28, 2018, 06:47:43 PM
(https://i.imgur.com/zBDBeih.png)
(https://i.imgur.com/vMIhTAO.png)

New update, featuring two new destroyers!

8.0.8
-Added Sunder (M)
-Added Stingray, replacing the Kontos-Class Carrier.
-Made Sipahi's tail hidden from market.
Title: Re: [0.8.1a] Mayasuran Navy 8.0.9
Post by: Knight Chase on September 20, 2018, 08:53:35 PM
(https://i.imgur.com/QDIlioy.png)

Balance changes and a Nex start! One new modular weapon and big changes to the Winghead.

8.0.9
-Adjusted Javanicus OP to 330, Jav (M) OP to 340
-Adjusted Sunder (M) price from 24k to 30k
-Added Nexerelin start.
-Added Perryi-Class Corvette to frigates.
-Adjusted Perryi to be a bit more maneuverable
-Added Triple Beam Cannon, a large energy weapon.
-Added Heavy Weapons Integration to the Winghead.
-Added Medium Hybrid turret to the rear of the Winghead, increased OP by 10
Title: Re: [0.8.1a] Mayasuran Navy 8.0.9
Post by: DrakonST on September 21, 2018, 12:58:05 AM
Code
47809 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Mayasuran Navy (data/world/factions/mayasura.faction)]
47811 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading mayasura faction
47918 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
48373 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.thissuper$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.thissuper.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.8.1a] Mayasuran Navy 8.0.9
Post by: Knight Chase on September 21, 2018, 03:56:40 AM
Code
47809 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Mayasuran Navy (data/world/factions/mayasura.faction)]
47811 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading mayasura faction
47918 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
48373 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
java.lang.RuntimeException: Ship hull variant [tempest_righthand] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.thissuper$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.thissuper.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
fixed
Title: Re: [0.8.1a] Mayasuran Navy 8.0.9
Post by: Sin on November 12, 2018, 12:33:36 PM
I have to say Javanicus (M) is most OP ship i have ever found. That in-built PD system is beyond everything.It has no weakness and wrecks about anything that gets into its path.....i love it.
Just do not nerf it pls.  ;)
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: Knight Chase on November 16, 2018, 09:04:54 PM
We made it!
0.9 is upon us and with that, I bring a new gift of a modernized Falcon!

(https://i.imgur.com/DEdThIP.png)

8.1.0
-New Mokarran/Arjuna/Javanicus sprites
-New Heavy Bomber, Crossbow-Class armed with two Gorgon short range missiles and two Sagir autolasers.
-Sipahi flux dissipation to 75 from 100.
-New small modular missile, Gorgon and Gorgon (Single)
-Joker Flux capacity to 2000 from 1500, dissipation to 250 from 150.
-Added Falcon (M)
-Mayasuran Prime hullmod adjusted armor for cruisers from +200 to +100.
-Sunder (M) speed to 95 from 100. Shield Efficiency from 1.0 to 1.1. Shield upkeep from 0.4 to 0.5. Hull to 3500 from 4000. Cargo to 50 from 80, fuel to 30 from 50.
-Added 1.5 supply cost to the Prime hullmod.
-Removed Brawlerhead from files completely. Note, this might break saves.
Updated for 0.9
-Removal of Siege Mode from Joker
-Removal of the Kontos-Class
-Removal of two medium missile slots from the Arjuna.
-Added Blueprints for ships
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: uzsibox on November 17, 2018, 05:14:33 PM
We made it!
0.9 is upon us and with that, I bring a new gift of a modernized Falcon!

(https://i.imgur.com/DEdThIP.png)

8.1.0
-New Mokarran/Arjuna/Javanicus sprites
-New Heavy Bomber, Crossbow-Class armed with two Gorgon short range missiles and two Sagir autolasers.
-Sipahi flux dissipation to 75 from 100.
-New small modular missile, Gorgon and Gorgon (Single)
-Joker Flux capacity to 2000 from 1500, dissipation to 250 from 150.
-Added Falcon (M)
-Mayasuran Prime hullmod adjusted armor for cruisers from +200 to +100.
-Sunder (M) speed to 95 from 100. Shield Efficiency from 1.0 to 1.1. Shield upkeep from 0.4 to 0.5. Hull to 3500 from 4000. Cargo to 50 from 80, fuel to 30 from 50.
-Added 1.5 supply cost to the Prime hullmod.
-Removed Brawlerhead from files completely. Note, this might break saves.
Updated for 0.9
-Removal of Siege Mode from Joker
-Removal of the Kontos-Class
-Removal of two medium missile slots from the Arjuna.
-Added Blueprints for ships

The faction doesnt seem to show up in game for me :\
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: Knight Chase on November 17, 2018, 05:20:51 PM
Ship blueprints are being worked on! There seems to be a hiccup with mod ship blueprints. Other than that, you can find the Falcon (M) in any Persean League fleet.
*EDIT
Seems like I need to push out a patch, expect that soon, I need to add ships to the default_ship_roles.csv to get my ships appearing in game, so worry not. Also don't use the Crow, since damperfield isn't made for fighters this patch. Hence, it crashing your game if you use em.
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: Knight Chase on November 18, 2018, 02:23:09 AM
Sorry, yall. I rushed in a bit too quick with the this 0.9 patch. I'll be uploading again when everything's fixed. For now, I'll pull the download.
Title: Re: [0.9a] Mayasuran Navy 8.1.0
Post by: Knight Chase on November 18, 2018, 06:33:42 PM
Alright, we're back up.

8.1.1
Switched Damper field on the Crow to Shield wall to fix game breaking crash to desktop bug.
Fixed ships spawning for the persean league.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 19, 2018, 04:49:12 PM
8.1.2
-Adjusted blueprints to have icons setup.
-Fixed the pilgrim from not being able to be built from a blueprint.
-Added the no_drop tag to the (M) Blueprint package.
-Redone sprite for the Cruiser Javanicus, added back into fleets.

Quick patch to solve those last bugs.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Luxas on November 21, 2018, 02:03:36 AM
How come the faction has no existing relations with any other upon start?
Is this intentional?

Ty for the mod, i look forward to trying out the big hammerheads :)
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: grinningsphinx on November 22, 2018, 10:43:07 AM
How come the faction has no existing relations with any other upon start?
Is this intentional?

Ty for the mod, i look forward to trying out the big hammerheads :)

Its Perseus League, uses there faction relations.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: adimetro00 on November 23, 2018, 03:03:11 AM
Nice work on the ships! Apparently, having some sweet hammerhead-derivatives justifies playing with parallel universes :P
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 23, 2018, 04:17:26 AM
Nice work on the ships! Apparently, having some sweet hammerhead-derivatives justifies playing with parallel universes :P
Haha, I try my hardest! It's been a year since I started modding. I'm actually kinda glad that so many people are playing with my ships. I'm actually taking up some programming so I can learn how to do some java scripts of my own instead of relying on others, so please look forward to that!
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Igncom1 on November 23, 2018, 06:10:06 AM
I also want to chime in to say that I really like your work! I can't wait to see more!
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 26, 2018, 03:28:35 AM
Doing some minor refits, pay no attention!

(https://i.imgur.com/6AQrplG.png)
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: adimetro00 on November 26, 2018, 05:03:37 AM
Doing some minor refits, pay no attention!

(https://i.imgur.com/6AQrplG.png)

What's next? a carrier Falcon?
a carrier Conquest?
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Botaragno on November 26, 2018, 11:24:49 AM
Man I wish the Sindrians and Luddites had this swell of a ship back
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 26, 2018, 06:03:49 PM
Doing some minor refits, pay no attention!

(https://i.imgur.com/6AQrplG.png)

What's next? a carrier Falcon?
a carrier Conquest?

Spoiler
(https://i.imgur.com/CKF5jZ1.png)
[close]
Maybe. Falcon (M) is already there.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Ishman on November 26, 2018, 06:40:15 PM
While I quite like the design, that supplies cost is pretty ridiculous - that's approaching the cost of deploying a conquest or onslaught or two apogees.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 26, 2018, 06:45:55 PM
While I quite like the design, that supplies cost is pretty ridiculous - that's approaching the cost of deploying a conquest or onslaught or two apogees.
Haha, my ships are expensive to deploy. A truly elite ship captain should be able to maintain it, no?
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Ishman on November 26, 2018, 09:51:03 PM
Snip
Haha, my ships are expensive to deploy. A truly elite ship captain should be able to maintain it, no?

Bruh. That wounds.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Protoman on November 27, 2018, 06:36:15 PM
I cant seem to find this faction in-game. What gives? I do see their ships in some factions but not the Mayasurans.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: zachatack24 on November 27, 2018, 07:50:18 PM
I cant seem to find this faction in-game. What gives? I do see their ships in some factions but not the Mayasurans.

they are a part of the Persian League i believe, not a faction unto themselves. the mod description covers something about them being defeated by the Hegemony and them being owned by the League
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 28, 2018, 12:17:14 AM
I cant seem to find this faction in-game. What gives? I do see their ships in some factions but not the Mayasurans.
Faction's in the works. Meanwhile, I'm sidelining them to the Persean League cause they own Mayasura. Rest assured you'll see the Mayasurans with their new homeworld soon! I've been waiting for 0.9 to properly implement them as a faction.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Botaragno on November 28, 2018, 09:41:10 AM
But what if I just want them to make the Perseans feel more unique?
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on November 29, 2018, 01:03:09 AM
But what if I just want them to make the Perseans feel more unique?
Oh, definitely then. The Perseans will always have Mayasuran ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Botaragno on November 29, 2018, 09:48:56 AM
So how do we make the Sindrians more of a unique fleet roster?
They used to have the Conquest and Herons galore, but the Perseans are also drowning in Conquests.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Darloth on November 29, 2018, 04:29:06 PM
Honestly they could do with at least one standout design that is mostly Sindrian.  The Hegemony have their auxiliaries and 14th, and the Persean League are basically Midline Tech The Empire...

Sindria is sortof half way between low and midline (as far as I can tell) but with less character than the Hegemony nowadays.

I think they should get a ship or two in sleek purple trim... perhaps, indeed, Lionguard variants?

Horribly offtopic for THIS thread though.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Igncom1 on November 30, 2018, 02:18:09 AM
The Diktat has the Lions Guard sub-faction which have the high/mid tech ships over the usual hege low/mid fleets.

Could be a great mod.

Mayasuran allies/subfaction to the league is it self a very fun addition as is.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Hussar on November 30, 2018, 07:53:06 AM
I just wanna say that I do hugely appreciate the extension of mid-tech ships that this mods offering! It's one of more seamless vanilla like enhancements I had seen as a mod! I think that i'll be keeping this one as permanent addition, so I wanna thank for a job very well done Knight Chase!
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Sin on December 01, 2018, 03:59:00 AM
HI, not sure if it is a bug or intended but Sentinel PD system on Javanicus (M) is able to shoot through friendly ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.2
Post by: Knight Chase on December 01, 2018, 12:26:04 PM
HI, not sure if it is a bug or intended but Sentinel PD system on Javanicus (M) is able to shoot through friendly ships.
It's a big gun, obviously! But no, that's an intended feature kept from the original Paladin (Guardian) PD

Spoiler
(https://i.imgur.com/GTADTZr.png)
[close]
Example of it in action.
Title: Re: [0.9a] Mayasuran Navy 8.1.3
Post by: Knight Chase on December 03, 2018, 04:17:08 PM
Bunch of minor tweaks, new systems and a new ship/weapon

(https://i.imgur.com/iXnUxWW.png)

8.1.3
-Removed Mayasuran fighters from priority on persean league. This will give the PL an even balance of normal vanilla fighters and mayasuran fighters.
-Joker switched to targeting supercomputer from ITU.
-Added Infernium Jets and Infernium Burn system
-Switched Mokarran (M) and Sarissa (M) systems to Infernium Jets
-Added Crane-Class Fast Siege Cruiser and Crane (M)
-Edited Mayasura's faction file to not show up on the intel screen.
-Added Crane to Rise of the Phoenix and Crane (M) to the Mayasura Prime mission.
-Added the ability for the Triple Beam Cannon to shoot over friendly ships.
-Added Annihilator Rocket Launcher, Large slot saturation/pressure missile weapon.
Title: Re: [0.9a] Mayasuran Navy 8.1.3
Post by: Oldking on December 03, 2018, 08:45:10 PM
Cool mod, a lot of fun and good integration with vanilla, a question.

Does the no_drop tag mean you can only get BP's from raiding league homeworlds? I'm talking about the (M) ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.3
Post by: Knight Chase on December 04, 2018, 12:27:33 AM
Cool mod, a lot of fun and good integration with vanilla, a question.

Does the no_drop tag mean you can only get BP's from raiding league homeworlds? I'm talking about the (M) ships.
I'm sure that's the case, raiding league worlds is to prevent it from being easily acquirable through loot
Title: Re: [0.9a] Mayasuran Navy 8.1.3
Post by: Knight Chase on December 04, 2018, 12:45:35 AM
Also pushing out a patch real quick! At the behest of the mafia, I must do these CRUCIAL balance changes. Please redownload as soon as possible!

8.1.3 RC2
Adjusted the Annihilator Barrage to the Obliterator Rocket Launcher, burst size to 8, damage/shot to 400, hitpoints from 50 to 75. Added custom sound, changed description, changed engine trail.

Spoiler
(https://i.imgur.com/nqUKKtU.png)
[close]
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: FahadXray on December 04, 2018, 11:46:56 PM
I updated the mod and now my game crashes on startup, I disabled it and it stopped. :'(
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: Knight Chase on December 05, 2018, 12:31:42 AM
I updated the mod and now my game crashes on startup, I disabled it and it stopped. :'(
shouldn't be the case, I removed nothing. Also, you should be deleting the entire folder instead of overwriting it if that's the case. I only have one other dependent mod and that's lazylib.
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: FahadXray on December 05, 2018, 03:58:05 PM
I updated the mod and now my game crashes on startup, I disabled it and it stopped. :'(
shouldn't be the case, I removed nothing. Also, you should be deleting the entire folder instead of overwriting it if that's the case. I only have one other dependent mod and that's lazylib.

deleting the entire folder and reinstalling fixed it, thanks!
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: DaddyO on December 06, 2018, 10:33:48 PM
I am running into same issue as FahadXray.  I have 2 versions of your mod.  8.1.2 and 8.1.3RC2.  I am assuming that I install the 8.1.2 and then install other version on top of that overwriting previous files?  The difference in sizes are 12mb for 8.1.2 and 6mb for 8.1.3RC2.  So not sure what is happening but I can play starsector without this mod active no issues.  If I am doing something wrong please point me in the right direction.

UPDATE: Issue is with the hotfix as version 8.1.2 loads fine but if I install the hotfix that is when I get issues with ship_system.csv file.
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: Knight Chase on December 07, 2018, 12:24:55 AM
I am running into same issue as FahadXray.  I have 2 versions of your mod.  8.1.2 and 8.1.3RC2.  I am assuming that I install the 8.1.2 and then install other version on top of that overwriting previous files?  The difference in sizes are 12mb for 8.1.2 and 6mb for 8.1.3RC2.  So not sure what is happening but I can play starsector without this mod active no issues.  If I am doing something wrong please point me in the right direction.

UPDATE: Issue is with the hotfix as version 8.1.2 loads fine but if I install the hotfix that is when I get issues with ship_system.csv file.
Hmm? The 8.1.3 RC2 is the latest version, so it's required to delete the entire folder before extracting, no overwriting. Likewise, you can stick with 8.1.2 to keep your current save and just download the new version when I release it to start a new save.
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: Ayreik on December 19, 2018, 12:12:12 AM
I think there's a problem with the Gorgon SRM's. They just insta die to any sort of PD. Less than a second of PDlaser. Is this intended? great mod btw, Would like a Mayasuran Thunder Variant.
Title: Re: [0.9a] Mayasuran Navy 8.1.3 RC2
Post by: Knight Chase on December 19, 2018, 01:04:38 AM
I think there's a problem with the Gorgon SRM's. They just insta die to any sort of PD. Less than a second of PDlaser. Is this intended? great mod btw, Would like a Mayasuran Thunder Variant.
Haha maybe. I have the Tiburo set to built-in now, but an (M) version of the thunder..? That's very ambitious. Gorgons are a cheap missile, so I'll take a look at its HP compared to the harpoon.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Knight Chase on December 19, 2018, 06:55:16 PM
Spoiler
(https://i.imgur.com/Z3ToMC5.png)
[close]

(https://i.imgur.com/mvpGW4j.png)

Get your new CRUISER HERE! Just some balance changes and a NEW ship. This will break saves, also make sure to delete your entire folder of Mayasura before extracting, fresh install always.

8.1.4
-Removed Tiburo from modular status, now exclusive to the Mokarran and Mokarran (M)
-Added every (M) ship to rare_bp status.
-Added GRAPHICSLIB support.. for just the Mokarran.
-Renamed cruiser Javanicus to the Nebulosa-Class Pocket Battleship
-Removal of the Capital Javanicus (S)
-Adjusted Gorgon Missile HP from 0 to 150.
-Adjusted Obliterator Rockets HP from 75 to 200.
-Added Patriot-Class Flotilla Leader, sprite from RandomKnight!
-Several sprite changes to (M) ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Ayreik on December 19, 2018, 08:21:49 PM
Wow new ships look great! Thanks for adjusting gorgon's as well, time to give them a fair shot.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: evilphish on December 20, 2018, 05:11:44 AM
Bug report for the Linux users out there. The mod fails to load with
Code
17686 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics\mayasura\ships\normal\MSS_Mokarran_normal.png] resource, not found in...

The culprit can be found in the file data/lights/MSS_texture_data.csv which contains the line:
Code
MSS_Mokarran,ship,,2,normal,graphics\mayasura\ships\normal\MSS_Mokarran_normal.png

those backslashes should be frontslashes, as in:
Code
MSS_Mokarran,ship,,2,normal,graphics/mayasura/ships/normal/MSS_Mokarran_normal.png

After putting the proper slashes in the game loads up just fine. Other mods, (i.e. Legacy of Arkgneisis), always use front slashes which seems to work on both OS', Windows and Linux.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Hussar on December 20, 2018, 06:01:03 AM
Nice!

Just a thought though, could you name your bitbucket file better? I mean add version to the download file, it would help a lot with keeping things nice and organized~
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Knight Chase on December 20, 2018, 01:08:40 PM
Bug report for the Linux users out there. The mod fails to load with
Code
17686 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics\mayasura\ships\normal\MSS_Mokarran_normal.png] resource, not found in...

The culprit can be found in the file data/lights/MSS_texture_data.csv which contains the line:
Code
MSS_Mokarran,ship,,2,normal,graphics\mayasura\ships\normal\MSS_Mokarran_normal.png

those backslashes should be frontslashes, as in:
Code
MSS_Mokarran,ship,,2,normal,graphics/mayasura/ships/normal/MSS_Mokarran_normal.png

After putting the proper slashes in the game loads up just fine. Other mods, (i.e. Legacy of Arkgneisis), always use front slashes which seems to work on both OS', Windows and Linux.
I've fixed it for the next version, don't worry.

Nice!

Just a thought though, could you name your bitbucket file better? I mean add version to the download file, it would help a lot with keeping things nice and organized~
I always put the latest version as the one without a version filename, I'll see if I can implement this by next upload.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: bbgun on December 27, 2018, 05:28:49 AM
If I open colony UI Command-Custom Production,Then program crash,The following is displayed in the Log.

52183 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
   at com.fs.starfarer.loading.do.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.command.ShipBlueprintBrowser.<init>(Unknown Source)
   at com.fs.starfarer.campaign.command.CustomProductionPanel.createIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.command.F.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(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)
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: cybersol on December 27, 2018, 12:56:11 PM

First of all, thanks for your mod! I've been enjoying it in starsector 0.9.

Summary:
Would it be possible to get a download link for the old version: [0.8.1a] Mayasuran Navy 8.0.9?

Explanation:
As a new player to starsector after 0.9, I've played through the new version several times now. Meanwhile, I have seen so much about Nexerelin around the community and I enjoy 4x style games, so I wanted to try that experience as well on a separate 0.8.1a starsector install. Thus the interest in the old faction version for 0.8.1a.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: XpanD on December 27, 2018, 01:07:05 PM

First of all, thanks for your mod! I've been enjoying it in starsector 0.9.

Summary:
Would it be possible to get a download link for the old version: [0.8.1a] Mayasuran Navy 8.0.9?

Explanation:
As a new player to starsector after 0.9, I've played through the new version several times now. Meanwhile, I have seen so much about Nexerelin around the community and I enjoy 4x style games, so I wanted to try that experience as well on a separate 0.8.1a starsector install. Thus the interest in the old faction version for 0.8.1a.

Seconding that, a 0.8.1 link would be very welcome! Never got to play this mod back then, but would love to give it a spin with Nexerelin at some point.

Thanks for all the hard work.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Knight Chase on December 27, 2018, 04:39:03 PM
If I open colony UI Command-Custom Production,Then program crash,The following is displayed in the Log.

52183 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
   at com.fs.starfarer.loading.do.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.command.ShipBlueprintBrowser.<init>(Unknown Source)
   at com.fs.starfarer.campaign.command.CustomProductionPanel.createIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.command.F.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(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)

Doesn't work with previous saves. The Javanicus (S) got removed with this latest patch.

Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Knight Chase on December 27, 2018, 04:39:27 PM

First of all, thanks for your mod! I've been enjoying it in starsector 0.9.

Summary:
Would it be possible to get a download link for the old version: [0.8.1a] Mayasuran Navy 8.0.9?

Explanation:
As a new player to starsector after 0.9, I've played through the new version several times now. Meanwhile, I have seen so much about Nexerelin around the community and I enjoy 4x style games, so I wanted to try that experience as well on a separate 0.8.1a starsector install. Thus the interest in the old faction version for 0.8.1a.

Seconding that, a 0.8.1 link would be very welcome! Never got to play this mod back then, but would love to give it a spin with Nexerelin at some point.

Thanks for all the hard work.

First of all, thanks for your mod! I've been enjoying it in starsector 0.9.

Summary:
Would it be possible to get a download link for the old version: [0.8.1a] Mayasuran Navy 8.0.9?

Explanation:
As a new player to starsector after 0.9, I've played through the new version several times now. Meanwhile, I have seen so much about Nexerelin around the community and I enjoy 4x style games, so I wanted to try that experience as well on a separate 0.8.1a starsector install. Thus the interest in the old faction version for 0.8.1a.

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran%20Navyv8.0.9.7z

There ya go.
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: Lorant on December 27, 2018, 10:23:49 PM
Really enjoy the mod. Love the ship designs, sincerely really love the concept -- thank-you. At the risk of being someone that hasn't read the previous replies very closely, am wondering if a re-envisioned, never-downed Mayasuran system is on the way?
Title: Re: [0.9a] Mayasuran Navy 8.1.4
Post by: XpanD on December 28, 2018, 01:18:21 AM
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran%20Navyv8.0.9.7z

There ya go.

Thanks!
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Knight Chase on January 06, 2019, 01:30:05 AM
(https://i.imgur.com/MP2BJ7c.png)

Big update.

8.1.5
-Perryi Deceleration from 90 to 100, Speed from 165 to 200, switched side missile slots to universal, flux dissipation to 150 from 200
-Added Khopesh (M)
-Added Obliterator Rocket Pod
-Added 2 OP discount to bombers for (M) carriers.
-Changed Pilgrim to the Caravan-Class, too many changes to list. Sprite from Sylva!
-Javanicus (M) Sprite change
-Added Pelican-Class Exploration Battlecruiser. Sprite from Sylva!
-Added Onocrotalus, quad barrel built-in large ballistic gun for the Pelican.
-Added new Nexerelin starts.
-Adjusted Persean League spawnrates for Mayasuran ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Pax Liberty on January 06, 2019, 02:57:46 AM
Hello.

Very nice mod ,congratulations ;).


But since version 8.1.4 my game crash at launch with this error in the log.

Idem for UPDATE 8.1.5 and with new game without any old saving... ???


9098 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
   at com.fs.starfarer.loading.do.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Knight Chase on January 06, 2019, 03:01:25 AM
Hello.

Very nice mod ,congratulations ;).


But since version 8.1.4 my game crash at launch with this error in the log.

Idem for UPDATE 8.1.5 and with new game without any old saving... ???


9098 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
java.lang.RuntimeException: Ship hull spec [MSS_Javanicus_A] not found!
   at com.fs.starfarer.loading.do.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

oh, the patch doesn't work with old saves, you need to delete the entire folder too, no overwriting
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Pax Liberty on January 06, 2019, 03:08:31 AM
Ok I will test.. 8)

Thanks
Title: Re: [0.9a] Mayasuran Navy 8.1.5
Post by: Pax Liberty on January 06, 2019, 03:14:05 AM
My problem is solved.

Thank you very much and sorry for the inconvenience... ;D
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC2
Post by: Knight Chase on January 07, 2019, 01:04:31 PM
Quick patch.

Spoiler
(https://i.imgur.com/58u0bKE.png)
[close]

8.1.5 RC2
-Changed Pelican's large mounts to modular ballistic mounts.
-Adjusted OP of the Pelican from 220 to 260.
-Adjusted Normal mapping of the Pelican
-name change of Pelican to Mithuna
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC3
Post by: Knight Chase on January 08, 2019, 12:16:06 AM
ONE MORE QUICK PATCH, this should be it and shouldn't break saves.

8.1.5 RC3
-Added Didymoi Minelayer Bomber.
-Added Influence Minelayer (Fighter) weapon.

(https://i.imgur.com/WnZB2Wq.png)
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC3
Post by: fatrat on January 08, 2019, 11:35:58 AM
ONE MORE QUICK PATCH, this should be it and shouldn't break saves.

8.1.5 RC3
-Added Didymoi Minelayer Bomber.
-Added Influence Minelayer (Fighter) weapon.

(https://i.imgur.com/WnZB2Wq.png)

Thank You, keep up the great work! :D

Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on January 09, 2019, 01:09:09 AM
I noticed one last thing that PL fleets were getting too many Mayasuran ships, so. This should fix it.

8.1.5 RC4
-Adjusted Persean League spawning rate again
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Thyrork on January 19, 2019, 08:21:41 AM
I apologize if this is impolite but: I really like your ships (especially the Pelican, that thing is wonderful) and I'm wondering if you plan to add Nexerelin support in the future?
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on January 20, 2019, 02:02:46 AM
I apologize if this is impolite but: I really like your ships (especially the Pelican, that thing is wonderful) and I'm wondering if you plan to add Nexerelin support in the future?
haha what, it already has Nex support in the form of the Mayasuran Navy start.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Thyrork on January 20, 2019, 07:31:24 AM
Oh? I'm sorry, I'm not exactly the sharpest spoon in the draw. :P
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Kreuzberger on January 31, 2019, 05:39:19 PM
Hello Knight Chase.

First of all, thank you for this mod! You made the only ship set mod, that fits to my way of outfitting ships....

But, there is one weird thing going on recently since latest version....the ship market rarely provides you with (M) versions of the particular ships and so far I have not seen after playing for a longer time a single (M) capital ship in the shop display. So, only a Hammerhead, Sunder or Mako here and then...but no larger ship in blue, only tons of them as normal version. :/

Did you set the percentual chance too low? ^^

Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Avanitia on January 31, 2019, 06:49:59 PM
(M) skins are supposed to be rare versions of base ships, similar to XIV Battlegroup skins.
Makes finding one a significant event in playthrough.

Going out in the outer sector and looking for their blueprints may yield better results, at least for me it did so.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Igncom1 on February 01, 2019, 02:50:09 AM
I frequently find M ships at civilian markets as they seem the best source for ship in the current game edition.

M Hammerheads are simply some of the best ships in my opinion.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Kreuzberger on February 01, 2019, 05:31:44 AM
Civilian markets?!

I was all the time traveling to all the military bases....maybe that explains it. At the other hand, finding a big one at the normal places is also like searching the unicorn....


So, ok. You made it super special to find one. Poor me. :P
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Igncom1 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on February 06, 2019, 04:44:48 AM
Expect a patch soon.

Spoiler
(https://i.imgur.com/1xA7RJi.png)
[close]

(https://i.imgur.com/hPIEMY0.png)
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Kittah Khan 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
(https://i.imgur.com/4OpaGRv.png)
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on February 06, 2019, 11:05:07 PM
Noted, was my first draft.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Knight Chase on February 07, 2019, 02:42:07 AM
(https://i.imgur.com/pFuOQ4L.png)
AHA, SECOND DRAFT
What do you think now?
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: Kittah Khan 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.5 RC4
Post by: jupjupy 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.6
Post by: Knight Chase on February 08, 2019, 03:17:07 PM
Spoiler
(https://i.imgur.com/sgdmANc.png)
[close]
(https://i.imgur.com/c0jkevr.png)

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.
Title: Re: [0.9a] Mayasuran Navy 8.1.6
Post by: FreedomFighter on February 12, 2019, 03:16:53 PM
Not gonna lie, Chase. It look quite creepy to me for some reason.
Title: Re: [0.9a] Mayasuran Navy 8.1.7
Post by: Knight Chase on February 16, 2019, 07:39:53 PM
Spoiler
(https://i.imgur.com/vs89NIs.jpg)
[close]

(https://i.imgur.com/Bj9OxqF.png)

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.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Knight Chase 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
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Knight Chase 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: leahcimbulwark 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Knight Chase on February 24, 2019, 07:35:44 PM
Redownload and use a new save please.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: leahcimbulwark 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.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Knight Chase on February 25, 2019, 02:22:12 AM
Well sorry for the bother, I must of copied over and not deleted it when I updated it last night.
It's no bother, if there's a bug with the game, it's my fault in the first place.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: ReXspec on March 06, 2019, 08:22:26 AM
Quote
Changelog:
8.1.8
-Removed Tiburo Superfighter, removed from Mokarran. **SAVE BREAKER**

Why remove the Tiburo?   :(

Also (on a semi-related note), I found a bug that might be related to this mod's recent update.  I posted the details of the bug here: http://fractalsoftworks.com/forum/index.php?topic=11018.405 (http://fractalsoftworks.com/forum/index.php?topic=11018.405)

Can you (or anyone else) offer some insight as to what is going on?  Is this bug related to the recent update of your mod?  If so, is there a possible fix?
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: ReXspec on March 09, 2019, 03:10:06 PM
Would it be possible to get the download link for the 8.1.7 update so that I can roll back to that version of your mod until 8.1.8 is fixed?
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: Vayra on March 14, 2019, 09:55:51 PM
Quote
Changelog:
8.1.8
-Removed Tiburo Superfighter, removed from Mokarran. **SAVE BREAKER**

Why remove the Tiburo?   :(

You want more Tiburo, you get more Tiburo!

(https://i.imgur.com/UEQ10ax.png)
Mayasuran Nearly v 0.1 (https://drive.google.com/uc?authuser=0&id=1Ku3EgJ6yRMbCAecghd34Eo_X5FiedWHf&export=download)

That's right, with Chase's blessing the Tiburo has returned in the form of a fanmod to wreak its vengeance upon abstract concepts such as "balance" and enemy battleships alike.

Click the dumb Gemini for superfighter fun.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: solardawning on March 15, 2019, 05:50:52 PM
Click the dumb Gemini for superfighter fun.

Amazing. I just made my copy even more redonk by changing the Carrier tag on the Gemini (M) to Warship, so it stops being suicidal.
Thank you for your holy contribution to the ridiculous modiverse of overpowered things that shouldn't exist.
Title: Re: [0.9a] Mayasuran Navy 8.1.8
Post by: ReXspec on March 16, 2019, 02:18:37 AM
You want more Tiburo, you get more Tiburo!

(https://i.imgur.com/UEQ10ax.png)
Mayasuran Nearly v 0.1 (https://drive.google.com/uc?authuser=0&id=1Ku3EgJ6yRMbCAecghd34Eo_X5FiedWHf&export=download)

That's right, with Chase's blessing the Tiburo has returned in the form of a fanmod to wreak its vengeance upon abstract concepts such as "balance" and enemy battleships alike.

Click the dumb Gemini for superfighter fun.

Click the dumb Gemini for superfighter fun.

Amazing. I just made my copy even more redonk by changing the Carrier tag on the Gemini (M) to Warship, so it stops being suicidal.
Thank you for your holy contribution to the ridiculous modiverse of overpowered things that shouldn't exist.

I was going to ask Chase if he was going to make a replacement for the Tiburo (something that is a little more balanced and a little less derpy), but it seems the snarky, tongue-in-cheek comments beat me to my question.  lol
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Knight Chase on March 16, 2019, 08:09:32 PM
This here's the real update, not some phony one. Get it while it's hot!

(https://i.imgur.com/0Zoyv92.png)
(https://i.imgur.com/fi4re25.png)
(https://i.imgur.com/XZQtrc8.png)

8.1.9
-Removed ability for Triple Beam Cannon to fire over friendlies, adjusted flux efficency to 1.3 per damage/shot, reduced range by 100, reduced price from 30000 to 7500.
-New Mokarran Sprite
-Adjusted Mokarran shield arc to 90 degrees.
-Adjusted Javanicus shield arc to 150 degrees.
-Gave the Gorgon SRM 5 seconds lifetime from 2.5 seconds, equivalent to the Swarmer SRM.
-Adjusted Obliterator Rocket HP from 200 to 250.
-Adjusted Raseri's TPC turret to be dual barreled/Adjusted arcs to 45 degrees.
-Added Conquest (M)
-Added Mithuna (M)
-Added Perryi (M)
-Added Perryi (M) to Javanicus (M)
-Adjusted Prime Hullmod to just +100 armor for capitals.
-Switched Mokarran (M)'s system back to Manuevering Jets.
-Switched Sarissa (M)'s system back to Maneuvering Jets.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Igncom1 on March 17, 2019, 05:50:31 AM
Mate that looks sick as hell! Thanks for the hard work!

I didn't know the triple beam cannon was one of yours, in the version I am currently playing it's listed as a common schematic rather then Mayasuran one. But maybe you have fixed it since then.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Noomsy on March 18, 2019, 02:25:47 PM
Is it just me or is the Mako/Mako(M) kinda broken?

Or maybe its just Bombs in general versus torpedos...
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Euphytose on March 19, 2019, 11:59:32 AM
You have tons of empty arrays in your faction files. I'm really thankful someone pointed out to me what I should be looking for.

Those empty arrays really mess up the factions' markets, please be careful.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Voiddweller on March 22, 2019, 02:19:25 PM
Awesome mod! Ship styled just like original, and no graphics lib required! Keep up the good work!
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 21, 2019, 05:01:53 PM
Is it intended for the Manta to have no real niche in a fleet? As it stands, it just feels like a weak carrier someone tried last minute to make into a destroyer, that's pretending to be a frigate.

It's not fast, it's not durable, the firepower is laughable, and there's no reason to ever pick this thing over a carrier if I want strike craft. Everytime I try to use this thing, it gets bulldozed by anything that catches it - which is most things. I think it's legitimately the only purpose-built destroyer that gets *** on by frigates. At least the Hammerhead can take a hit and give it back.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: AxleMC131 on April 21, 2019, 11:17:12 PM
Are you talking specifically about the Manta (M)? Or the base version? Because the regular Manta - as in, the not-blue-and-silver Mayasuran one - is part of Disassemble Reassemble (link with the ship in question in the signature below).
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 22, 2019, 07:10:52 AM
Both, while we're at it, but the base version isn't proper related.

Objectively the non-Mayasuran model is a thousand times worse. Burn Drive is easily one of the worst systems in the game, but the (M) Manta isn't that much better. The Falcon is a faster ship which has better firepower to boot, with superior shields and maneuverability. If the AI was intelligent enough to use it as a fringe out-fighter and just hunt down vulnerable carriers and flanking frigates, it wouldn't be so bad. As it is, bringing one is a waste of an already limited fleet pool, as the ship practically self-destructs if anyone eyes it weirdly.

I have lost track of how many I've lost the last few days literally within the first 30 seconds of the engagement to mere strike craft and skirmishes with frigates and other fast destroyers. It's niche just seems to be this really awkward extreme-early game where you only use it because you somehow found one and have nothing else to use.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: cjuicy on April 22, 2019, 12:59:02 PM
"Burn drive is easily one of the worst systems in the game"
Then explain how Dominators and Onslaughts both can cleave a fleet in half with the liberal use of said burn drive. Sure, your shields don't work and you can't cancel out of a poorly executed burn, but the sheer fact that a ship can hurl itself at you and negate any range advantage you might have is frightening.

I think many of your perceived balance issues can be solved by playing the base, vanilla game for a while. It'll teach you really quickly what works and what doesn't.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Harmful Mechanic on April 22, 2019, 02:23:50 PM
I think, also, we're dealing with an abrasive 14-16 year-old who doesn't have the ability to distinguish between 'I do not like this' and 'this is objectively bad'. Using the word 'objectively' is just a massive tell that what follows is going to be a subjective, contingent opinion.

Because I sympathize! Burn Drive is, in fact, not my favorite ship system, nor is it the best-ever mobility system. It has uses, though, and it's not Flare Launcher. I don't play with this mod very often (too many weird balance cases), but the problem is rarely with vanilla systems the mod also uses.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 22, 2019, 04:15:17 PM
Might be the part where I've seen countless allied ships either burn into suicidal situations and die having accomplished nothing, or be in prime spots TO burn and then decide to slog it as the slowest speed possible.

I'd rather a flare launcher. At least it's inconsistent but free-use PD. Hell, I'd rather an option to just disable systems entirely. At least then I don't have to worry about my fleet deciding to kill themselves because they can't grasp the most basic tactics. My favourite sight is the ship I just bought deciding to burn drive into a force armed with torpedoes, who are plenty intelligent enough to fire them at the predictably moving, unshielded target.

But what do I know. I'm just an angry 14-16 year old who hates anything remotely not-perfect.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Harmful Mechanic on April 22, 2019, 06:18:38 PM
Criticisms of the vanilla game belong in Suggestions, as do criticisms of vanilla balance, AI, and gameplay. That's how they get fixed. Assuming you're young is the generous option. There are other ones.

Mods can, at best, nibble around the edges of the kind of changes you want.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 22, 2019, 07:37:21 PM
Yeah. That's why my criticism of the mod content was put in the mod thread.

Assuming you're intelligent is way too generous an option.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Avanitia on April 22, 2019, 08:35:07 PM
Can you post the loadouts you've been using for Manta and Manta (M)?

I've never had a big issue with it outside of occasional AI deep which resulted in it being heavily damaged, AI makes mistakes, just like player - I don't have an issue with that, would be pretty boring if it didn't make them.

Loadout I use with both Manta and Manta(M):
2x Ion Cannon in small energy hardpoints
2x railguns in small turrets with frontal arcs
2x vulcans in small turrets covering the engines
1x burst pd or other weapon I see fit in the turret in the back with very large arc.
For fighters - Broadswords or Claws.
Hullmods - Resistant Flux Conduits, maybe something else
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: AxleMC131 on April 22, 2019, 11:28:14 PM
Since you flatly refuse to carry the Manta discussion over to Disassemble Reassemble's thread - cos, really, the Manta (M) is better than the regular one in basically all regards (I was shown its stats last night, and the only worse one was the higher supply cost) - I guess I'll post some Manta feedback here. Apologies in advance to Knight Chase.



Just gonna get one thing out of the way first: Why do you compare the Manta to a Falcon? The Falcon is a CRUISER. Sure, a light cruiser. But the Manta is a light destroyer for all intents and purposes. You can't complain that the Manta is worse than the Falcon because... well... it is. As it should be. You're comparing a destroyer to a cruiser. ??? Please don't do this if you ever want to hear a sensible reaction.

Now then.

The overshadowed “third wheel” of the Hammerhead and Sunder rivalry, the slippery Manta is a midline destroyer that can leave most frigates eating its wake. The ship is comparable to its heavier cousins by its wide shield and middling logistical stats, but differs with its focus on lighter weaponry and a more powerful engine assembly. The Manta's gun mounts are undersized if versatile, but it has the ability to support a wing of fighter craft which amplify its combat potential tenfold. The fast destroyer is let down by relatively low integrity, and a tendency to outrun its own fighters when it activates its burn drive.

The Manta is a "fast destroyer", but is really just a light destroyer with a mobility system and higher-than-normal burn speed. You might try comparing it to the Shrike, the high-tech light destroyer. Both the ships have high base speeds, aggressive mobility systems, and fragile hulls. While the Shrike totes a classic high-tech flux grid and good weapon mounts to make use of it, the Manta has only a few small mounts, but it actually maintains a standard destroyer flux capacity for them. It works well with expensive weapons like Antimatter Blasters.

The Manta also has a fighter bay. That makes it kinda powerful, and also very versatile. Granted it lends itself to fast fighters, but what's wrong with them? The Manta can't really put up much of a punch on its own (unless you slap on Antimatter Blasters of course), but can easily augment its weaponry with launched fighters.

With a high base speed and a Burn Drive on top of it, AND a wing of fighters, the Manta is highly adept at catching enemy destroyers and frigates, pouncing from a decent distance, perhaps even using its fighters to lock a target down in prelude to burning in. It has the shield and flux handling to make a meal of small targets, and enough armour underneath to absorb a little punishment from something a bit bigger if it needs to drop shields for more firepower. Let's not forget also that a fighter bay means it can sacrifice personal PD weaponry in favour of full offensive weapons, if it chooses to equip an interceptor like Talons (or the Honeybee from the same mod).

Against bigger targets? You're not going to have much luck outside of kiting and harrassing, and with a system like Burn Drive, that's not hugely great for the Manta to be doing. It doesn't have the punch to deal damage to anything bigger, and its speed becomes less useful against slower and slower targets. The Manta is in its element in smaller fleets as a secondary destroyer, or medium fleets as a pursuit vessel. Or, very small fleets as a player flagship. Have you tried piloting one against some pirate frigs? It's a blast, seriously.

Finally, do you actually have a problem with the Manta? Or do you just have a problem with the Burn Drive? Because neither me nor Chase can do anything about that. As Soren says, if you have a problem with the base game, go whinge to Alex, not us modders.



Btw, just in case you didn't know - but I'm guessing you did because this entire "feedback" block feels like targetted negative - the Manta is one of DaRa's most popular ships. :D Sorry it doesn't work for you, but hey, I can't make everyone happy.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 23, 2019, 06:01:32 AM
First, my discussion was about the Mayasuran Manta, not the DR Manta.

Second, I don't expect a destroyer to out-shoot a cruiser, that'd be silly. But it's a little off-putting when the destroyer losing overwhelmingly to a cruiser that also has little difficulty catching it. The Falcon ought to out-shoot a destroyer, even if not by the widest margin. But I don't think a light destroyer should be so easily caught by one.

The Manta mostly lends itself to fast fighters because slow bombers are, honestly, over-tuned on OP for the already OP strained ship. Thunder interceptors are my usual go-to choice, since they are both cheap and multi-role, providing kinetic damage to stress shields and EMP to disable targets -Since, honestly, the Manta is way too fragile to receive return fire.

High base speed? It's 100, compared to the Hammerhead's 90 and Lasher's 120. Two examples I use because they're both fairly common but also both ships that I find often out-fight the Manta. In a straight fight, neither ship generally fail to overpower a Manta. Hence why I like Thunders. A quick EMP on engines and guns will ensure the Manta's paper-thin defense doesn't become the deciding factor. Even still, I've quickly become a fan of Unstable Injectors to better negate that. I haven't been fond of the module in the past, since I generally go with Safety Overrides if I want speed - or simply a faster ship - but it's unbelievably frustrating to watch a Lasher drop his autoloader and steamroll a Manta, who simply can not disengage.

The Infernium Drive is nice, but I find the AI too willing to use it on cooldown to get around the map. I've had similar issue with vanilla Shrikes and Dassault Vespers, and they often get into an engagement without it ready and suffer for it.

I also haven't found much of a need for PD on the Manta. The engines are incredibly well protected. I find Salamanders and the like don't seem programmed to target the actual engines and often just hit the tail, failing entirely to do anything meaningful.

Frankly, I have an issue with both. The Burn Drive is an obnoxious ship system. If it at least had some sort of marker to tell you where you'd be when it ends, I might like it more. But honestly, I can't count the times I've easily slagged otherwise durable enemies because I caught them mid-burn and can freely dump damage into them while they're powerless to deploy shields or change facing. For the Manta, it often feels starved for OP and weapon mounts. The two nose Energy mounts are awkward to fit, and I often leave them bare for the OP. Thunder Interceptors or Broadswords are common flights, since they're OP-lax and effective at plugging gaps in the ship's onboard weapons, which I usually fit two light-dual autocannons and either an EMP cannon or a light assault gun. Unstable Injector, Aux' thrusters - unless I can get a captain with Evasive maneuvers. The rest in vent/caps, favouring the former.

The ship comes across as an awkward thing. It feels designed to only be used very early, where it should only encounter heavily D-modded pirate frigates, but at the same time is incredibly rare to actually find, so generally isn't found early on. The last time I had found a Manta was after I'd already set up two colonies. But by then I have a Victory and four Wingheads, with three Herons supporting, and four Alastors and Wrens with Unstable Injectors as pursuit craft. Where does the Manta fit in there?
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on April 24, 2019, 10:01:29 AM
ThePollie comments betray a profound lack of understanding of starsector gameplay and proper respect, but they do hint at a slight problems I have noticed about mayasuran modified ship. The hit to deployment point cost is far too big for what they provide. Remember that deployment cost is the only thing that set the "value" of a ship. Both the (M) Hammerhead and sunder get +2 (or was it +3) DP. This should give them a roughtly 20% edge on their normal cousin. The Manta (M) at 11 DP should compete with the normal Sunder/drover yet fail to do so, mostly due to to the very small amount of points it gets for equipment. A sunder with converted hangar still got 20 points more than a manta for the same number of DP. The flexibility of the manta (speed, fighter, weapon together) does have a cost however and therefore it can find some place in a fleet.

It does get really bad with other ship however. For the same DP as a falcon an Argentavis got the exact same stats or inferior. The lesser cost of campaign hullmod (because its a destroyer) is offset by the 20 less points it has for equipment and the shorter range it can get. Is the drone system good enough to justify taking it over a ship that has the same value yet is superiors in many way (flux, speed, range, armor)? I am not convinced. Now slightly inferior ship of the same cost is nothing to worry about. But the (M) version of falcon and Argentavis has some real problem. A 30% increase in deployment cost for almost negligible improvement is one of the rare obvious balance problem I have encountered with the mod.

As far as sprite and ship goes however, this mod is great. They all look cool, and the unique ship are fun to play with. Lots of polish in the general presentation. General balance is preserved as while some ship are inferiors none are obviously superior to vanilla. The theme fits well with the lore.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Igncom1 on April 24, 2019, 10:18:35 AM
Yeah I love this mod myself. It fit's so well with vanilla.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 24, 2019, 10:31:57 AM
General balance is preserved as while some ship are inferiors none are obviously superior to vanilla. The theme fits well with the lore.

I wouldn't say that. There is a point where certain Marasuran ships are flat upgrades. The only real "issue" is the increased logistics cost, but when you're rolling three Atlases and twenty million credits, you stop caring about that, and the advantages of the Hammerhead over the base model is all that matters. That extra armour and rear twin-flak are nice.

Though the irony of saying I lack "proper" respect is not surprising, coming from this community.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Gotcha! on April 24, 2019, 11:53:53 AM
This is looking very good! I especially like the big carrier.
Midline ships are my favourite and I pity the lack of big midline carriers in the game.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Tufted Titmouse on April 24, 2019, 12:17:54 PM
Mod's pretty great! I can't wait to see what's coming down the pipe. Personally, the Mokorran's my favorite ship from this mod, The Arjuna's a close second.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Avanitia on April 24, 2019, 12:24:22 PM
This is looking very good! I especially like the big carrier.
Midline ships are my favourite and I pity the lack of big midline carriers in the game.

Arjuna's system is pretty good.

I like the Sarissa - pretty fun as flagship, especially when I mix the weapons with fighters dealing kinetic damage, such as Broadswords or Longbows.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: AxleMC131 on April 24, 2019, 02:38:27 PM
Somehow I just can't comprehend how someone could have a problem with the Manta (M) underperforming, but not with the base one, when the Manta (M) is blatantly more powerful.  ??? But hey, what do I know? I've only seen the Manta (M)'s stat card, not used it in battle.

RE uses of the Manta late-game: Alternate pursuit vessel. It's got the speed and guns of a frigate, coupled with the hull integrity and flux grid of a light destroyer, plus a fighter bay. Treat it like a frigate, not a destroyer, if it helps. The only downside is that you can't deploy it from the sides of a fight.

(100 speed is as high as pilotable destroyers go in vanilla, with or without a mobility system. It's not slow.)
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 24, 2019, 04:50:41 PM
Slow is relative. 100 might be enough to ensure a 90 speed ship can't escape you, but it that's irrelevant if he can kill you in the time it takes for that 10 difference to get you in range to fire on him. You could burn toward him, but now that's one less option for a disengage if this suddenly one-eighties, and god knows the AI isn't the best at deciding these things.

The M variant is infinitely better, I'm not arguing that. Just that the AI doens't seem to grasp how best to wield it, and it feels like I'm just burning money whenever I opt not to personally fly it. My hands, I stalked the flanks and pounced on isolated Condors and Drovers, making their lives hell as their escorts struggle either to catch or out-fight me. In the AI hands? I routinely see them act like they're a Dominator and go full-bore into the thick of it and get vaporized by legitimately beefy ships.

As a pursuit ship, I generally prefer Wrens and Alastors. Besides being faster and better able to catch prey, they are cheaper and easier to deploy en-masse, which is a force multiplier, and they have more rapid action capacity with missile-fitted mounts. An Alastor with a twin railguns, a reaper and extended racks, with an aggressive captain can easily blitz even heavier destroyers and trashcan them. Sure, they're garbage for extended fights, but I only need them to be a monster for thirty seconds to run down fleeing ships.

For what it is, the Manta is alright, it just feels like it's trying to do more than it ought to, and it just results in a jack-of-all-trades, and I'd really rather just bring a specialist I know will do the job I gave it, rather than send a Manta and hope doesn't fall short. I do love it as an early game flagship, though. I think it shines in small-unit engagements where most of my opponents are D-modded to hell, often are forced to duel their target without hope of getting relieved, and where their single flight deck isn't being swept by massed-PD coming from half a dozen cruisers and carriers.

It's just that isn't a part of the game that lasts very long, and I often wind up settling a colony before I ever find a Manta to even use, even when I'm willing to shell out the cash to buy a pristine model somewhere.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on April 24, 2019, 07:18:11 PM

I wouldn't say that. There is a point where certain Marasuran ships are flat upgrades. The only real "issue" is the increased logistics cost, but when you're rolling three Atlases and twenty million credits, you stop caring about that, and the advantages of the Hammerhead over the base model is all that matters. That extra armour and rear twin-flak are nice.


... The extra logistic cost is precisely why the mayasuran ship are quite inferior to their vanilla equivalent. Not because it cost too much, but because it directly limit the number of ship you can bring in a battle. If you were to field only hammerhead you could sent 10 vanilla ship for every 8 mayasuran one (if i remember well the cost of 10 deployment point for the (m) ship). Now it might certainly be argued that loosing 20% of your fleet number is worth the small increase in flux/armor but it simply isn't a "flat upgrade". No matter the amount of resource you have, deployment cost is all that matter if you can fill your side of the battle. Its the very reason why a 60 deployment cost hammerhead would be useless even if you had infinite supply.

Somehow I just can't comprehend how someone could have a problem with the Manta (M) underperforming, but not with the base one, when the Manta (M) is blatantly more powerful.  ??? But hey, what do I know? I've only seen the Manta (M)'s stat card, not used it in battle.

the stats card says it all if you read it. 3 extra deployment point for negligible gain. This is a dealbraker for anyone that remotely care about optimizing a fleet. Its not so bad if you don't fill your side of the battle however.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: AxleMC131 on April 24, 2019, 07:54:12 PM
If you don't mind the Manta in its element (early game and small fleets), what are you complaining about then? I don't think I'm following anymore. If you're positive the problem is confined to just the Manta (M), then what might you recommend to fix it? (If the problem extends to the regular Manta, same question, but please reply in DaRa's thread.)

Quote
Is it intended for the Manta to have no real niche in a fleet? As it stands, it just feels like a weak carrier someone tried last minute to make into a destroyer, that's pretending to be a frigate.

It's not fast, it's not durable, the firepower is laughable, and there's no reason to ever pick this thing over a carrier if I want strike craft. Everytime I try to use this thing, it gets bulldozed by anything that catches it - which is most things. I think it's legitimately the only purpose-built destroyer that gets *** on by frigates. At least the Hammerhead can take a hit and give it back.

All I can say is "Well now you know its niche in a fleet." Satisfied?



@lethargie Perhaps, but from what I've seen of the stat buffs, I'd say it's worth it. You get a lot of extra armour and flux handling. And it's only +2 deployment points btw; regular Manta is 9. That price is mostly to account for the fighter bay, since carriers are still very powerful, and since the (M) version gives it a fighter buff too (if an indirect one), I think the price increase is deserved.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 25, 2019, 06:24:09 AM
Because "it's good for the first five minutes of the game and is a total trap to use for the rest" isn't a niche. We already have enough ships like that in the junker, ugly pirate lines of ships, we don't need entire mods further adding to that.

How I'd fix it? Personally, I'd change the forward nose guns to hybrids and the middle hybrid to a universal. I find the energy slots are often the most awkward to fit, and are routinely left emptied in a lot of my rigs. Broadening the rear gun arcs to allow them to fire forward could be interesting. I often leave them empty because rear security with the Manta is a novel waste of OP most of the time. The lack of a missile slot makes it difficult for this ship to effectively dive on opportunities unless you're willing to sit at 90% flux after firing a pair of anti-matter blasters, which is effectively suicide if literally anything moves on you.

A ship-specific module to slightly reduce OP for fighters could help relieve the stranglehold on OP the ship has. I often take Thunders or Broadswords specifically because they'er so OP-lax, and I've humoured Talons once or twice.

Reduced DP, as well. It feels wildly off that a base and even Mayasuran Hammerhead are cheaper to field while also being consistently better in combat. Three Manta(Ms) are 33 DP. 28 is a Heron and Hammerhead, which has the advantage of three missile mounts, a more easily fitted expanded flight deck, and the autoloader to brute force duels. 30 DP for twin Falcons, which can both kite larger cruisers, but still pack the punch to bully destroyers, and the maneuverability to challenge frigates.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on April 25, 2019, 06:43:22 AM

@lethargie Perhaps, but from what I've seen of the stat buffs, I'd say it's worth it. You get a lot of extra armour and flux handling. And it's only +2 deployment points btw; regular Manta is 9. That price is mostly to account for the fighter bay, since carriers are still very powerful, and since the (M) version gives it a fighter buff too (if an indirect one), I think the price increase is deserved.
  I forgot the (M) version boosted fighter, that is an important thing to remember while discussing balance. Actually I went and read the mayasuran prime hullmod description now. I still think its not worth it except on dedicated carrier. 25% more deployment cost gives you 4% flux stat and 100 armor. There is no way this is worth it if you don't have fighters. 25% increased deployment cost should translate roughly to a 25% increase in power (with diminishing return for large ship since concentrated power offer some perks)

@ThePollie Actually I would give the 3 manta some pretty good chances to kill the hammerhead + heron. If they load on interceptors they can neutralize most of the heron threat while focusing on the hammerhead since they are faster. Whats more likely to happen I think is a kind of stalemate with cr decay since the manta lack armor piercing firepower and arent that much faster.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ThePollie on April 25, 2019, 04:05:07 PM
I'd give three of most ships good odds of beating two of most ships, excluding a massive weight disadvantage. My point was more that I can either take these two ships or these three ships, and the Heron/Hammerhead combo generally provides better results in a fleet setting.

In a vacuum engagement? I figure the Hammerhead and Heron separate, because AI be how it do, and one of the two gets 2v1'd or even 3v1'd and run over instantly.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Dal on April 26, 2019, 02:37:43 PM
I run Mantas as pursuit craft and SO skirmishers, they're great before you have reliable cruisers.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: ahrenjb on April 30, 2019, 11:36:40 AM
Just wanted to give a quick shoutout to the team responsible for this mod - great stuff, I appreciate all your work.

I haven't fully explored the mod by doing a dedicated Mayasuran campaign, but what I've used so far has been well balanced, remarkably well polished, and appears to integrate very well with the game.

In my current campaign, I stumbled on a Mayasuran cruiser BP package fairly early on. When I founded my first colony and the Veriditas movement was born, those cruisers were the only heavy standoff power the faction was able to muster. The first lean years were relatively peaceful, and I neglected any military buildup in favor of industrial development. During that time, a Javinicus (M) BP came up for sale at Freeport. Tired of scrambling every time the Hegemony decided to perform an unlawful inspection, I couldn't resist adding a true anchor to the BP catalog. 6-months of bankruptcy later, the cumulative economic output of now two worlds resulted in the christening of the first ship-of-the-class - the "Resplendent".

The Resplendent mounts a full complement of Diable-designed Artassaut revolver cannons, coordinated by state-of-the-art integrated point defense, integrated targeting, & gunnery control AI. Twin Monstro turrets, a pair of State support beams, and an array of torpedo launchers at the bow provide offensive capabilities. When it first undocked from the orbital construction yards of Nareth, it promised a new era of security for the young world. A promise it had the opportunity to keep just days later as a large Diable expedition entered the system.

Over 1000 faction casualties, and more than a million credits of lost hulls, weapons, and supplies later, the Resplendent has now spent nearly 3-months engaged in constant back-to-back warfare supporting the battlestation in orbit against Diable and the Hegemony. An ORA fleet is en-route. If the Veriditas Movement survives these dark times, it will be by being carried on the back of the Mayasuran-designed battlecruiser. Mayasura is not forgotten, the spirit lives on.

Once again, bravo mod team!
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Flunky on May 03, 2019, 09:29:07 AM
One bit regarding all the discussion of Mayasuran (M) ships that I don't think I've seen addressed: the increased supply cost of deployment does not actually increase the DP cost to deploy, just the cost to supplies to recover the CR after battle. So you're not actually fielding fewer ships unless you lack the supplies to pay for it.

At least, that's what I'm seeing right now in game alt-tabbing back and forth. Same deal with (D) mod ships in vanilla - they're cheaper to deploy, but you can't actually field more at once.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on May 03, 2019, 09:40:39 AM
Are you sure about that? I kinda remember it affecting DP.

If it does not, then all Mayasuran ship are are blatantly overpowered since DP is the only balancing factor the game has.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Flunky on May 03, 2019, 10:06:15 AM
The tooltip shows increased supply cost to deploy, but the actual DP cost measured at the bottom of the window when deploying ships only increases by the base amount instead of the modified amount. Again, same as (D) mods (in order to prevent 20 DP onslaughts or silliness like that).

That said, I wouldn't say blatantly overpowered but I haven't had much time to spend with their ships (just a couple of recovered blueprints).
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Retry on May 03, 2019, 08:01:29 PM
I wanted to say that it didn't increase DP cost too, but I don't have the most current Mayasuran version yet so I don't know if that since changed or if my unreliable memory is completely off in the first place.

IIRC, the Mayasuran "elite" ships (don't recall the actual designation) have small stat buffs compared to the base variants at the cost of increase in logistic costs, specifically supplies.  I believe it works similarly in other mods like SWP's Cabal Ships, and the mods of a few others that contain "elite" versions.

Even Vanilla has some of this with their "elites" being Hegemony XIV versions of some ships, whose buffs include flux dissipation, capacity, and especially Armor.  Except instead of a higher logistics cost, those are marginally slower than the base versions.  That speed penalty is supposed to be the countermeasure, I suppose.  But really, who chooses an Onslaught XIV for speed anyways?

[Just downloaded the newest version of Mayasuran Navy now.  I can confirm, that the increase in supply/deployment cost from the Mayasuran Prime thing does NOT increase DP combat "width".]
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Knight Chase on May 03, 2019, 09:35:35 PM
Small teaser for next update

Spoiler
(https://i.imgur.com/uuYktbK.png)(https://i.imgur.com/Nqo5coC.png)
[close]
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Retry on May 03, 2019, 10:11:51 PM
Okay, so I've tried and tested the Manta (M) out a little bit.

It was fun.  Really fun, actually.  Very refreshing from my usual piloting of Capitals and some Cruisers.

Here was my loadout:
1x Crossbow Heavy Bomber (Mayasuran Prime ships get a -2 OP cost to bombers, it's hidden in its description)
2x Ion Cannons, front energy mount
2x Railguns, front ballistic turret
1x Dual LMG, central turret
2x Reliant HMG, rear turrets (from SWP)
ITU
Rest OP in vents

First thing of note is that the Crossbow is, effectively, a Fighter-Bomber.  In addition to its Gorgon missiles, it also has a twin energy weapon thing on the front.  You can actually deploy the bomber against other bombers and fighters and they'll indeed shoot them down.

Second thing of note is its maneuverability special.  Unlike the regular Manta's Burn Drive, the Manta(M)'s drive has two charges, lasts a shorter amount of time, allows for a little bit of turning during the burn, and allows the Manta to keep shields on while in use.  The last point is neat as it's insurance against getting an unlucky rocket or EMP blast to the face while in transit, which can otherwise be fatal.  When player controlled, I'd say that the Manta(M) handles much better than the regular Manta simply due to that.

The PD is kind of for missile and fighter defense, but it's also for making the most out of targets of opportunity: Stranded frigates/Destroyers.  Burn directly into them, overwhelm their shields with ballistic fire, de-teeth them with the ion cannons, and finish with the Crossbows.  If the Crossbows hit, a frigate is probably dead and a DD (or most cruisers) is seriously hurting, and is vulnerable to follow-ups from others in the fleet due to disabled systems by the ion cannon.

If no such target of opportunity currently exists, though, you can still harass near-peer Destroyers with Railguns + Ion Cannons + Bombers without charging into the opponent's battle lines.

The Manta(M) still sucks at doing much to heavy DDs and higher, at least not alone.  There are some exceptions though: I've been able to take out Disassemble Reassemble's Barricade combat freighter which is cruiser-sized.  Granted it's a combat freighter, but I still think it's not bad considering the Barricade has 2 fighter slots and the Manta(M) has only 4 or 5 small hardpoints available at any one time outside of point blank range.

I definitely wouldn't deploy it first in a huge battle dominated by capital ships, but it's definitely going to see use in pursuit settings.  It's my favorite small ship to come out of this mod.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on May 09, 2019, 05:48:20 AM
I wanted to say that it didn't increase DP cost too, but I don't have the most current Mayasuran version yet so I don't know if that since changed or if my unreliable memory is completely off in the first place.

IIRC, the Mayasuran "elite" ships (don't recall the actual designation) have small stat buffs compared to the base variants at the cost of increase in logistic costs, specifically supplies.  I believe it works similarly in other mods like SWP's Cabal Ships, and the mods of a few others that contain "elite" versions.

Even Vanilla has some of this with their "elites" being Hegemony XIV versions of some ships, whose buffs include flux dissipation, capacity, and especially Armor.  Except instead of a higher logistics cost, those are marginally slower than the base versions.  That speed penalty is supposed to be the countermeasure, I suppose.  But really, who chooses an Onslaught XIV for speed anyways?

[Just downloaded the newest version of Mayasuran Navy now.  I can confirm, that the increase in supply/deployment cost from the Mayasuran Prime thing does NOT increase DP combat "width".]

Balance trade-off is certainly a subjective thing and I would not want to argue about the value of speed vs armor vs etc.... That being said Supply cost is not in any way shape or form a countermeasure to any kind of in combat bonus. It is nil, neglectable and forgettable. If what you say about mayasuran ship is true, they have increased stats with absolutely no downside. Thus its not a discussion about balance, its a discussion about whether vanilla ship should receive boost without trade-off. Now I understand that some vanilla ship are stronger than other, but generally there is no "copy but stronger".

Supply consumption is a fun campaign specific mechanic that does improve the general feeling of the games and allow to link a bit more different parts of the game. I appreciate that it was added, It's just not a meaningful variable for the balance of the ships.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Tartiflette on May 09, 2019, 08:26:07 AM
Well it kinds of become a significant balancing factor when you maxed out your deployment points. And in the early game it is important too until you can get that money snowball rolling. In mid game though it is indeed irrelevant.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: SapphireSage on May 09, 2019, 12:13:19 PM
Though I do agree that DP is just about the only significant balancing factor late game, that only applies if the DP is adjusted. I just downloaded the current Mayasuran Navy version to test and was able to verify, using Console Commands, that Mayasuran ships do not raise the DP cost of ships with the Mayasuran Prime Warship hullmod as they should.

This means that in the endgame, Mayasuran ships are straight upgrades compared to vanilla mid-line combat wise. The problem may have to do with the D-mod changes as they are also hullmods that affect supply recovery costs while not touching DP cost.

The attached pictures are proof after using console commands and running SIM that DP cost is unaffected.

[attachment deleted by admin]
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: lethargie on May 10, 2019, 10:03:45 AM
Though I do agree that DP is just about the only significant balancing factor late game, that only applies if the DP is adjusted. I just downloaded the current Mayasuran Navy version to test and was able to verify, using Console Commands, that Mayasuran ships do not raise the DP cost of ships with the Mayasuran Prime Warship hullmod as they should.
The attached pictures are proof after using console commands and running SIM that DP cost is unaffected.
Well it kinds of become a significant balancing factor when you maxed out your deployment points. And in the early game it is important too until you can get that money snowball rolling. In mid game though it is indeed irrelevant.
So I realize Tartiflette comment might have been a misunderstanding. What SaphirreSage said is true but had been established earlier in the thread (but not as extensively proven). Is there an established nomenclature which I may have misused about the present subject?
to reiterate:
Supply cost: Cost paid after the battle to recuperate CR (Irrelevant to balance)
Deployment cost: "space" taken by the ship on the deployment screen (Extremely relevant to balance)

So (M) version of normal ship have supply cost penalty but no Deployment cost penalty. This makes them straight upgrade over several vanilla ship.

Now I don't think this it is inherently bad, but it does make the (M) version like an inverse D-Mod. It is a dangerous slope for balance at least. The hull are rare enough that it doesn't matter too much for now at least.
Title: Re: [0.9a] Mayasuran Navy 8.1.9
Post by: Retry on May 10, 2019, 02:32:21 PM
Though I do agree that DP is just about the only significant balancing factor late game, that only applies if the DP is adjusted. I just downloaded the current Mayasuran Navy version to test and was able to verify, using Console Commands, that Mayasuran ships do not raise the DP cost of ships with the Mayasuran Prime Warship hullmod as they should.
The attached pictures are proof after using console commands and running SIM that DP cost is unaffected.
Well it kinds of become a significant balancing factor when you maxed out your deployment points. And in the early game it is important too until you can get that money snowball rolling. In mid game though it is indeed irrelevant.
So I realize Tartiflette comment might have been a misunderstanding. What SaphirreSage said is true but had been established earlier in the thread (but not as extensively proven). Is there an established nomenclature which I may have misused about the present subject?
to reiterate:
Supply cost: Cost paid after the battle to recuperate CR (Irrelevant to balance)
Deployment cost: "space" taken by the ship on the deployment screen (Extremely relevant to balance)

So (M) version of normal ship have supply cost penalty but no Deployment cost penalty. This makes them straight upgrade over several vanilla ship.

Now I don't think this it is inherently bad, but it does make the (M) version like an inverse D-Mod. It is a dangerous slope for balance at least. The hull are rare enough that it doesn't matter too much for now at least.

I'd like to note again that this thing with "premium" with overall small buffs at a logistic (but not deployment) cost is not limited to this mod.  SWP has the Cabal variants of many high-tech vessels, and Interstellar Imperium had some sort of elite version of some of their ships, though I don't recall what that hull-mod was called and it could very well change once it gets released for Starsector 0.9.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Knight Chase on May 11, 2019, 06:48:19 PM
(https://i.imgur.com/wWXw7x8.png)

8.2.0
-Removed Spoonbill, save breaker
-Added Heron (M)
-Added Orchard Autocannon, Medium High Explosive Ballistic.
-Added Heavy Ion Lance, Large Energy Beam.
-Adjusted Conquest (M)'s frontal medium energy turrets to hybrids.
-Adjusted Launch Speed of Gorgon SRM to 180 from 100, Hitpoints to 230 from 150. Made overall flight characteristics faster: Turn acceleration to 550 from 210. Turn rate to 140 from 70.
-Adjusted Winghead's hybrid mounts to energy for the smalls, rearmost small turrets adjusted to face rearwards and the composite medium mounts adjusted to synergy.
-Adjusted Mokarran's frontal turrets on its head to be energy, adjusted arcs to be more versatile instead of just frontal facing. Frontal medium hardpoints adjusted to ballistic only.
-Adjusted Bomber refit times.

Just a couple new weapons and some more balancing. Spoonbill switched to an actual modernized Heron, should provide a 3 deck carrier with the (M) buffs for bombers.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: eidolad on May 18, 2019, 08:48:43 AM
Got me a Winghead and

a) was really excited to possess a cruiser with my fave "Accelerated Ammo Feeder".  OH YES a big hammerhead!

b) ...only to find that the max forward ballistic mounts for it are two mediums.  It is effective but not the storm of fire I was hoping to drop on an enemy.  I suppose I could turn broadside to use the large and medium mounts that are rear facing...am I really supposed to use this beast as a broadsider?  Gotta get me extended shields if that is case...

c) ...however the built-in hullmod "heavy weapons integration" doesn't appear to actually save 10 OP points when I mount a large weapon.

d)  I should say that the number of small energy weapons that the Winghead can bring to bear in the forward arc is really impressive...so as a suppression build it rocks.  It just makes me sad to build around the accelerated ammo feeder...perhaps replace with high energy focus?  Or give it a mobility ship system?


Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Hellya on May 19, 2019, 02:24:04 PM
Got me a Winghead and

a) was really excited to possess a cruiser with my fave "Accelerated Ammo Feeder".  OH YES a big hammerhead!

b) ...only to find that the max forward ballistic mounts for it are two mediums.  It is effective but not the storm of fire I was hoping to drop on an enemy.  I suppose I could turn broadside to use the large and medium mounts that are rear facing...am I really supposed to use this beast as a broadsider?  Gotta get me extended shields if that is case...

c) ...however the built-in hullmod "heavy weapons integration" doesn't appear to actually save 10 OP points when I mount a large weapon.

d)  I should say that the number of small energy weapons that the Winghead can bring to bear in the forward arc is really impressive...so as a suppression build it rocks.  It just makes me sad to build around the accelerated ammo feeder...perhaps replace with high energy focus?  Or give it a mobility ship system?

It is an odd ship to say the least.

I have not found a use for either the Winghead or the Mokarran. The Mokarran cost 42 OP and delivers a pretty sub par performance I think. Feels like the fire power of a cruiser, with poor shields, meh armour, and speed of a capital. Its armour is kinda meh compared to other poor shield capitals (Onslaught) which is less OP to field and will wreck most ships, the Mokarran for sure.

The Winghead with its main battery facing the back is just strange for firepower/shield facing forward type of ship. It also follows the Mokarran in meh kind of stats. This ships at least has solid armour for its class. Maybe a damage sponge for meathead AI? But why when I can field 1.5 Patriots with high energy focus, omni shields, only 200 less armor, good weapons coverage, and 25 more speed. I am pretty sure the loss of a weird facing large turret is worth it. Even the Apogee would knife fight this thing for fun and do it with less OP.

I am honestly at a loss for both these ships. They just don't make sense to me on why I would field them over what I feel are way better options. I would field and Conquest or an Arjuna way before the Mokarran, we all know the conquest is not the cream of the crop. As mentioned, I would field a Patriot, Apogee or Sarrisa way before the Winghead.

I might be being a tad hard on these two ships but I honestly just don't see the point of either.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Knight Chase on May 19, 2019, 08:58:12 PM
Got me a Winghead and

a) was really excited to possess a cruiser with my fave "Accelerated Ammo Feeder".  OH YES a big hammerhead!

b) ...only to find that the max forward ballistic mounts for it are two mediums.  It is effective but not the storm of fire I was hoping to drop on an enemy.  I suppose I could turn broadside to use the large and medium mounts that are rear facing...am I really supposed to use this beast as a broadsider?  Gotta get me extended shields if that is case...

c) ...however the built-in hullmod "heavy weapons integration" doesn't appear to actually save 10 OP points when I mount a large weapon.

d)  I should say that the number of small energy weapons that the Winghead can bring to bear in the forward arc is really impressive...so as a suppression build it rocks.  It just makes me sad to build around the accelerated ammo feeder...perhaps replace with high energy focus?  Or give it a mobility ship system?

It is an odd ship to say the least.

I have not found a use for either the Winghead or the Mokarran. The Mokarran cost 42 OP and delivers a pretty sub par performance I think. Feels like the fire power of a cruiser, with poor shields, meh armour, and speed of a capital. Its armour is kinda meh compared to other poor shield capitals (Onslaught) which is less OP to field and will wreck most ships, the Mokarran for sure.

The Winghead with its main battery facing the back is just strange for firepower/shield facing forward type of ship. It also follows the Mokarran in meh kind of stats. This ships at least has solid armour for its class. Maybe a damage sponge for meathead AI? But why when I can field 1.5 Patriots with high energy focus, omni shields, only 200 less armor, good weapons coverage, and 25 more speed. I am pretty sure the loss of a weird facing large turret is worth it. Even the Apogee would knife fight this thing for fun and do it with less OP.

I am honestly at a loss for both these ships. They just don't make sense to me on why I would field them over what I feel are way better options. I would field and Conquest or an Arjuna way before the Mokarran, we all know the conquest is not the cream of the crop. As mentioned, I would field a Patriot, Apogee or Sarrisa way before the Winghead.

I might be being a tad hard on these two ships but I honestly just don't see the point of either.
The Mokarran was much better in the past.
Here is the list of changes I've made since 0.8, though I've come to see that they might not be the best.
Mokarran vs Mokarran 0.9
315 OP
Top speeed 55->40
acceleration 25->20
deceleration 20->15
Max turn rate 8->6
turn acceleration 6->4
shield arc 300->90
shield efficiency 1.0->1.2
frontal medium ballistic turrets -> frontal medium energy turrets
frontal hybrid smalls -> frontal energy smalls
frontal mediuim composites -> frontal medium ballistics
frontal large composite -> frontal ballistic composite
As for the Winghead, it had four converging medium ballistics along with 5 hybrid smalls that could also fire forward. In combination with AAF, it shredded a lot of targets, so I'm thinking of switching everything on the head of the Winghead to ballistic and going back to the original configuration of two synergy/two composite medium hardpoints and a hybrid small turret up front.

This is very insightful, so thank you for the feedback!

Edit:
Here are my proposed changes, this should turn the Mokarran back into its 0.8 form with a couple minor changes.
-Mokarran buffs to speed and manuverability, firepower, defense.
Top speed 40->50
Acceleration 20->25
Max turn rate 6->8
Turn acceleration 4->6
Shield Arc 90->270
Shield efficiency 1.2->1.1
Frontal medium energy turrets -> frontal medium ballistic turrets
frontal energy small turrets -> frontal hybrid small trurets
frontal medium ballistic hardpoints -> frontal medium composite hardpoints
I've done some testing with these changes and I'm sure it will more than deserve that 42 DP spot.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Hellya on May 19, 2019, 10:00:10 PM
Knight, those changes look very interesting and not too OP. I cant wait to test that out when it hits download.

Your mod is a must have for me on every play through. I love the style and mix of everything.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Knight Chase on May 20, 2019, 02:08:41 AM
Go ahead and redownload, the changes are up.

8.2.0 RC2
-Mokarran buffs to speed and manuverability, firepower, defense.
Top speed 40->50
Acceleration 20->25
Max turn rate 6->8
Turn acceleration 4->6
Shield Arc 90->270
Shield efficiency 1.2->1.1
Frontal medium energy turrets -> frontal medium ballistic turrets
frontal energy small turrets -> frontal hybrid small trurets
frontal medium ballistic hardpoints -> frontal medium composite hardpoints
-Winghead mounts change
Frontal synergy hardpoints changed to composite.
Rear large turret changed to 360 arc.
Rear large turret changed to energy from hybrid.
-Orchard Cannon changes
Damage 220->100
Flux Cost 270->160
OP 12->10
Added experimental trails, requires magiclib.

Edit: Final changes for now. This makes the Winghead the premier heavy cruiser.
8.2.0 RC3
-Winghead was maybe a bit overtuned with AAF, this change will tone it down
DP and supplies per month 24->30
Accelerated ammo feeder -> infernium burn

Edit 2: Final patch for today I hope.
8.2.0 RC4
-Orchard Cannon changes, this should let you burst more often with the first two barrages, however firing for the third burst will have great innaccuruacy.
Removed ammo system completely
Spread shot 5->3
Flux shot 160->140
-Javanicus M sprite change
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC2
Post by: nb8 on May 20, 2019, 10:10:23 AM
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran%20Navy.7z
That link has no power here  :(
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC2
Post by: Knight Chase on May 20, 2019, 10:21:37 AM
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran%20Navy.7z
That link has no power here  :(
Redownload, RC3 is out.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC4
Post by: Hellya on May 20, 2019, 01:06:45 PM
So far, things seem quite balanced for their DP.

At first I thought 30 for the Winghead would be so high. But that versatility and movement makes up for it. Tested it against everything 25 DP and up. It struggles (evenly) with the Aurora and that makes sense. It can keep a Dominator at a distance and engage it at its own terms, yet engaging it frontally in an all out knife fight is death. Not a quick death but not a great move.

The Mokarran is filling a roll that I really like. Not a hard core knife fighting tank per se, more like the conquest in that it can bring it but only for a short while before the damage taken is too great. I see this playing a big role in my fleets and will replace the Java as my personal ship. I would say that it is very close to where it should be as it is easy enough to overwhelm but strong enough and fast enough to use an opening to its advantage.

I am going to run a campaign from start to finish and see how everything feels.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC4
Post by: eidolad on May 20, 2019, 04:24:38 PM
OOOOOOH thanks the Winghead changes sound divine...new mod version made my next-game list! 
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC4
Post by: solardawning on May 20, 2019, 07:22:24 PM
@knight chase:
FYI, you've still got empty arrays in your .faction files.

Check the Persean League and Hegemony ones. Things like this:
Code
   "hullFrequency":{
        "tags":{
        },
        "hulls":{
        },
    },

Those empty arrays replace those from vanilla and other mods, instead of adding.
So by including them, you empty out many of the things those factions should have in their fleets and market.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC4
Post by: Knight Chase on May 20, 2019, 08:01:36 PM
@knight chase:
FYI, you've still got empty arrays in your .faction files.

Check the Persean League and Hegemony ones. Things like this:
Code
   "hullFrequency":{
        "tags":{
        },
        "hulls":{
        },
    },

Those empty arrays replace those from vanilla and other mods, instead of adding.
So by including them, you empty out many of the things those factions should have in their fleets and market.

Alright, this should be my last patch of the day. We're on RC5 now, so this should be the final final fix. Go ahead and redownload.
8.2.0 RC5
-Fixed empty arrays in the .faction files
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Hellya on May 21, 2019, 04:56:14 PM
Thanks for the updates!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: eidolad on May 23, 2019, 07:01:26 PM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Shoat on May 23, 2019, 08:48:58 PM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: BringerofBabies on May 24, 2019, 05:22:29 AM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.

That sounds like a bug - I was given a commission with the Persean League, which is correct per the mod's lore - Mayasura is part of the PL.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Vayra on May 24, 2019, 10:06:19 AM
Just in case anyone was eagerly awaiting an update (nobody was, I know):

Mayasuran Nearly is now updated for 0.9.1a. Click the superfighter-equipped freighter to superfight:
(https://i.imgur.com/UEQ10ax.png) (https://drive.google.com/uc?authuser=0&id=1Ku3EgJ6yRMbCAecghd34Eo_X5FiedWHf&export=download)


oh yeah changelog:
- Gemini (M) now costs (silly voice) one hundred thousand credits (end silly voice)
- Burn increased to 9 to match new Gemini stats
- FP increased for no real reason
- PPT dropped by a minute, making this slightly less disgusting
- mod_info.json updated to say 0.9.1a and v. 0.2
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: sawert42 on May 25, 2019, 09:22:00 AM
I got this bug after trying to load game after updating my mod list, new game is working correct but my save is crashing

[attachment deleted by admin]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0
Post by: Avanitia on May 25, 2019, 10:17:02 AM
I got this bug after trying to load game after updating my mod list, new game is working correct but my save is crashing
Update 8.2.0 breaks saves due to removal of Spoonbill.

Spoiler
(https://i.imgur.com/wWXw7x8.png)

8.2.0
-Removed Spoonbill, save breaker
-Added Heron (M)
-Added Orchard Autocannon, Medium High Explosive Ballistic.
-Added Heavy Ion Lance, Large Energy Beam.
-Adjusted Conquest (M)'s frontal medium energy turrets to hybrids.
-Adjusted Launch Speed of Gorgon SRM to 180 from 100, Hitpoints to 230 from 150. Made overall flight characteristics faster: Turn acceleration to 550 from 210. Turn rate to 140 from 70.
-Adjusted Winghead's hybrid mounts to energy for the smalls, rearmost small turrets adjusted to face rearwards and the composite medium mounts adjusted to synergy.
-Adjusted Mokarran's frontal turrets on its head to be energy, adjusted arcs to be more versatile instead of just frontal facing. Frontal medium hardpoints adjusted to ballistic only.
-Adjusted Bomber refit times.

Just a couple new weapons and some more balancing. Spoonbill switched to an actual modernized Heron, should provide a 3 deck carrier with the (M) buffs for bombers.
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: sawert42 on May 25, 2019, 10:30:01 AM
Oh ok thanks, will i still have old version of mod so i will just use old one until i decide to start new game with for example new mods
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Whitey on June 12, 2019, 03:45:18 PM
Hi! Love the mod.
The MSS Mako is an interesting ship, however, the MSS Mako (M) includes the following text-
Quote
the Mako was given a heavy modernization including the switching of the standard bombs to a cluster MIRV.

But then it doesn't (seem to) change from the default bomb launcher to an MRIV Variant.
I assume the default Mako bomb launcher is MSS_bomb_frigate, and the MRIV is the MSS_bomb_KE variant.
Possible oversight or bug, I assume?

Anyway, I really appreciate the work you put into this mod, can't wait to see what more you have in store for us.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: bamzooki2 on June 13, 2019, 09:22:04 AM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.

That sounds like a bug - I was given a commission with the Persean League, which is correct per the mod's lore - Mayasura is part of the PL.

Having the same issue as the other guy, Mayasuran faction isn't spawning it seems.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Nick XR on June 13, 2019, 10:49:09 AM
Having the same issue as the other guy, Mayasuran faction isn't spawning it seems.

Did you do a random core worlds gen?  I've had issues with factions and that.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: SCC on June 13, 2019, 10:52:19 AM
It's intended. Mayasuran faction doesn't spawn any planets in random generation, doesn't have anything set to spawn in Corvus mode and it's also made to transfer the player to Persean League faction on game start.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: bamzooki2 on June 13, 2019, 11:48:25 AM
It's intended. Mayasuran faction doesn't spawn any planets in random generation, doesn't have anything set to spawn in Corvus mode and it's also made to transfer the player to Persean League faction on game start.

Oh? How are we supposed to get the hulls ingame then? I wasn't doing a random gen
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Igncom1 on June 13, 2019, 12:18:21 PM
The League sells them and uses them, you should also be able to find blueprints for the ships out on the unexplored systems.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Knight Chase on June 13, 2019, 03:31:28 PM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.

That sounds like a bug - I was given a commission with the Persean League, which is correct per the mod's lore - Mayasura is part of the PL.

Having the same issue as the other guy, Mayasuran faction isn't spawning it seems.
Hi! Love the mod.
The MSS Mako is an interesting ship, however, the MSS Mako (M) includes the following text-
Quote
the Mako was given a heavy modernization including the switching of the standard bombs to a cluster MIRV.

But then it doesn't (seem to) change from the default bomb launcher to an MRIV Variant.
I assume the default Mako bomb launcher is MSS_bomb_frigate, and the MRIV is the MSS_bomb_KE variant.
Possible oversight or bug, I assume?

Anyway, I really appreciate the work you put into this mod, can't wait to see what more you have in store for us.

The Mako (M)'s cluster bombs are in progress! Also, I'll have the faction working soon enough, I just need to figure out world gen.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: vorpal+5 on June 13, 2019, 08:54:47 PM
Could you add please 10 lines of context in your first post? I know next to nothing of the current lore. Also, can you add what your mod adds in practical term? I mean, I sure can infer it adds ships and weapons, but can you elaborate in plain text what it does. A kind of description of your mod in plain, factual, words would be appreciated.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: bamzooki2 on June 14, 2019, 04:19:51 AM
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.

That sounds like a bug - I was given a commission with the Persean League, which is correct per the mod's lore - Mayasura is part of the PL.

Having the same issue as the other guy, Mayasuran faction isn't spawning it seems.
Hi! Love the mod.
The MSS Mako is an interesting ship, however, the MSS Mako (M) includes the following text-
Quote
the Mako was given a heavy modernization including the switching of the standard bombs to a cluster MIRV.

But then it doesn't (seem to) change from the default bomb launcher to an MRIV Variant.
I assume the default Mako bomb launcher is MSS_bomb_frigate, and the MRIV is the MSS_bomb_KE variant.
Possible oversight or bug, I assume?

Anyway, I really appreciate the work you put into this mod, can't wait to see what more you have in store for us.

The Mako (M)'s cluster bombs are in progress! Also, I'll have the faction working soon enough, I just need to figure out world gen.

PRAISE!!! Thank you! in the meantime i'll try and create a bootlegged version of it.  Thank you so much for your work on this mod!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Hrothgar on June 14, 2019, 07:06:04 AM
PRAISE!!! Thank you! in the meantime i'll try and create a bootlegged version of it.  Thank you so much for your work on this mod!

I dont see any Bootleg Navy mod...

https://66.media.tumblr.com/d852488ca73f3f482407382d1a351119/tumblr_mtgsbmEAj71rryxomo1_500.gif
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: eidolad on June 14, 2019, 06:38:49 PM
I highly endorse further work on this faction.  Those hammerhead based designs are a signature.

I could also stand to see a small Mayasuran colony on the fringes of a Nexerelin game instance...the genocide fate of the Mayasurans really bothers me and makes me wants to stomp some Pather trash.  Of course, only in the name of living Mayasurans, if possible.  I'm from TEAM GOOD GUY I promise.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Null Ganymede on July 15, 2019, 06:08:51 AM
The Didymoi's terrifying proximity mine sound is a good cue to dodge missiles that'll phase past shields. However, the visual cues are a bit subtle when there's mixed fighters and missiles in the air.

Probably not an issue with Mayasura's fat, noticeable fighters. Definitely an issue when you sell DME drone blueprints to pirates along with the Didymoi, and a Legion spawns with 4 wings of 'em. It took a few reloads and flying around with god mode to figure out what the hell was making that noise.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Sinigr on July 15, 2019, 09:56:26 PM
Best ship of this mode! And first ship whis which i finghting turbing back towards enemies  ;)
(https://i.imgur.com/DvTEcCw.png)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Knight Chase on August 03, 2019, 11:07:56 AM
The Didymoi's terrifying proximity mine sound is a good cue to dodge missiles that'll phase past shields. However, the visual cues are a bit subtle when there's mixed fighters and missiles in the air.

Probably not an issue with Mayasura's fat, noticeable fighters. Definitely an issue when you sell DME drone blueprints to pirates along with the Didymoi, and a Legion spawns with 4 wings of 'em. It took a few reloads and flying around with god mode to figure out what the hell was making that noise.
I'll be toning down the explosion radius on the influence mines, the sound though is something I like a lot.

I have a new Arjuna in the works, so a patch should be coming soon!
Spoiler
(https://i.imgur.com/OzTWTAw.png)
[close]
Spoiler
(https://i.imgur.com/Dx07ODz.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: ARandomGuy on August 16, 2019, 04:54:10 PM
Quote
I have a new Arjuna in the works, so a patch should be coming soon!
The ship looks great! Really looking forward to the Mayasuran faction. Can you tell us exactly when you will add it?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Knight Chase on August 17, 2019, 02:07:02 AM
Quote
I have a new Arjuna in the works, so a patch should be coming soon!
The ship looks great! Really looking forward to the Mayasuran faction. Can you tell us exactly when you will add it?
I am hoping for by the end of this month, since I wasn't really expecting such a burst in Starsector's popularity. I just know that a lot of my people are using my mod now, and it'd be terrible to disappint them!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Alorex on August 17, 2019, 08:22:09 AM
I have a new Arjuna in the works, so a patch should be coming soon!

Im looking forward to another Mayasuran play through. More so with a proper Mako elite. I found that i can handle anything the game throws at me with 3 cruisers and a wall of Mako's.

My only question and desire is the see the Sagittarius/Onocrotalus weapon make an appearance on the market.
Was looking for weapons to min-max my ships with and found that in the codex. But you don't seem have it implemented.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Shuhei on August 18, 2019, 02:21:17 AM
Some Lore please? Is this some of alternate scenarion from this: https://starsector.fandom.com/wiki/Mayasura_Star_System or is it compatible with current continuity?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: AxleMC131 on August 18, 2019, 11:15:54 PM
Some Lore please? Is this some of alternate scenarion from this: https://starsector.fandom.com/wiki/Mayasura_Star_System or is it compatible with current continuity?

The primary kicker for the Mayasuran Navy arises from the main menu mission "The Last Hurrah" - yes you can play it out yourself! Canonically the Mayasuran Navy lost that battle; this mod hints at an alternative universe where they won instead.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Taverius on August 22, 2019, 02:00:51 PM
Minor detail, but the Heron (M) has design type: Midline instead of Masuryan.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Knight Chase on August 23, 2019, 01:46:14 AM
I have a new Arjuna in the works, so a patch should be coming soon!

Im looking forward to another Mayasuran play through. More so with a proper Mako elite. I found that i can handle anything the game throws at me with 3 cruisers and a wall of Mako's.

My only question and desire is the see the Sagittarius/Onocrotalus weapon make an appearance on the market.
Was looking for weapons to min-max my ships with and found that in the codex. But you don't seem have it implemented.

That was meant to be a large built-in weapon for the Mithuna, however me and Sylva decided it would be better to have those large slots be modular instead. If I did reimplement it, it would be a large version of the Orchard cannon. As for the Mako (M), I'm still working on that. I have to figure out an MIRV script that turns the missile into plasma projectile balls.

Minor detail, but the Heron (M) has design type: Midline instead of Masuryan.
All of my skin ships are limited to that, however for ships that don't require skins they have the Mayasuran design. So, for stuff like the Conquest and Heron, they're limited to midline design type.

And one more thing...

Spoiler
(https://i.imgur.com/iwSCtjA.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Lovecraft on August 24, 2019, 12:34:57 PM
Can't wait for the faction to get added. I'm not too fond of helping the Persean League due to their...blandness and lack of lore, so this is a lovely addition.

I don't mean to rush you, but goddamnit I'm holding off playing until you add the faction proper.  ;D
I love the ship design and the general idea of getting revenge against the stupid luddites and hegemony douchebags. Keep up the great work!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Morrow on August 24, 2019, 01:15:25 PM
When you add the faction can you atomize the mods into submods to allow for those who just want the ships?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Orcling on August 24, 2019, 08:39:36 PM
Love this mod, the Mayasuran version of the Sunder made me cream myself- I already loved sunders and always used one as my flagship and now I'm checking all the Persean League markets every week to find more of them.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
Post by: Lovecraft on September 13, 2019, 05:26:14 AM
Any updates?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 14, 2019, 03:05:12 PM
Mayasuran Navy 8.2.1
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy.7z

-Added in the Mayasuran faction, switched Mairaath to Mayasuran control.
-Nex start changed from Persean league to Mayasura.
-Changed Midline BP to Rare BP for the Sipahi, Crow and Tachi
-Updated sprite for Arbalest battery courtesy of Sylva.
-Added Light Mauler, fighter exclusive weapon
-Added Stormbreaker Gunship
-Redone Arjuna-class, changed sprite, weapon mounts, OP lowered to 230 from 260.
-Gaffel sprite changes, new bridge in front.
-Adjusted influence minelayer's visuals, lowering particle count to 25
explosion radius to 50 from 250
-Sunder (M) Cargo capacity to 80 from 50, fuel capacity to 50 from 30, hull integrity to 4000 from 3500, shield upkeep from 250 to 200, shield flux/dam to 1.2 from 1.1, top speed to 90 from 95
-Removal of built-in heavy armor from Hammerhead (U) and Sunder (TLH), reduced OP to base levels. This means the TLH skin versions are equal to the base ships.
-Mokarran and (M) version sprite changes. New stripes for the (M) version.
-Obliterator Rockets damage changed to 300 from 400
-Khopesh (M) burst size changed from 3 to 5. This means 15 300 damage rockets from each bombing run for a total of 4500 damage. This buffs the Khopesh (M) total damage from 3600 to 4500 if all of the shots land along with giving it more saturation akin to the regular Khopesh.


(https://i.imgur.com/EMt55U9.png)
(https://i.imgur.com/CALtQWO.png)
(https://i.imgur.com/ViW3cXA.png)
(https://i.imgur.com/li01BS8.png)

I've finally added in the Mayasuran faction, however this overwrites Mairaath in the Mayasura system from PL control to Mayasuran control.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Avallac on September 14, 2019, 03:16:22 PM
Mod version is still 8.2.0 in the download archive
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Dwarden on September 14, 2019, 03:30:37 PM
i really liked the '8.2.0' Arjuna design
what if that hull/sprite gets re-used for some utility/industrial/support/research/exploration/escort ship class ?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Peanut Man on September 14, 2019, 04:24:41 PM
Hallo!

It seems the mod is- Ah, yea what was posted above, 8.2.0
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 14, 2019, 04:32:48 PM
Hallo!

It seems the mod is- Ah, yea what was posted above, 8.2.0
Mod version is still 8.2.0 in the download archive
I fixed it.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: SierraTangoDelta on September 14, 2019, 05:00:44 PM
Will this break saves?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 14, 2019, 05:25:54 PM
Will this break saves?
It shouldn't, I removed nothing besides changing up the Arjuna, so if you have it in your fleet it'll probably break. But other than that, it should be mostly fine.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: SierraTangoDelta on September 14, 2019, 05:53:11 PM
Will this break saves?
It shouldn't, I removed nothing besides changing up the Arjuna, so if you have it in your fleet it'll probably break. But other than that, it should be mostly fine.

Awesome, thanks. I really love the mod, the ships really look like they'd fit 100% perfectly into vanilla.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Rohzdear on September 14, 2019, 06:22:39 PM
Would it be possible for you to make a version of this mod without the faction itself?

I really like the design of the ships and the potential addition to the lore they bring with the descriptions they must have, but I always try to keep my game as lore-friendly as possible and having the Mayasurans not blow up and die kinda messes up with it.

Perhaps the ships and weapons could be added to other factions, or the blueprints a chance to be found and be discovered?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Lovecraft on September 14, 2019, 07:42:21 PM
Holy *** OP just delivered. Thank you, I love this mod!!!!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 14, 2019, 07:54:00 PM
Would it be possible for you to make a version of this mod without the faction itself?

I really like the design of the ships and the potential addition to the lore they bring with the descriptions they must have, but I always try to keep my game as lore-friendly as possible and having the Mayasurans not blow up and die kinda messes up with it.

Perhaps the ships and weapons could be added to other factions, or the blueprints a chance to be found and be discovered?
Hey hey! I have a download link for you, I term this version "Mayasuran Navy Falls". I'll be putting it in the OP as well at the very bottom.
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_Falls.7z
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: WillDigForFood on September 15, 2019, 08:36:24 AM
Hi! I actually finally made an account here just to say thank you for adding in the Mayasura faction - because almost all of these ships feel aesthetically consistent and appropriate with the rest of the game (and because I love Hammerheads to an almost inappropriate extent) this has always been one of my favorite ship packs.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Dwarden on September 15, 2019, 11:21:00 AM
@Knight chase

i guess you missed my question about original Ardjuna design, can it be re-purposed ?
(or you decided to scrap it totally?)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 15, 2019, 12:37:40 PM
@Knight chase

i guess you missed my question about original Ardjuna design, can it be re-purposed ?
(or you decided to scrap it totally?)
Ah, the sprite is quite bad which is why I was scrapping it. I am definitely thinking of making another cruiser like the apogee however.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Knight Chase on September 15, 2019, 02:40:26 PM
Hey, I'm releasing RC2, this buffs a couple of weapons and the Ferox Plasma Cannon bomber. You should see some of the Mayasuran weapons in PL/Mayasura markets now.

8.2.1 RC2
-Changed Orchard Autocannon Chargedown from 2 seconds to 1.25, max spread from 20 to 10, spread/shot from 3 to 1, spread decay/sec from 10 to 5, projectile velocity to 800, turn rate to 20 from 5, flux to 1:1 a shot.
-Added Onocrotalus Autocannon back into the game as a modular weapon. Essentially a larger version of the Orchard.
-Buffed the Ferox Heavy Bomber by upping shot count from 1 to 2 and adding a shield. Max flux from 2000 to 500, however no weapon flux hullmod was added.
This buffs the damage potential from 2000 energy damage to 4000, bringing it in line with stuff around the same OP level like the Trident.

Spoiler
(https://i.imgur.com/TWnYkzn.png)
[close]
(https://i.imgur.com/X50B7MH.png)

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC2.7z
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_Falls_8.2.1_RC2.7z



Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Nilands on September 15, 2019, 02:53:17 PM
Hey, I'm releasing RC2, this buffs a couple of weapons and the Ferox Plasma Cannon bomber. You should see some of the Mayasuran weapons in PL/Mayasura markets now.

8.2.1 RC2
-Changed Orchard Autocannon Chargedown from 2 seconds to 1.25, max spread from 20 to 10, spread/shot from 3 to 1, spread decay/sec from 10 to 5, projectile velocity to 800, turn rate to 20 from 5, flux to 1:1 a shot.
-Added Onocrotalus Autocannon back into the game as a modular weapon. Essentially a larger version of the Orchard.
-Buffed the Ferox Heavy Bomber by upping shot count from 1 to 2 and adding a shield. Max flux from 2000 to 500, however no weapon flux hullmod was added.
This buffs the damage potential from 2000 energy damage to 4000, bringing it in line with stuff around the same OP level like the Trident.

(https://i.imgur.com/X50B7MH.png)

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC2.7z
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_Falls_8.2.1_RC2.7z

Oh I was about to post about this. I wasn't seeing your weapons and (M) class ships in the shop, nor were they developing their planets to have industry to build them and etc. Will I need a new save?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Knight Chase on September 15, 2019, 02:58:09 PM
Hey, I'm releasing RC2, this buffs a couple of weapons and the Ferox Plasma Cannon bomber. You should see some of the Mayasuran weapons in PL/Mayasura markets now.

8.2.1 RC2
-Changed Orchard Autocannon Chargedown from 2 seconds to 1.25, max spread from 20 to 10, spread/shot from 3 to 1, spread decay/sec from 10 to 5, projectile velocity to 800, turn rate to 20 from 5, flux to 1:1 a shot.
-Added Onocrotalus Autocannon back into the game as a modular weapon. Essentially a larger version of the Orchard.
-Buffed the Ferox Heavy Bomber by upping shot count from 1 to 2 and adding a shield. Max flux from 2000 to 500, however no weapon flux hullmod was added.
This buffs the damage potential from 2000 energy damage to 4000, bringing it in line with stuff around the same OP level like the Trident.

(https://i.imgur.com/X50B7MH.png)

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC2.7z
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_Falls_8.2.1_RC2.7z

Oh I was about to post about this. I wasn't seeing your weapons and (M) class ships in the shop, nor were they developing their planets to have industry to build them and etc. Will I need a new save?
You need to conquer enemy markets for Mayasura to get good ships, also (M) ships are extremely rare. You will find them rarely in the market. If you have the Nexerelin start, I highly recommend starting with the grand fleet start on the last page, as you start with the Last Hurrah fleet capable of taking everything in the Mayasuran system including Port Tse and the Lost Astropolis.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Nilands on September 15, 2019, 03:06:15 PM
Okay quick update I am now seeing them without a new save. The (M) ship aesthetic is amazing, I'd love to see it be their default, but I guess I could just make my own outpost and find the blueprints as an elite force.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1
Post by: Rohzdear on September 18, 2019, 08:07:19 PM
Would it be possible for you to make a version of this mod without the faction itself?

I really like the design of the ships and the potential addition to the lore they bring with the descriptions they must have, but I always try to keep my game as lore-friendly as possible and having the Mayasurans not blow up and die kinda messes up with it.

Perhaps the ships and weapons could be added to other factions, or the blueprints a chance to be found and be discovered?
Hey hey! I have a download link for you, I term this version "Mayasuran Navy Falls". I'll be putting it in the OP as well at the very bottom.
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_Falls.7z

Thank you very much!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: MeinGott on September 19, 2019, 01:56:07 PM
I wish there was still the old Arjuna, perhaps under diffrent name. I like asymmetrical ships better :)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Whitey on September 20, 2019, 11:12:58 AM
Quote from: Knight Chase
You need to conquer enemy markets for Mayasura to get good ships, also (M) ships are extremely rare. You will find them rarely in the market. If you have the Nexerelin start, I highly recommend starting with the grand fleet start on the last page, as you start with the Last Hurrah fleet capable of taking everything in the Mayasuran system including Port Tse and the Lost Astropolis.
I did this, albeit using the alternative grand fleet. I'm enjoying myself thoroughly, but I was wondering if it was possible to have both a Mayasuran and League Commission at the same time- or, at least the access of a League Commission. It was my understanding that Mayasura was a member state of the League.

Edit- is this already implemented? Sometimes I get the benefit of a Commission with the League, sometimes I don't.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Knight Chase on September 26, 2019, 02:36:32 AM
I think I will stop supporting Mayasuran Navy Falls in my next patch, as it is a lot of hassle to rebuild the jar and delete scripts when I would rather have one version. Speaking of which, the new patch will be out soon, perhaps sometime this week or the next!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: BigBeans on September 26, 2019, 05:01:27 AM
Probably for the best as the less work for you the better! The only reason I am not using the Faction is because Mairaith doesn't have a Station or Heavy Industry so currently Mayasura is just a one planet minor that cannot defend itself or build any ships (I know it's so the Player can rebuild them).

So in that state it just makes more sense to me thematically that they're a League member if they're so weak.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Knight Chase on September 26, 2019, 09:41:50 AM
Spoiler
(https://i.imgur.com/NHimJ0j.png)
[close]

Let's just say I've been working on that!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: StrikeEcho on September 26, 2019, 10:34:59 AM
Uh, dude you mind changing the shade of blue for the faction? The text is kinda hard to read with a space background.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
Post by: Knight Chase on September 26, 2019, 05:52:43 PM
Uh, dude you mind changing the shade of blue for the faction? The text is kinda hard to read with a space background.
Spoiler
(https://i.imgur.com/Lm8I7Sd.png)
[close]
I hope you aren't wearing sunglasses or something.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase on September 26, 2019, 06:01:39 PM
8.2.1 RC3
-Changed light Mauler to system only weapon.
-Adjusted Argentavis' right frontal medium hardpoint to 5 degrees to match.
-Added built-in surveying equipment to the Mithuna.
-Updated Manta (M) Sprite.
-Updated Raseri Sprite.
-Added in Commissioned Crew compatiblity for the Mayasuran Faction.
This gives you 10% CR if you're commissioned with Mayasura if you have Techpriest's Commissioned Crews mod.
http://fractalsoftworks.com/forum/index.php?topic=16677.0
-Added in heavy industry, military base and ground defenses to Mairaath.
-Changed Mayasura to show up on the intel screen, added description.
(https://i.imgur.com/z4f0ofr.png)

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC3.7z
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Xevecx1 on September 26, 2019, 10:28:39 PM
thankyou so hard to keep mayasura alive without heavy industry
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Nightrad on September 27, 2019, 12:22:43 AM
Hi there. I was trying out your mod and noticed the mayasura don't have a diplomatic profile in nexerelin. As in, they start hostile to certain factions and friendly to others, but they have no ideological dispositions in the diplomacy profile tab of the intel screen. Is that intended?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Salano on September 30, 2019, 01:33:34 AM
There seems to be a bug that doesn't allow a player to be commissioned by or increase standing with the Mayasuran faction by trading AI cores, because all of the administrators are still showing as Persean League administrators, even though the planet shows the Mayasuran faction. I have the required 10 standing in both factions, and still can't get a commission. Can't help Mayasura if they won't let me Dx
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase on September 30, 2019, 02:19:52 AM
There seems to be a bug that doesn't allow a player to be commissioned by or increase standing with the Mayasuran faction by trading AI cores, because all of the administrators are still showing as Persean League administrators, even though the planet shows the Mayasuran faction. I have the required 10 standing in both factions, and still can't get a commission. Can't help Mayasura if they won't let me Dx
Have you downloaded the new patch?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Salano on September 30, 2019, 03:09:36 AM
Yes, I was using RC2 originally, and updated to RC3 and tried again before leaving my original comment. It still didn't work on RC3.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Salano on October 01, 2019, 01:48:27 AM
It seems that a new save is needed between RC2 and RC3?
I was able to dig around in the save code and switch the administrators to the right faction, but Mairaath still doesn't have it's heavy industry, military base, or ground defenses from the RC3 update. Is there any way to regenerate Mairaath or cheat them in, or is Mairaath just gonna be weak this run?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase on October 01, 2019, 10:22:28 AM
It seems that a new save is needed between RC2 and RC3?
I was able to dig around in the save code and switch the administrators to the right faction, but Mairaath still doesn't have it's heavy industry, military base, or ground defenses from the RC3 update. Is there any way to regenerate Mairaath or cheat them in, or is Mairaath just gonna be weak this run?
Ah, sorry you need a new save, unfortunately.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Salano on October 01, 2019, 09:57:00 PM
I was able to use the console commands mod to add the missing industries to Mairaath in the end, hopefully everything should work out
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: lechibang on October 14, 2019, 05:37:30 AM
Hey Chase, might as well put this here in the forums
I noticed that the Onocrotalus's hardpoint barrels are strangely off from the base sprite.
(https://i.imgur.com/n8JBKLp.png)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase on October 14, 2019, 09:14:39 PM
Hey Chase, might as well put this here in the forums
I noticed that the Onocrotalus's hardpoint barrels are strangely off from the base sprite.
(https://i.imgur.com/n8JBKLp.png)
Hey hey!
Lucky, I've noticed that when I released the patch... It turns out I was using the same turret barrel sprite for the hardpoint barrel sprite which leads to that problem.
Spoiler
(https://i.imgur.com/WPt4hG3.png)
[close]

Rest assured though, I've been waiting for a big release to release my next patch, but it'll be a great one I promise! Within the next 2 weeks or less, I hope!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: spyingsnake on October 16, 2019, 04:34:22 AM
Hey, Chase. Love the mod - can't imagine playing the game without it.
I have some suggestions and a question.

1. The Adjective. Which one to use: Mayasuran - like in Mayasuran Navy, or Mayasurian - like in the NamePrefix entries?
2. Nexerelin file. Perhaps you could add "colonyExpeditionChance" - It would make sense that the mayasur(i)ans would want to acquire more resources at the start to help them wage war on the Hegemony/The Church. You should also add "alignments" entry - I've noticed that without it Mayasura rarely forms alliances.
3. Varya's Unique Bounties. You could make a unique bounty for Varya's Sector and give players a chance to acquire Zygaena through a challenging battle. I've made the bounty for myself already, so I can just send you the file/code If you want to implement it.
3. The Color. It IS somewhat hard to read it, and it is really similar to the one Dassault-Mikoyan uses. I've attached an image for comparison and uploaded some more on imgur. The colors I used are "color":[0,41,120,255], "baseUIColor":[63,94,153,255]. https://imgur.com/a/bkh5fH0 (https://imgur.com/a/bkh5fH0)
4. The Flag. It's probably just me, but I feel like the flag is way too plain. I've made a quick edit of an old Persean League flag - maybe you'll like, maybe you won't.

[attachment deleted by admin]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
Post by: Knight Chase on October 16, 2019, 07:09:46 PM
Hey, Chase. Love the mod - can't imagine playing the game without it.
I have some suggestions and a question.

1. The Adjective. Which one to use: Mayasuran - like in Mayasuran Navy, or Mayasurian - like in the NamePrefix entries?
2. Nexerelin file. Perhaps you could add "colonyExpeditionChance" - It would make sense that the mayasur(i)ans would want to acquire more resources at the start to help them wage war on the Hegemony/The Church. You should also add "alignments" entry - I've noticed that without it Mayasura rarely forms alliances.
3. Varya's Unique Bounties. You could make a unique bounty for Varya's Sector and give players a chance to acquire Zygaena through a challenging battle. I've made the bounty for myself already, so I can just send you the file/code If you want to implement it.
3. The Color. It IS somewhat hard to read it, and it is really similar to the one Dassault-Mikoyan uses. I've attached an image for comparison and uploaded some more on imgur. The colors I used are "color":[0,41,120,255], "baseUIColor":[63,94,153,255]. https://imgur.com/a/bkh5fH0 (https://imgur.com/a/bkh5fH0)
4. The Flag. It's probably just me, but I feel like the flag is way too plain. I've made a quick edit of an old Persean League flag - maybe you'll like, maybe you won't.
Thank you for the feedback!

1. Mayasurian is generally for a person, I use Mayasuran as the adjective for ships like Mayasuran Navy.
2. I've added the colony expedition chance to "1" with a max range of "25", so we'll see how that goes.
3. Please DM me over discord in a PM over the forums, I'm interested in seeing this!
3again. I've switched out the colors to a more silver, which is the color of the engines I use along with being one of the main colors for the (M) ships.
Spoiler
(https://i.imgur.com/JljGxoj.png)
[close]
4. I think the flag is alright for now, I like the three stars in the middle representing the three astropoli!

I'll be releasing the next patch relatively soon, maybe today or tomorrow.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2
Post by: Knight Chase on October 19, 2019, 07:06:13 PM
Mayasuran Navy 8.2.2

(https://i.imgur.com/BFtxIKJ.png)

-Javanicus layout and sprite changed and added vectored thrusters.
-Raseri layout and sprite changed and added vectored thrusters.
-Mokarran sprite changes and added vectored thrusters.
-Nebulosa sprite changes.
-Added Onocrotalus, Arbalest Battery and Triple Beam Cannon to the Joker drone's list of weapons.
-Fixed Onocrotalus Hardpoint's barrels floating.
-Changed UI color from blue to silver for the Mayasura faction.
-Added basic mayasuran blueprint package to Mayasuran start.
-Added Nexerelin profile to Mayasura.

Redownload, I've made some quick changes to the Javanicus and had to reupload multiple times, please forgive me!
8.2.2 RC2 Quick Patch
-Quick Javanicus sprite change and added bigger vectored thrusters.
-Quick Raseri sprite change

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.2_RC2.7z

Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: BigBeans on October 20, 2019, 04:05:25 AM
Javanicus is now thicc. Also really like the Nebulosa changes.

My only minor suggestion is the Javanicus could maybe do with another rear engine? As it now looks really thicc for two engines to push. But that's just a minor gripe/suggestion.

Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Hrothgar on October 20, 2019, 05:20:06 AM
Older Raseri was more detailed in middle-front part.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: AlicianeAlton on October 21, 2019, 02:16:03 PM
Hi !

First thank for this mod I coudn't play without it since I started using it.
Wich lead me to a question I got this bug, and since it involved the Raseri I thought maybe you would know if its related to your mod or if it can append to anyship.
I got this bug when going in the ship's storage of my Prime colony where a raseri is stored, here it is:
1368022 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
Here is the all thing, I tryed googling the error but got nothing:
Spoiler
1368022 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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)
[close]

I hope i can be of some help. I use some other mod basicly Nexerelin and a big bunch of faction mods, all the libraries, and utilities like audio plus and leading pip, starship legends, lightshow, automatic orders, combats analytics, combat chatter, commisionned crew, console commands, common radar, weapon group control.

Thanks in advance, and keep up the good work ! ;)

Ps: sorry for the syntaxe i'am french... 

Edit: I just tryed again and got the bug again, i'm 100% that it didn't happen before the last update since I already had the Raseri and even used it quite a while, hope it can help.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Knight Chase on October 21, 2019, 07:12:45 PM
Hi !

First thank for this mod I coudn't play without it since I started using it.
Wich lead me to a question I got this bug, and since it involved the Raseri I thought maybe you would know if its related to your mod or if it can append to anyship.
I got this bug when going in the ship's storage of my Prime colony where a raseri is stored, here it is:
1368022 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
Here is the all thing, I tryed googling the error but got nothing:
Spoiler
1368022 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
java.lang.RuntimeException: Ship hull [MSS_Raseri] variant [683237_3]: slot id [WS0018] not found for weapon [scalaron_torpedo_small]
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOOo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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)
[close]

I hope i can be of some help. I use some other mod basicly Nexerelin and a big bunch of faction mods, all the libraries, and utilities like audio plus and leading pip, starship legends, lightshow, automatic orders, combats analytics, combat chatter, commisionned crew, console commands, common radar, weapon group control.

Thanks in advance, and keep up the good work ! ;)

Ps: sorry for the syntaxe i'am french... 

Edit: I just tryed again and got the bug again, i'm 100% that it didn't happen before the last update since I already had the Raseri and even used it quite a while, hope it can help.

Remove the weapons from it before downloading the current patch. As I've changed the weapons layout so it means the ship doesn't have small missile slots anymore.
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC3.7z Here have the link for the old version too.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: AlicianeAlton on October 22, 2019, 04:48:10 AM
Hi,
Thanks a lot ! I'm doing it now.
So it means that the game analyse the ships in storage only when we load them and not when the game start, good to know!

Thanks for the fast answer too !
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: AlicianeAlton on October 22, 2019, 05:26:47 AM
Everything wen't well apart from the fact I had a Javanicus in my fleet so after downgrading i couldn't log in the game but but putting it in storage with the ajurna I'm using too made it happen , so thanks again!
And I look forward for the next Maj !
Bye
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Sin on October 22, 2019, 04:02:32 PM
Hello Knight,
two things a found a bit strange but nothing game breaking.
Javanicus (M) maneuvering jets have yellow flame color instead of white as the normal engine.

And when i get Mark IX cannon on the Arjuna joker protocol it feels it have a bit longer range than other ones. Even bigger than Gauss rifle.

Other than that, as always, great job.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Knight Chase on October 23, 2019, 11:31:14 PM
Hello Knight,
two things a found a bit strange but nothing game breaking.
Javanicus (M) maneuvering jets have yellow flame color instead of white as the normal engine.

And when i get Mark IX cannon on the Arjuna joker protocol it feels it have a bit longer range than other ones. Even bigger than Gauss rifle.

Other than that, as always, great job.
Oh you mean these? I've just added them, please redownload!
Spoiler
(https://i.imgur.com/fFTomyR.png)
(https://i.imgur.com/kDkXYSE.png)
[close]
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.2_RC2.7z
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: TrashMan on October 29, 2019, 08:45:39 AM
Mayasura being it's own seperate faction causes big problems with Nex.

They only have one planet, no defense station, no orbital works, no proper defense fleets. They get destroyed easily early on before the player can gather  a fleet to defend them.
Given them a station would help. Probably also giving them increase colonization chances. Perhaps a custom defense building?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Nilands on November 02, 2019, 07:07:33 PM
The Mayasuran planets and faction color are white despite their men being dark blue for me, I don't know if it's something I did or the mod, also I believe the Conqueror(M) is set as midline instead of mayasuran making it harder to find, tiny nitpick i know but maybe there's others too?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.2 RC2
Post by: Knight Chase on November 03, 2019, 01:21:13 AM
(https://i.imgur.com/Yu02YOG.png)
I've got something in the works!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: Knight Chase on November 11, 2019, 09:25:16 PM
Mayasuran Navy 8.2.3


8.2.3
-Added Guided Weapon Script.
-Added Reiter-Class Destroyer Heavy Carrier.
-Sarissa changed to 25 DP from 28.
-Winghead changed to 25 DP from 30.
-Gaffel changed to 25 DP from 30.
These match the Dominator's DP of being heavy cruisers.

(https://i.imgur.com/In6u3EP.png)

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.3.7z
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: nb8 on November 12, 2019, 08:35:21 AM
Hello
I looked at the picture of the ships, and saw that half of the ships from the oldest versions were removed, I'm not sure it seems 3-4 ships are not there. Is it just a picture that holds new ships, or were they really removed from the mod?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: Nilands on November 12, 2019, 10:18:48 AM
Ooh, is there a (M) version?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: Archaeon on November 13, 2019, 08:36:43 AM
Ooh, is there a (M) version?

The Low-Tech ships added usually don't get (M) variants if I can recall as theyre for the Hegemony instead (although I'd like to see XIV versions of the Gaffel/Raseri and the brand new Reiter)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3
Post by: Captain Trek on November 15, 2019, 08:33:15 AM
Whilst in the unique case of this mod there isn't much to say about campaign feel, I figured I'd still offer my observations regarding ships:

- Given that the MMA ships are significantly more combat capable than the ships they are based, shouldn't they see an according increase in DP cost?

- The Nailer seems at best equivalent to the Brawler. Hardly worth 7 DP.

- There are a number of cases where a ship's fluff text refers to another class of ship that doesn't seem to exist. I'm guessing this is because some names have been changed and the descriptions not updated accordingly.

- The Mithuna is, functionally, remarkably similar to DME's Zelenograd, but I can't quite determine whether that ship is over-priced on DP or the Mithuna is under-priced.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3 RC2
Post by: Knight Chase on November 21, 2019, 11:47:59 AM
Yo, new update.

(https://i.imgur.com/ThI56ht.png)
(https://i.imgur.com/ue157Rp.png)

8.2.3 RC2
-Adjusted Javanicus maintenance/DP to 60. (From 48)
-Adjusted Nailer maintenance/DP to 6. (From 7)
-New Heavy Ion Lance sprite courtesy of Nia.
-Adjusted Javanicus medium energy mounts to be able to fire slightly forward.
-Adjusted Nailer's mounts, side small energies swapped out for synergy mounts to be more like the Argentavis, center small and medium mounts swapped to hybrids to give it more variety in weapons.
These will let the Nailer be more versatile.
-Adjusted Nailer's system to be Infernium Injector for Shield wall, this makes the Nailer extremely aggressive.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.3 RC2
Post by: Knight Chase on November 24, 2019, 03:37:40 PM
More stuff is in the works.

Spoiler
(https://i.imgur.com/Ra5v7VJ.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.4
Post by: Knight Chase on November 30, 2019, 11:21:53 PM
It's on like donkey kong.

(https://i.imgur.com/X048YXD.png)

8.2.4
-Adjusted Winghead back to 30 DP. (From 25)
-Adjusted Javanicus maintenance/DP to 50. (From 60)
**SAVE BREAKER
-Converted Falcon (M) into skin. **
**SAVE BREAKER
-Changed (M) Bonus from increased maintenance/recovery to slower maneuverability.
-Changed Stormbreaker's Light Mauler into Heavy Mauler (Fighter), now uses no ammo.
-Redesignated Stormbreaker to Fighter (From Bomber)
-Made Single/Twin Sagir Autolasers ammo to 200 (From 300).
This will let the Crossbow/Sipahi loiter less and return to carrier quicker.
-Changed Mairaath's administrators from Persean League to Mayasuran.
-Changed Mayasura to be able to make Mayasura spawn in random sector
-Added Nightingale Phase Frigate

The Nightingale replaces all of the low tech gremlins in Mayasuran fleets, so do not underestimate them.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.4
Post by: Knight Chase on December 03, 2019, 02:15:53 AM
Stuff is in the works!

Spoiler
(https://i.imgur.com/O1qvy6e.png)
(https://i.imgur.com/Kt5jB47.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Knight Chase on December 03, 2019, 06:33:29 PM
Flightless birds?
(https://i.imgur.com/m6PUgqE.png)
8.2.5
-Added Custom phase cloak.
-Changed Engine/phase style for the Zygaena, Nightingale, Owstoni.
-Adjusted Raseri Sprite
-Updated Commissioned Crews for Mayasura.
-Added Moa-Class Cruiser
-Added Moa (M)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Server_Corgi on December 05, 2019, 04:29:49 AM
Is there a way to make it so the new update doesn't break saves? I really want the new ships but also don't want to have to restart the game again.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Prytox on December 05, 2019, 07:17:38 AM
Hello ! I lost my save because of the save breaker, is there a way to uninstall the update? :)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Captain Trek on December 11, 2019, 05:48:26 AM
So I'm looking into how various mods interact with Nex's mining mechanic and it seems to me that the Caravan could stand to have about half the mining strength it does now. 50 is a bit much for a ship that already has quite a bit else going for it and considering the mining strengths of other ships.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.5
Post by: Knight Chase on December 13, 2019, 06:58:03 PM
So I'm looking into how various mods interact with Nex's mining mechanic and it seems to me that the Caravan could stand to have about half the mining strength it does now. 50 is a bit much for a ship that already has quite a bit else going for it and considering the mining strengths of other ships.
Aha, it was like that because in a previous iteration it had a built-in mining drone wing and a different sprite. I will look into halving it.

Speaking of which, here's a preview!

Spoiler
(https://i.imgur.com/BmRmO63.png)
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: Knight Chase on December 14, 2019, 05:06:09 PM
Big Iron, small hammerhead.

(https://i.imgur.com/3TFh2qI.png)
(https://i.imgur.com/hmaFaJ8.png)

8.2.6
-Changed Moa's rear medium energy mount to hybrid, changed frontal small energys to hybrid for the (M) version.
-Moved Raseri's rear medium ballistics mount a bit further back.
-Changed Javanicus' bridge.
-Halved Caravan's mining strength for Nexerelin.
-Added Tiburo-Class Heavy Frigate
-Added Excalibur-Class Railgun Cruiser
-Added Caliburnus Railgun
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: bopeepatehersheep on December 14, 2019, 05:17:25 PM
the download link isn't working for me.  not sure if it's on my end or the link is bad.

[attachment deleted by admin]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: Knight Chase on December 14, 2019, 05:45:23 PM
the download link isn't working for me.  not sure if it's on my end or the link is bad.
Try the link one more time.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: bopeepatehersheep on December 14, 2019, 06:11:13 PM
it works now. thanks.  :)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.6
Post by: tindrli on December 15, 2019, 10:03:13 AM
Does the new update 8.2.6 break the save?

great mod btw. and thanx
Title: Re: [0.9.1a] Mayasuran Navy 8.2.7
Post by: Knight Chase on December 20, 2019, 10:16:03 PM
BIGGEST IRON

(https://i.imgur.com/eRvtZaz.png)

8.2.7
-Removed Old Nebulosa/Javanicus
-Added New Nebulosa sprite/variants
**SAVE BREAKER**
-Changed Mayasuran faction to have more elite ships for its blueprint.

I apologize for the broken saves, if you want the update you have to give up your save. If you don't want to lose your save, wait until you're done with your current playthrough. If you message me and tell me it broke your saves, there's nothing I can do about that besides telling you not to update.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.7 RC2
Post by: Knight Chase on December 21, 2019, 06:17:04 PM
I ain't finished yet.

(https://i.imgur.com/flz571k.png)

8.2.7 RC2
-Changed Nebulosa from Cruiser to Capital
-Adjusted Nebulosa OP to 275 (From 215)
-Adjusted Nebulosa DP to 30 (From 26)
-Adjusted Nebulosa Armor to 1300 (From 1500)
-Adjusted Nebulosa Flux Capacity to 12000 (From 15000)
-Adjusted Nebulosa Burn Speed to 8 (From 7)
-Adjusted Nebulosa Fuel/LY to 8
-Adjusted Nebulosa Fuel to 300 (From 200)
-Added Nebulosa (M)
-Added Nebulosa (SR)
-Added Moa (SR)
-Added Battlecarrier Conversion Hullmod
Title: Re: [0.9.1a] Mayasuran Navy 8.2.7 RC3
Post by: Knight Chase on December 21, 2019, 09:24:08 PM
Decks decks decks decks decks deck it's time to d-d-d-duel!

(https://i.imgur.com/TOAf4X6.png)

8.2.7 RC3
-Added Deck to Excalibur-Class
Changed frontal most small turret mounts to hybrid, changed rear most small mount to universal.
Raised OP to 100

I'm gonna repeat this message one more time, make sure you read this.

I apologize for the broken saves, if you want the update you have to give up your save. If you don't want to lose your save, wait until you're done with your current playthrough. If you message me and tell me it broke your saves, there's nothing I can do about that besides telling you not to update.

Lastly, make sure to delete the entire folder before extracting the new version in. If you fail to do this, your game will not work and give you something like "MSS_Javanicus" does not exist anymore. Do not make this mistake.

Edit 2: I've reuploaded to make sure the Stormhawks get the new ships proper with their own variants. You can spawn them with console, but I need further testing to see if they actually spawn for Stormhawk fleets. Secondly, I've optimized the file size so the zip file shouldn't be as big now for download.

Edit 3: Okay, with the help of Vayra the new Stormhawk ships are IN FOR REALS. GET IT WHILE IT'S HOT
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8
Post by: Knight Chase on January 05, 2020, 07:18:39 PM
Sometimes you don't need fighters.

(https://i.imgur.com/r9rMJkJ.png)

8.2.8
-New Arjuna Sprite
Changed weapon layout, now has two large universals instead of the two medium universals. And an extra medium hardpoint missile.
OP to 240 (From 230)
-Removed Deck from Excalibur-Class
Raised OP to 105
Added two medium missile mounts.
Caliburnus Range to 1500
Refire time to 3.5 seconds (This means DPS goes up to 643 from 346)
-Added Caliburnus to Nebulosa (M)
This should make the difference between the base, elite and stormhawk version more unique and get people to stop complaining about the prongs being useless.
-Added Elite Mayasuran Guard to Mairaath.
- Changed Mairaath's Planet Description
- Port Tse and Lost Astropoli will now have a different planet description under the ownership of the Mayasurans.

EDIT: QUICK PATCH

8.2.8 RC2
-New Paintjob for Patriot (M)
-Added design type to Mayasuran hullmods
-Fixed Elite Mayasuran Guard from showing in the intel screen.

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.8_RC2.zip
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8
Post by: Zerraforn on January 05, 2020, 10:07:32 PM
Long-time visitor, finally made an account here on the forum in order to properly comment on mods such as this one.

Definitely a must-have mod for me! With the ships fitting seamlessly into the vanilla game's visuals and the faction itself being based in canonical lore (if altered slightly in order to allow them to still exist), it really helps it all feel like it well and truly belongs in the Sector. What issues I do have with it are rather trivial compared to what it does right, though I'll still voice them here for the sake of feedback.

-In the 8.2.8 update, the new elite Mayasurian sub-faction shows up in the intel tab as a separate faction, which it presumably shouldn't be.

-Some mod, I'm not yet sure which one (checking through them all now, and will let you know when I find it), adds an orbital station to Mairaath. This in itself isn't an issue, but the fact that it belongs to the Persean League is. Visiting the station still leads to Mayasura's market, but the station itself belonging to the League will likely cause problems in the (admittedly unlikely) event that the League and Mayasura come to blows. I'm not sure what solution would be prudent to take, or if it even is something you can deal with on your end as it's another mod causing it, but I figured you'd like to know that there's a mod out there which may cause trouble with this one in that sense.

-The adjectives. I combed through the thread to see if it was talked on before. Thankfully I saw your explanation about Mayasurian referring to the people of Mayasura, and Mayasuran referring to the navy itself. While I can't currently think of a real-life group that has different adjectives in this way, that's not the main problem I have with this. The problem I've found is that there are some points where this rule isn't being followed, such as the intel tab referring to them as "the Mayasurans" when by the aforementioned rules the people as a whole would be known as the Mayasurians. The mod description at the beginning of the thread also contradicts the rule, referring to the entire group as the Mayasurans, while also calling it the Mayasurian fleet. Thankfully, I imagine this would be fairly simple to fix— I've even gone into the files and done so myself when playing with previous versions of the mod. Personally I think it may just be easier to pick one over the other to refer to all of it, but that's your call of course.

-The faction's description in the intel tab is incredibly long; much longer than any other faction in the base game as well as any modded one I've personally seen. It also refers to the Mayasurian fleet, which plays into the point made above. Looking back, I noticed it's actually the description used for the mission "The Last Hurrah", which I imagine is why. This is also something I've fixed for myself when using previous versions, and would be more than willing to help put together a faction description that matches the vanilla ones in terms of length and concision.

That's about all that I can think of. The only other things I can think of are lore-related, which I'm not sure if that's relevant enough to really nitpick— though I'd certainly love to get into the nitty-gritty of the story, haha. Like I said before, what this mod does right far outweighs any issues I've found with it, and what issues I have found with it I'd be more than happy to offer whatever help I can with.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8
Post by: Knight Chase on January 05, 2020, 10:09:18 PM
Long-time visitor, finally made an account here on the forum in order to properly comment on mods such as this one.

Definitely a must-have mod for me! With the ships fitting seamlessly into the vanilla game's visuals and the faction itself being based in canonical lore (if altered slightly in order to allow them to still exist), it really helps it all feel like it well and truly belongs in the Sector. What issues I do have with it are rather trivial compared to what it does right, though I'll still voice them here for the sake of feedback.

-In the 8.2.8 update, the new elite Mayasurian sub-faction shows up in the intel tab as a separate faction, which it presumably shouldn't be.

-Some mod, I'm not yet sure which one (checking through them all now, and will let you know when I find it), adds an orbital station to Mairaath. This in itself isn't an issue, but the fact that it belongs to the Persean League is. Visiting the station still leads to Mayasura's market, but the station itself belonging to the League will likely cause problems in the (admittedly unlikely) event that the League and Mayasura come to blows. I'm not sure what solution would be prudent to take, or if it even is something you can deal with on your end as it's another mod causing it, but I figured you'd like to know that there's a mod out there which may cause trouble with this one in that sense.

-The adjectives. I combed through the thread to see if it was talked on before. Thankfully I saw your explanation about Mayasurian referring to the people of Mayasura, and Mayasuran referring to the navy itself. While I can't currently think of a real-life group that has different adjectives in this way, that's not the main problem I have with this. The problem I've found is that there are some points where this rule isn't being followed, such as the intel tab referring to them as "the Mayasurans" when by the aforementioned rules the people as a whole would be known as the Mayasurians. The mod description at the beginning of the thread also contradicts the rule, referring to the entire group as the Mayasurans, while also calling it the Mayasurian fleet. Thankfully, I imagine this would be fairly simple to fix— I've even gone into the files and done so myself when playing with previous versions of the mod. Personally I think it may just be easier to pick one over the other to refer to all of it, but that's your call of course.

-The faction's description in the intel tab is incredibly long; much longer than any other faction in the base game as well as any modded one I've personally seen. It also refers to the Mayasurian fleet, which plays into the point made above. Looking back, I noticed it's actually the description used for the mission "The Last Hurrah", which I imagine is why. This is also something I've fixed for myself when using previous versions, and would be more than willing to help put together a faction description that matches the vanilla ones in terms of length and concision.

That's about all that I can think of. The only other things I can think of are lore-related, which I'm not sure if that's relevant enough to really nitpick— though I'd certainly love to get into the nitty-gritty of the story, haha. Like I said before, what this mod does right far outweighs any issues I've found with it, and what issues I have found with it I'd be more than happy to offer whatever help I can with.

Wow such a big post! Yes, please contact me. I'm on the discord or we can do this through DMs, I'd love to have some GOOD descriptions for the lore and such, haha.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
Post by: Knight Chase on January 10, 2020, 02:54:02 PM
Sometimes balanced for REALS this time.

8.2.8 RC3
-Arjuna Dissipation to 800 (From 600), DP to 50 (From 45)
-Added Design Tech to the .skin files for the Conquest and other various vanilla ships with (M) skins.
-Added Javanicus (SR)
-Switched Heavy Ion Lance damage to Kinetic
-Added Viper-Class Fighter
-Changed shield flux/dam for Didymoi and Ferox to 1 (From 0)
Please forgive me, I had forgotten setting the shield flux/dam for this, as such they will be more balanced now and not invincible.

QUICK EDIT: Redownload I forgot to put the Viper into the .faction file!

(https://i.imgur.com/FixEpgS.png)
(https://i.imgur.com/B81SR0W.png)

https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.8_RC3.zip

Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
Post by: Botaragno on January 12, 2020, 09:56:16 AM
I am apprently missing the MSS_Heron ship hull spec. Which is odd since this mod version is up to date with 8.2.8 RC3
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
Post by: MeinGott on January 13, 2020, 08:42:38 AM
Hi; can I update from 8.2.7 to 8.2.7 RC3 without breaking save?

EDIT
oh, its not on github, guess I cant download legacys even if I wanted
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
Post by: Nurse Wolfman on January 16, 2020, 09:43:21 PM
Hey there so I recently updated my mayasuran mod to the most recent version and I got "fatal error: Ship hull spec [MSS_Javanicus] not found!" I had a look in the log with notepad++ and I found
"13770 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [MSS_Javanicus] not found in ship_data.csv"

I had a look in the excel spread sheet and there isnt a specific entry for the MSS_Javanicus, at least in my copy
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Knight Chase on January 23, 2020, 12:27:04 AM
Hey, get your MERCHANT SHIPS HERE

(https://i.imgur.com/qdly0GF.png)

8.2.8 RC4
-Adjusted Nebulosa DP/maintenance cost to 36 (From 30)
-Adjusted Mithuna's DP/maintenance cost to 35 (From 36)
-Adjusted Gaffel's DP/maintenance cost to 27 (From 30)
-Changed Javanicus Armor to 1400 (From 1600)
-Changed Javanicus Shield Efficiency to 1.0 (From 0.8)
-Changed Mithuna's Flux Capacity to 12000 (From 17000), Dissipation to 850 (From 1050)
-Changed Reiter's OP to 100 (From 80)
-Changed Stingray's frontal medium energy mount to synergy.
-Changed Peltast' converted hangar hullmod to the vanilla version, doubling cost for bombers and increasing cost for regular fighters.
-Added Stormhawk Design Types to (SR) ships.
-Added Mithuna (MM)

Download's in the original post!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Mr_8000 on January 25, 2020, 01:28:50 AM
After updating to the most recent version, Starsector started to crash as soon as the initial load screen ended. I then tested the mod alone with only the prerequisite lazylib and the crash still occurred. After adding Vayra's sector, loading occurs normally. Is Vayra's supposed to be required? As I didn't see it listed as a dependency in the main post.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Knight Chase on January 25, 2020, 12:00:22 PM
After updating to the most recent version, Starsector started to crash as soon as the initial load screen ended. I then tested the mod alone with only the prerequisite lazylib and the crash still occurred. After adding Vayra's sector, loading occurs normally. Is Vayra's supposed to be required? As I didn't see it listed as a dependency in the main post.
Haha, oops! I think I accidentally added a dependency to Vayra's sector to it, I will have it fixed within the hour, be ready to redownload!

EDIT: REDOWNLOAD NOW
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Knight Chase on February 13, 2020, 02:30:52 AM
I have a new ship pack/mod maybe faction in the works? Look forward to it!

(https://i.imgur.com/aEZyXgG.png)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: BigBeans on February 13, 2020, 06:32:07 AM
Is it early High-tech themed? Cause those are some sick odyssey vibes.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.8 RC4
Post by: Sagitta on February 17, 2020, 08:58:13 AM
Is it early High-tech themed? Cause those are some sick odyssey vibes.

I think you might be on to something. That combination of blue/white/yellow looks very similar to the Archon from Ship/Weapon pack and that is described as a transitional midline/hightech design.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9
Post by: Knight Chase on February 22, 2020, 09:10:59 PM
Final patch for this version of the game, probably. If you have problems with ships missing, you did not read the patch notes.

(https://i.imgur.com/ioVge8i.png)

8.2.9
-Added Ultraviolet Pulse Laser
-Added Heavy Weapons integration to Sarissa
READ THIS READ THIS READ THIS READ THIS
SAVEBREAKER
-Removed Raseri, Reiter, Gaffel
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: saif ag on February 24, 2020, 10:07:36 AM
why did you remove the raseri ship??
I liked it a lot  :'(
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: BigBeans on February 24, 2020, 10:21:56 AM
Same I liked the Raseri too  :'(
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: zamingu on February 24, 2020, 02:33:38 PM
It seems like Mayasura only sell ships with DMODS even, if i try to buy the military market ones.
Is it normal?

Love your mod!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: IAmLegion on February 26, 2020, 10:11:02 AM
If you want to keep the raiseri just dont update???

Anyway amazing mod.  I've had it installed from the very beginning.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: Starteri on March 01, 2020, 08:31:00 AM
Amazing mod! That faction blends in so well i always use it, even in no-mod runs. And the final version is here, which is just epic. Making this mod must've been quite the journey.
however, why removing those 3 nice ships? Reiter, Raseri and Gaffel? They were collection items  ;)

Thanks for the amazing content. (Created this account just for this one message  ;D)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: sucateer on March 01, 2020, 05:35:12 PM
I like this mod very much, but i'll agree with the others: no Raseri? That ship is one of the very few i have seen that the AI uses its broadside capabilities to the max. Make it stand alone, at least.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 (THE FINAL VERSION)
Post by: Kpop on March 04, 2020, 03:06:03 PM
Is it just me or the Arjuna AI is really dumb? It rarely uses its main gun even though it could(0% flux). That said even when it does its using it to shoot at a squad of talons or something instead of the capital class raining death upon it.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC2
Post by: Knight Chase on March 25, 2020, 01:00:51 AM
Boom what up, it's your boy releasing a BRAND NEW Mayasura patch.

(https://i.imgur.com/lIacZB6.png)

8.2.9 RC2
-Cropped Excalibur sprite
-Cropped Stingray sprite
-New Javanicus (SR) Sprite, switched from .skin to new hull


Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 03, 2020, 04:21:02 AM
Mayasura is NEVER FINISHED!

8.2.9 RC3
-Viper and Khopesh (M) easier to find in market now. (Previously unimplemented.)
-Adjusted Gorgon SRM damage to 900 (From 600)
This should buff the crossbow bomber to have a potential of 3600 damage now rather than 2400 HE damage.
-Switched Perryi (M)'s role from fighter to bomber on the Javanicus (M)
This will make it act like a bomber now.
-Added Governorship to Mayasura start.
This will allow you to build industries/station on Mairaath.
-Added all blueprint packages to Mayasura start.
-Added all droppable fighters to mayasura_bp.
This will let you build everything in Mayasura's roster now.
-Removed Javanicus (SR) from mayasura_c_package, added warhawk, vayra_warhawk_modular tags.
-Fixed floater on the Moa (SR) sprite.

ALSO, MY MISSION TO ALL PEOPLE WHO START WITH MAYASURA; ACQUIRE OR BUILD EVERY SHIP ON THE ROSTER!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: lgustavomp on April 03, 2020, 12:43:51 PM
will we see an Excalibur (M) in the future?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 03, 2020, 05:08:55 PM
will we see an Excalibur (M) in the future?
I need to find a suitable replacement for the Caliburnus Railgun, haha.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: tantananan on April 03, 2020, 10:32:09 PM
is RC3 save compatible with RC2?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 03, 2020, 11:58:53 PM
is RC3 save compatible with RC2?
Yes, it's only a minor patch.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Luckspeare on April 04, 2020, 07:15:56 PM
Hi, new guy here.  Just wanting to save, love that Javanicus, tasty.  Great mod!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 04, 2020, 08:20:05 PM
Hi, new guy here.  Just wanting to save, love that Javanicus, tasty.  Great mod!
Javanicus is supposed to be my biggest battlecruiser before I introduce some... 'bigger' capitals. I'm glad you enjoy it!
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Drazhya on April 27, 2020, 09:07:10 AM
When I use the Javanicus(SR) it has unlimited and instant replenishment of all fighter squadrons, including bombers. Furthermore, after using it once, every single carrier in my fleet gets the same effect until I reload the game. While sitting in an Onslaught's face with an otherwise-stripped-bare Javanicus(SR) and waiting for my Myrmidon bombers to kill him is funny, I get the feeling this isn't intended.

...I suppose it's worth mentioning that I've only seen this in simulations. I'm not really inclined to bring it into a real fight.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
Post by: Knight Chase on April 27, 2020, 12:53:40 PM
When I use the Javanicus(SR) it has unlimited and instant replenishment of all fighter squadrons, including bombers. Furthermore, after using it once, every single carrier in my fleet gets the same effect until I reload the game. While sitting in an Onslaught's face with an otherwise-stripped-bare Javanicus(SR) and waiting for my Myrmidon bombers to kill him is funny, I get the feeling this isn't intended.

...I suppose it's worth mentioning that I've only seen this in simulations. I'm not really inclined to bring it into a real fight.
You will have to bring this up with Vayra, as I don't control the Stormhawk hullmod.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Knight Chase on April 29, 2020, 03:17:35 AM
Yo, new update. This one is just in preparation for the tournament in a few weeks. It is also compatible with saves if you have 8.2.9 of Mayasura still. Make sure to remove your current download by deleting the folder first then extracting the new archive.

8.2.9 RC4
-Arjuna sprite changes
-Added script to let you keep governorship of Mairaath even after losing it.
However, this only works if Mayasura as a faction has another planet/station besides Mairaath, otherwise you lose governorship forever.
-Changed Onocrotalus/Orchard projectile color
-Changed Gorgon SRM to mayasura_wp_bp (from base_bp)
-Changed Arbalest Battery to mayasura_wp_bp (from base_bp)
-Added Mayasuran Weapon Blueprint Package
-Changed Arjuna's universal mounts to ballistics.
-Added new ship system, capital jets
-Adjusted Javanicus' Acceleration stats to be lower, and thus slower.
-Adjusted Javanicus' Dissipation to 1200 (From 1300)
-Adjusted Javanicus' PPT to 600 seconds (From 720)
-Switched Javanicus' ship system from maneuevering jets to capital jets
These changes will bring the Javanicus more in line and less nimble.

-Raised Nebulosa's price to 300000 (From 230k)
-Raised Nebulosa's DP to 38 (From 36)
-Raised Javanicus' Price to 420000 (From 350k)
-Raised Mokarran's Price to 330000 (From 300k)
-Raised Mokarran's DP/maintenance to 45 (From 42)
This will match the Oddyssey in terms of pricing/DP
-Raised Arjuna's Price to 380000 (From 330k)
This is inbetween the Astral and Legion in terms of pricing.

-Raised Price of Sipahi to 8000 (From 7000)
-Raised Didymoi Price to 14000 (From 11000)
-Raised Khopesh (M) Price to 11000 (From 9000)
-Lowered Stormbreaker Price to 8000 (From 10000)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: SukmaZaki on April 29, 2020, 04:31:58 AM
I'm from Java Island, Indonesia, reading those name in the ships and weapons somehow feel odd but in good way  :D :D ;)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Vivelaraclette on May 07, 2020, 04:54:47 AM
Hello Knight,

Amazing mod, a permanent addition to my games !
I would like to know how to unlock the mayasuran elite guard HQ for player owned Mairaath, even with console command adding of "elitemayasuranguard" it seems to be locked only for Mayasura.
Is it something easy to change in the files ? I looked in it but was not sure.

Thanks and regards,
Raclette
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: DreXav on May 08, 2020, 04:51:34 PM
Mayasuran Navy is hands down one of my favorite mods - it fits so well into the game that it could have been vanilla :) Great quality sprites, interesting and quite thoughtful variety. Their story grips my heart and I'm rooting for them every campaign.

That being said, I have played with their ships in various combinations from a light raider duty with few destroyers and fighters to full blown 30+ Mayasura-only fleet; here is some feedback based on my experience:

Mayasuran strong points:
- Consistent style, love the hammer-head styled ships, so well done
- Great variety of fighters and bombers
- Great variety of ship roles, solid core with lot of niche ships to choose from
- Lot of high mobility (heavy) ships
- Decent shield and armor values
- Generous amount of OP on Navy ships


Mayasuran weak points:
- Very poor selection of dedicated carriers to utilize its impressive repertoire of fighters and bombers
- Has very few weapons of its own, uses too many of Common weak weapons, is too dependant on player acquiring blueprints of other factions' weaponry
- Lot of the niche ships simply fail to pull their weight (some with awkward slots): Arjuna, Nebulosa, Excalibur, Sarissa, Stingray, Vigilance, Perryi, Peltast, Argentavis
- Variety of frigates feels a bit crowded considering how little impact they have, I couldn't really see their differences mattering enough


Some specific ship impression:
Capitals
Nebulosa - it has built-in frontal weapon but everything else is split between broadsides that lacks firepower and has some very awkward slot placements, see my commentary on the screen https://i.imgur.com/6WHpVrJ.png (https://i.imgur.com/6WHpVrJ.png)
AI is confused how to use it at all and player has no incentive to pilot it at all, its just too weak and awkward.

Mokarran (M)- I love this ship's style and utility. Has very good slots and angles, perfect balance between offense and defense paired up with decent mobility makes it a great flanking battleship. My fleet can always rely on it, provided I use decent weapons and none of that common trash AI loves to fit on its Mokarrans.

Javanicus (M) - this is a tough nut. Its Paladin PD seems totally broken but without it, theres serious lack of both firepower and mobility to threaten or finish off enemy ships. Paladin PD on the other hand decimates entire fighter/missile swarms and probably has bugged numbers in Combat Analytics, its just crazy: https://i.imgur.com/q8EyP7d.png (https://i.imgur.com/q8EyP7d.png)
I do love watching Paladin fire, though. Overall I wish it had either more firepower (after fixing Paladin) or staying power with some kind of damage mitigating system.

Arjuna - is my biggest disappointment in this mod. I expected a dedicated carrier to utilize all the faction fighters, instead I got really awkward ship that is coming short in every category that matters: very little firepower , built-in weapon overloads the ship with little to show for it despite huge range, a joke of ship system that doesn't help any of its roles as carrier, capital and siege weapon. No firepower and only 4 fighter bays at 50 DP. Would need a major overhaul to justify fielding it.

Mithuna - is alright as a niche flagship for exploration, but combat is not its forte and its outshined by alternatives.

 Conqueror (M) - is good as far as conquerors go, the flux and armor buff is what the ship needed. AI struggles with making Conquerors in general, but I had fun piloting it thanks to the generous flux dissipation and OP pool. Nothing wrong with the ship as it is, just AI can't handle broadsiding tactics.

Cruisers
Winghead (M) - my favorite ship in the mod and staple of my fleets: huge speed bursts allows it to relocate fast and run down any ship, you can get its shields to be very efficient, very good firepower for a chaser. Paired with its big brother Mokarran they make a formidable flanking force. The navy variant has a generous OP pool, maybe tad too much as I never felt I had to make any sacrifices when fitting it out

Moa (M) - pretty balanced cruiser to stiffen the central defense with while flanks push down. It could use a base speed boost though as I found it struggling to keep up with capitals and later disengage when needed.

Patriot (M) - is a cheap DP filler that actually competes with destroyers for slots on battle, I found it a competent harasser used to back up flanking force.

Sarissa - a mediocre ship at best, Sarissa does nothing to fix it the Mayasuran lack of good carriers, having only two hangar bays and non-fighter buffing ship system. Its slow and there are far better choices out there. Buff base speed a bit and maybe throw in extra hangar slot for +5 DP?

Herron (M) - the band-aid fix for Mayasuran carrier troubles, its relatively cheap and fast, but has no firepower and little defense due too few OP to fit anything besides fighters.

Excalibur - looks cool but ultimately a curiosity at best due its lackluster performance. Maybe buff its built-in weapon to deal extra damage to capital ships to style it like the anti-capital Ion Frigate from Homeworld series? Onslaught slayer!

Destroyers
Hammerhead (M) - looks great but its still the ol' weak Hammerhead. Little firepower and like most destroyers, it melts in fights with cruisers and capitals.

Sunder (M) - overloads fast, very fragile with terrible shields. There's zero reason to bring it into fight as you are better off with Patriot. Could use a buff to flux capacity and maybe a tweaked ship system - 1.5x firepower instead 2.0x but also lower energy flux use by 30%?

Stingray - has no utility beyond fighters, which it doesn't even buff. Might as well take the Herron.

Argentavis - I really want to like this ship but a very slow destroyer with no mobility/damage mitigation systems is just a shortlived piñata. Melts fast under pressure and cannot disengage in time. Costly for what it is, a Patriot for same cost is tankier, faster and deadlier. Would redesign it as smaller brother of Moa, buff speed and swap the drone for Moa's super shield system so it can act as a nimble bait.

Manta (M) - papermache ship thats a waste of points. Got no ideas how to salvage it.

Frigates
Nightingale - the only frigate I could give a green light. Very fast, best used to cap control points and distract enemies.

The rest of frigates: they die very fast and their weak performance seemed uniform despite variety.

Fighters and bombers

Crossbow - I found this to be the king of all fighters as a few wings can easily live through PD fire, enemy interceptors, decimate entire capitals and still be alive to harass its next prey. Potentially too strong when massed?

Ferox - plasma bombers are cool but its expensive and outshined by Crossbow.

Joker - is waste of system on Arjuna, as its host ship rarely gets in range for Joker to fire, nor it can defend Arjuna against anything, including other fighters.

Viper - it struggles to counter enemy fighters, possibly due low numbers per wing. Maybe increase to 3?

Khopesh - good ol' Khopesh is decent when massed.

As a closing note, I think the priority is getting dedicated carriers and faction weapons that specialize better than the generic guns.

EDIT: Oh yea, it could use a few more markets so it can put up a fight. Maybe absorb the Stormhawks idea and have some military camps on fringes? (Would save us from Stormhawk lagfest :D)
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: MesoTroniK on May 08, 2020, 08:17:30 PM
Paladin PD on the other hand decimates entire fighter/missile swarms and probably has bugged numbers in Combat Analytics, its just crazy: https://i.imgur.com/q8EyP7d.png (https://i.imgur.com/q8EyP7d.png)
Combat Analytics is bugged and will feed you misinformation regarding many things... And its issues are impossible to fix, thus it creates a wilderness of mirrors.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: DreXav on May 09, 2020, 05:20:49 AM
Paladin PD on the other hand decimates entire fighter/missile swarms and probably has bugged numbers in Combat Analytics, its just crazy: https://i.imgur.com/q8EyP7d.png (https://i.imgur.com/q8EyP7d.png)
Combat Analytics is bugged and will feed you misinformation regarding many things... And its issues are impossible to fix, thus it creates a wilderness of mirrors.
Yeah, I figured those numbers must be bugged even if it DOES decimate all missiles and fighters.
I just wish I understood what it bugs out with so I could somewhat adjust interpretation of the results
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: dead_hand on May 09, 2020, 05:47:00 AM
Paladin PD on the other hand decimates entire fighter/missile swarms and probably has bugged numbers in Combat Analytics, its just crazy: https://i.imgur.com/q8EyP7d.png (https://i.imgur.com/q8EyP7d.png)
Combat Analytics is bugged and will feed you misinformation regarding many things... And its issues are impossible to fix, thus it creates a wilderness of mirrors.
Yeah, I figured those numbers must be bugged even if it DOES decimate all missiles and fighters.
I just wish I understood what it bugs out with so I could somewhat adjust interpretation of the results

I won't be able to respond to all of your analysis but the Sarissa is a great ship, it's like an eagle on coke. What kind of loadout did you use that it didn't work out for you?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: AxleMC131 on May 09, 2020, 03:17:41 PM
...
Manta (M) - papermache ship thats a waste of points. Got no ideas how to salvage it.
...

I suppose it's worth requesting the same judgement be made to the base Manta from Disassemble Reassemble - we've had this pointed out before by someone, where the user was calling out both versions of the Manta for being awful (and kept them in this thread, despite my requests to move discussions of the base Manta into DaRa's thread). I'd love to get your more detailed opinion on the ship, for both my sake and Knight Chase's.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: DreXav on May 09, 2020, 05:34:38 PM
I will begin by saying that I was reviewing Mayasuran ships first and foremost on merits of synergy within the faction, hence my focus on the naval variants than the base ones and not from perspective of them being viable or allowed for tournaments, which I wasn't told about when Knight Chase asked for feedback.

...
Manta (M) - papermache ship thats a waste of points. Got no ideas how to salvage it.
...

I suppose it's worth requesting the same judgement be made to the base Manta from Disassemble Reassemble - we've had this pointed out before by someone, where the user was calling out both versions of the Manta for being awful (and kept them in this thread, despite my requests to move discussions of the base Manta into DaRa's thread). I'd love to get your more detailed opinion on the ship, for both my sake and Knight Chase's.
The problem with Manta is that its compromised in all categories - what does it strive to be? It has bad shield efficiency of 1.0 for a destroyer, pitiful armor and lower hull points than alternatives, one hangar slot without wing-buffing system. It could be used as capper thanks to its burn drive, but then again it won't be able to contest it very well against other cappers, so you could use a much cheaper and faster frigate for that purpose. A Wolf or Medusa would be much more useful.
A carrier? As mini carrier it doesn't contribute much, maybe one good bomber at cost of everything else, but it lacks the punch and defense to get near frontline really - and for 3 DP more you can have a much more versatile Drover with two hangar bays, great reserve deployment system and four missile slots that can be fired safely. No contest here.
A harasser? Again, lacks firepower and tankiness - for mere 1 DP more you can have a Hammerhead with 25 OP more, better shield efficiency, much better armor and weapon slots. Again no contest here.

Overall Manta is a great looking ship that is spread too thin and its hard to justify bringing one over better (and more common) alternatives. Its all the more aggravating as it just amplifies the shortcomings in Mayasuran fleet composition. I believe its design must be thoroughly refocused to be workable.

I won't be able to respond to all of your analysis but the Sarissa is a great ship, it's like an eagle on coke. What kind of loadout did you use that it didn't work out for you?
I have no idea how can you say Sarissa is an Eagle on coke - it 's a 25 DP cruiser with 130 OP, 25 less than 22 DP Eagle with 155 OP. 20% armor less and sacrifices THREE medium ballistic and one energy medium slot for one large energy slot and two hangar bays but it doesn't buff its wings either nor has enough OP to work with as opposed to Eagle. Its slow for its role and outclassed by alternatives like Moa (22 DP for whooping 190 OP, great shields and generous flux capacity) and doesn't buff its wings either, so you are better off with a more specialized and cheaper dedicated carrier like a Heron, 20 DP with three hangar bays and a targeting feed system.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: AxleMC131 on May 09, 2020, 06:26:07 PM
Alrighty, this looks tasty.



The Manta is definitely unlike other destroyers. The closest comparable (vanilla) hull is probably the Shrike, in that it's a lightweight destroyer with swift movements, that really plays like an oversized frigate. First and foremost, you might see it as a Shrike alternative. It's really cheap for a destroyer - 22,000 credits base, when something like a Hammerhead is 40,000 - but as far as maintenance goes, the ability to field fighters qualifies for a higher monthly supply / deployment cost than you might otherwise expect.

Comparing the Manta to a heavy frigate is perhaps a better option. It gets the benefit of fast movement across the battlefield, alongside a destroyer-grade flux package (and ordnance point budget) and a fighter bay* into the mix as well. Perhaps compare as if it had a medium missile slot or similar instead of the fighter bay, since that's effectively what it sacrifices for the fighters in contrast to other similar ships. The Hammerhead is definitely a better brawler, that can't be denied, but the Manta is more effective at catching small ships and providing supporting fire. The fighters allow it to intercept a target even beyond its own weapons range, and equipping it with an EMP-armed fighter (Thunders or Claws) is a real recipe for rudeness in the Manta.

* It's worth noting that fighters get an automatic speed boost to catch up with their carrier on Regroup mode, so you can put normally slow fighters on it and they won't have a problem keeping up. By that metric, the Manta has another key strength in that it can act as a faster "delivery platform" for slow fighters than other carriers, however this is quite a high-brow exploit and not one that I really care much for.

The rest of the weapons package looks underwhelming, and that's true, it is, but the Manta also has pretty good flux stats for its weight - really good in fact: better than a Hammerhead would you believe! 4500 base flux capacity and 280 dissipation, compared to the Hammerhead's 4200/250. The Hammerhead has its AAF of course, which lets it get effectively double firepower for its flux, and it can also use much punchier weapons, but the Manta can actually handle a lot of flux from both weapons and shields. (The 1.0 efficiency shield is to prevent it from becoming TOO good at tanking on the shield.) On top of the flux, it has the Ordnance budget to afford expensive weaponry - Antimatter Blasters are a great thing to equip in the front, and Railguns or Needlers work well in some of the turrets. The wide shield means you can afford a bunch of offensive weapons in those slots, and you can easily negate nearly all PD, especially if you have an interceptor or support fighter equipped.

Finally, Burn Drive is useful both as a dash-in and a dash-out system. AI usage aside, the Manta is great at pulling the "HEY I'M HERE" move, and despite the light status it does still have some armour to take a few hits while the shield is down. Perhaps the ship's biggest downside that hurts its use as a chaser or pursuit craft is losing the zero-flux boost when its fighters are put into Engage mode, but this can be worked around with selection of fighters and/or hullmods.

One last thing: 10 base burn speed. Without any modifications you have a destroyer at frigate burn speed. It's a small thing since we have Augmented Drive Field and Sustained Burn and tugs to worry about, but it's worth noting all the same.



Despite all of this, the Manta is still only a light destroyer. It can't brawl with other destroyers and certainly can't threaten anything bigger unless you stick some kind of bombers on it. It's very much a versatile, multi-purpose ship design, with the fighters offering the majority of the intrigue there, but all those purposes generally involve beating up small ships. It absolutely CAN perform a harassing task though, but again, this requires particular fighters (don't underestimate the benefit of a wing of Broadswords, Talons or Claws). If you're trying to make a Manta tango with something like a Hammerhead at close range, it won't have a very good time without support. All told, the Manta is an oversized frigate with destroyer-level flux and a fighter bay, and performs best in an unfair fight.

I'm curious to know what roles in particular you've been trying to use the Manta in, and, if you have been using it as a pursuit ship, what exactly you've been pursuing.

Spoiler
The feedback is always appreciated. ;D And also highly interesting - as per the last time someone had this sort of argument, I pointed out that the Manta is one of the most popular ships in Disassemble Reassemble (it's basically the poster child of the mod), yet we have such a variety of playstyles in this game that it's impossible to create something everyone likes, so if this can't be resolved as an actual balance concern, then I'm afraid that's just the way of things.
[close]
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: MrFluffster on May 09, 2020, 07:15:08 PM
Finally, Burn Drive is useful both as a dash-in and a dash-out system. AI usage aside, the Manta is great at pulling the "HEY I'M HERE" move, and despite the light status it does still have some armour to take a few hits while the shield is down.

I already talked(probably a bit too much) about this on discord but I'll post this here on the forum for the sake of current discussion - in my opinion the Manta is in a pretty good place where it has its own niche and is fairly distinct from the other midline destroyers, with a strong identity. It might not be as obviously strong as Hammerhead and Sunder but its speediness, fighter bay, and system make it a pretty darn good pursuit ship as well as a fun option for piloting yourself. And while it probably would be balanced with an extra mount or changing some to hybrids, that'd affect its iconic personality a bit.
The one thing I think is undertuned in a damaging way is its turn speed, as it is slower than a Hammerhead or the closest comparsion the Shrike. This is the one buff I think this ship really needs to be more fun to pilot.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Knight Chase on May 10, 2020, 12:48:07 AM
Quote
They captured ships and changed them. They did not have shields, but had powerful armor and acid weapons.

There was that kind of mod?

rather smells like a SPAZ.
Hey. Sorry to ask in this thread. Will tell you please. Previously, the game had a mod that added a faction of parasites. They captured ships and changed them. They did not have shields, but had powerful armor and acid weapons. Is there a similar mod now?
This is not relevant to my thread, why ask here?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: dead_hand on May 10, 2020, 02:30:09 AM
...
I have no idea how can you say Sarissa is an Eagle on coke - it 's a 25 DP cruiser with 130 OP, 25 less than 22 DP Eagle with 155 OP. 20% armor less and sacrifices THREE medium ballistic and one energy medium slot for one large energy slot and two hangar bays but it doesn't buff its wings either nor has enough OP to work with as opposed to Eagle. Its slow for its role and outclassed by alternatives like Moa (22 DP for whooping 190 OP, great shields and generous flux capacity) and doesn't buff its wings either, so you are better off with a more specialized and cheaper dedicated carrier like a Heron, 20 DP with three hangar bays and a targeting feed system.

What I consider is that the fighters can help other ships if the need arises, or stick around with the ship, making it a very flexible option. More importantly the two hangar bays do not use any flux, which is great, and this is a big deal. I usually leave some weapons on the Eagle blank, because it doesn't have the flux stats to actually use all of its weapon slots, so the 'sacrifice' does not bother me very much. As you said, you also get a large energy slot on the Sarissa, so it's not lacking firepower. The Armor value is not an issue for me, I consider that if a ship gets to that point where THAT starts mattering, it's time to get it out of battle and replace it because the ship isn't adding much value to the battle.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: eidolad on May 22, 2020, 11:54:02 AM
started a Nexerelin game and joined the Mayasuran faction at start...hoo boy interested to see if other players have had success in this game start.

Spoiler

1.   Mayasuran high command decided to make me, a Lieutenant JG frigate captain, in charge of their home world on day 1.

2.   I've got a pirate station AND a Tri-Tachyon station in the home system!

3.   so all the Mayasuran defense fleets immediately go off to kamikaze themselves to destroy these stations.  I help out but this drains the defense fleets to nothing.

4.  My first strategic decision is:  build up my own fleet asap.  So I've spent months just defending the home sector space and gobbling up D-Modded ships, including, God Help Me, three Venture cruisers.  All because I need the weight of metal just to counter the local Tri-Tachyon and Pirate patrols.  I just don't feel that the home planet has any protection really.

5.  Now that I have @20 junk ships, I'm off to make some money and tentative plan is to buy, say, two or defense fleets to give my home sector "space superiority".  But I know that the AI will likely waste these fleets once again to knock down those stations...so instead will likely buy a battlestation and ground troop upgrade for the planet instead.

So how do you folks plan your early game activities for a Mayasuran/Nex game start?...because I can definitely see why this is labeled a "hard" start and think that, Real Soon Now, a faction is simply going to send a Grand Fleet and two helper fleets and simply take the home world.

In fact big picture is that I assume I'll lose this planet...so I'm planning on the certainty that I'll have to start over someone else with the "new faction" and consider that to be the "real Mayasura".

edit:  actually a Few Good Men helped me with the pirate base, and then when Hegemony came for the planet they didn't take but disrupted just about every industry...so maybe Mayasura can come back.
[close]

edit2:  lost the homeworld! to a combined three Hegemony super-fleets...so waited till they went away...and before they rebuilt the orbital, took it back.  I then got a Few More Good Men and took some pirate bases and planets (which went over to Mayasuran faction control) which gave the enemy factions something else to target besides the homeworld.  Got some Mayasuran heavy metal in the fleet now.  No rest for Hegemony and Luddic anything.

gots me a Sunder(M) niiiiiice
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Yubbin on May 22, 2020, 06:19:34 PM
started a Nexerelin game and joined the Mayasuran faction at start...hoo boy interested to see if other players have had success in this game start.

Spoiler

1.   Mayasuran high command decided to make me, a Lieutenant JG frigate captain, in charge of their home world on day 1.

2.   I've got a pirate station AND a Tri-Tachyon station in the home system!

3.   so all the Mayasuran defense fleets immediately go off to kamikaze themselves to destroy these stations.  I help out but this drains the defense fleets to nothing.

4.  My first strategic decision is:  build up my own fleet asap.  So I've spent months just defending the home sector space and gobbling up D-Modded ships, including, God Help Me, three Venture cruisers.  All because I need the weight of metal just to counter the local Tri-Tachyon and Pirate patrols.  I just don't feel that the home planet has any protection really.

5.  Now that I have @20 junk ships, I'm off to make some money and tentative plan is to buy, say, two or defense fleets to give my home sector "space superiority".  But I know that the AI will likely waste these fleets once again to knock down those stations...so instead will likely buy a battlestation and ground troop upgrade for the planet instead.

So how do you folks plan your early game activities for a Mayasuran/Nex game start?...because I can definitely see why this is labeled a "hard" start and think that, Real Soon Now, a faction is simply going to send a Grand Fleet and two helper fleets and simply take the home world.

In fact big picture is that I assume I'll lose this planet...so I'm planning on the certainty that I'll have to start over someone else with the "new faction" and consider that to be the "real Mayasura".

edit:  actually a Few Good Men helped me with the pirate base, and then when Hegemony came for the planet they didn't take but disrupted just about every industry...so maybe Mayasura can come back.
[close]


gots me a Sunder(M) niiiiiice
How did you get in charge of their homeworld?
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: eidolad on May 22, 2020, 07:01:09 PM
I just set up a normal Nex game, non-random galaxy AND chose Mayasura as my starting faction.  I've been playing with this faction on for several games and only just noticed this amazing game option.

(I put that detail inside spoiler formatting originally because I didn't want to spoil any surprises that the mod creator may have sprung in a recent update.  However I've seen as reported in https://fractalsoftworks.com/forum/index.php?topic=17807.0, the mod appears to have this "challenge start, be in charge of Mayasura from the beginning" as a built-in feature.  And what a fantastic feature it is!)

'Cause starting in control of Mayasuran faction is an eminently cool and difficult way to start out...we'll see how long I can survive as I usually wander away from a Nex game instance once I have a colony or two so am not very practiced in the end-game phase.

Sure seems that having 500 or so Marines around at all times is useful.

I've successfully brought Mayasura back from the brink of annihilation to sector dominance. Huzzah!

____

One note:  The home planet has both a Patrol Base, and a Military Base.  So when I eventually upgraded both to High Commands:  one of them disappeared (i.e. perhaps the game only allows a planet to have one High Command at a time).  I worked around this by not upgrading the second one to one step below High Command.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC5
Post by: Knight Chase on May 31, 2020, 05:39:02 PM
Let's go, new patch!

(https://i.imgur.com/j7TRmz3.png)

Spoiler
(https://i.imgur.com/2xURVy9.png)
[close]

8.29 RC5
-Buffed Gandiva DPS to 1050 (From 652)
-Changed to interruptible burst
This will allow you to shoot 1-2 shots by releasing your mouse button midburst.
-Gandiva Flux/shot to 1000 (From 1200)
-Removed Ammo from Twin Sagir Autolasers
This lets the Crossbow Bomber return to carrier as soon as its done dropping off its payload.
-Changed Arjuna's Flux Capacity to 18000 (from 12000)
-Changed Arjuna's Flux Dissipation to 1000 (From 800)
-Changed Arjuna's side turrets to mediums/removed center rear medium turret.
-Changed Arjuna's OP to 260 (From 240)
This is a very big buff and will let the Arjuna go toe to toe as a mainline battlecarrier now.
-Removed Carrier/combat tag from Arjuna
-Changed Arjuna Designation to Heavy Battlecarrier (From Siege Carrier)
-Mokarran Sprite Changes
-Arjuna Sprite Changes
-Gandiva Sprite Changes
-Excalibur Sprite Changes

8.2.9 RC6
-Nebulosa sprite changes
-Arjuna Flux Capacity to 14000 (From 18000)
-Arjuna Flux Dissipation to 900 (From 1000)
Did some testing, was a bit strong in over all flux. This should curtail the Arjuna, but still make it relatively good for its price/DP.
-Arjuna OP to 250 (From 260)
So, with the rearmost center medium turret removed, this left over an extra 10 OP; this should fix that.
-Changed Mokarran's system to Infernium Jets
Now, it has an effect of regular MJ, however it loses 25 of that speed in reverse.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC6
Post by: Discgear on June 03, 2020, 11:23:03 AM
For anyone that still uses the Tiburo super fighter addon mod. The game treats the super fighter and the frigate, both named Tiburo, as the same entity. Removing "Mayasuran Navy\data\hulls\MSS_Tiburo.ship" fixes the weapon and thuster placements for the fighter. Need to disable the super fighter addon mod to get back the frigate variant.


Just dreaming here but having Tiburo frigate lauch a Tiburo fighter, both dressed in blue, would be freaking sweet. I know why you got rid of it but in my opinion the looks can't be beat.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0
Post by: Knight Chase on June 20, 2020, 03:52:50 AM
The CHAD Mokarran, the Virgin Rampage

(https://i.imgur.com/bJnZ0xK.png)

8.3.0
-Multiple Sprite Changes
-Sprite Changes on most (M) ships.
In particular, the Winghead (M) has a fresh new coat of paint.
-Argentavis bound points change
-Joker bound points change
-Viper weapon mounts change/sprite change
-Sarissa price to 140000 (From 160000)
-Winghead price to 145000 (From 155000)
-Nightingale price to 24000 (From 50000)
-Tiburo price to 15000 (From 25000)
-Tiburo DP/Maintenance to 5 (From 7)
-Changed Heavy Ion Lance arc frequency to 0.2/0.3
This basically means it arcs faster, up to 5 arcs compared to the Tachyon Lance's 3.

-Added Arjuna (M)
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0
Post by: DeusVauly on June 26, 2020, 01:15:04 PM
is there any way to get the caravan labeled as a civilian ship so you don't get fleets filled with freighters like this?
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0
Post by: Sedrido on June 29, 2020, 02:52:29 PM
i think out of all the mods they could integrate into the game this one would be my pick it seems fairly balanced and somewhat lore friendly atleast as far as the ships go (a bit less faction wise considering their defeat and all) as the sector would surley salvage and reuse them even to current times  :)
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on July 26, 2020, 09:51:35 PM
Post tournament update, HVBs/new ships are on the way soon!

(https://i.imgur.com/0Md65Vr.png)

8.3.0 RC2
-Javanicus PPT to 720 seconds (From 600)
-Javanicus Dissipation to 1300 (From 1200)
-These are the pre tournament stats that I'm putting back. Since the Javanicus should be Mayasura's last line of defense.
-Changed Mokarran's system back to Maneuvering Jets
These are the pre tournament stats
-Mokarran Shield Arc to 210 (From 270)
This should make the Mokarran more easily flanked, letting you use the PD weapons more.
-Mokarran OP to 300 (From 315)
Originally the Mokarran was at +130 OP, this should make it balanced at +115
-Changed Mokarran's frontal medium turrets to energy, frontal medium hardpoints to ballistics only, and the return of the large composite
This change will allow a greater variety of weapons to be used by the Mokarran.
-Removed two small energies next to the large turret, removed two small missiles.
In order for the large composite to come back to the Mokarran, other parts of the ship will have to be sacrificed.
-Sarissa OP to 145 (From 130)
-Sarissa (M) OP to 155 (From 145)
Originally the +30 OP was meant for a Heron, the +   45 from baseline is in between the Eagle and Heron, letting the Sarissa perform better.
-Fixed sunder's sprite floaters
-Moved Argentavis' central engine plume
-Removed Strike/Use vs frigates tag from the Gandiva
Hopefully this will fix some targeting issues
-Changed Patriot's default loadout to Ultraviolet Pulse Lasers
-Centered shield position for hammerhead/excalibur/sarissa
-moved stingray shield position
-Triple Beam Cannon turnrate to 10 (From 5)
This should help the TBC in firing continously on a target.
-Added Low Profile trait to Mayasura
This may make the Mayasura start *easier* but, hopefully Mayasura will not die during the first year. Still very possible with all its enemies!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: LifeLoser on August 07, 2020, 07:32:52 AM
After I've updated to a new version my game keeps crashing. When I try to access my storage to get my fleet I get this notification.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on August 07, 2020, 10:53:55 AM
After I've updated to a new version my game keeps crashing. When I try to access my storage to get my fleet I get this notification.
>-Removed two small energies next to the large turret, removed two small missiles.
You must remove all weapons from the ship.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: LifeLoser on August 08, 2020, 06:53:51 AM
The problem is I can't remove those weapons because as soon as I go to the planet where my fleet is stored (including one fully equiped Mokarran) and try to enter Storage in order to edit/retrive it, my game freeze and after a while I get a CTD with message posted above.

I've tried to maybe edit save but I couldn't see a record which would contain this paticular ship or any ship I own for that matter so I guess it means that my save is broken  :'(
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: eidolad on August 08, 2020, 12:33:22 PM
Version checker gives me the heads up about the new version yay!  And I spied that sweet phrase "HVBs/new ships are on the way soon!"

I reenlist with Mayasura.  A dusty old history file states that my great-great-great-great-grandmother was once entrusted with the defense of the homeworld.  Not me, now way.  Per family tradition, I choose to serve my homeworld's navy, but thankfully have stayed stayed under the radar here in the home fleet auxiliary.  Surely they will ignore this frigate Captain and let me be.

Excuse me exec, WHO did you say is on the comm?
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Histidine on August 08, 2020, 07:14:47 PM
The problem is I can't remove those weapons because as soon as I go to the planet where my fleet is stored (including one fully equiped Mokarran) and try to enter Storage in order to edit/retrive it, my game freeze and after a while I get a CTD with message posted above.

I've tried to maybe edit save but I couldn't see a record which would contain this paticular ship or any ship I own for that matter so I guess it means that my save is broken  :'(
You can revert to the old version, make the changes, then update again.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on August 12, 2020, 11:19:45 PM
Just a quick update, not actual update. But I've been working on some ships!

Spoiler
(https://i.imgur.com/G47wUnu.png)
(https://i.imgur.com/UsFx2DI.png)
[close]

My new destroyer carrier is called the Shikra. It's designed to be my two deck replacement for the Stingray. The Stingray will be downgraded to one deck, however its combat capabilities are vastly improved. With the introduction of two hybrid turrets on its side and the changing of the centerline missile mount to a composite; You will find the access of ballistics to a combat carrier with three mediums to be quite.. lethal!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2 - Bug Report
Post by: Wicker on August 15, 2020, 01:09:32 PM
Bug Report:
72015 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
   at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:313)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Caused by: java.lang.RuntimeException: Faction mayasura has invalid trait lowprofile
   at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:290)
   at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:173)
   at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:272)
   at exerelin.utilities.ExerelinConfig.<clinit>(ExerelinConfig.java:277)
   ... 6 more

Cause: Faction Mayasura has invalid trait lowprofile

I'm assuming this doesn't work with Exerelin?
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: AxleMC131 on August 15, 2020, 03:57:57 PM
Check that both Mayasuran Navy and Nexerelin are up to date.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Xobra on August 21, 2020, 06:20:52 AM
Great Faction Mod. Love to RP with it.

One thing that bothers me, is that the Base UI Color for the Mayasuran Navy is too white. Personally changed it to [235,231,180,255] for a more yellowish font.

It does confuse a bit if you can't differentiate it from Standard Text at first glance, or got other Faction that also add (very) white Faction Fonts
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on August 29, 2020, 12:29:00 AM
I'll be releasing the new Mayasuran Navy very soon, so hold out for a week while I find a new hosting site!
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: HannibalMannibal on August 29, 2020, 03:34:26 PM
when you play as the mayasuran navy in nexerellin faction why cant you directly control the worlds that you take for the mayasuran navy if youre the de facto leader of the homeworld? doesnt make any sense and kills it for me, i have to create my own faction to take control of the worlds and then *** off the mayasuran navy.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Knight Chase on August 29, 2020, 08:16:34 PM
when you play as the mayasuran navy in nexerellin faction why cant you directly control the worlds that you take for the mayasuran navy if youre the de facto leader of the homeworld? doesnt make any sense and kills it for me, i have to create my own faction to take control of the worlds and then *** off the mayasuran navy.
Can you even consider yourself Mayasuran if you conquer the people who rely on you to lead them? Shameful.
Title: Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
Post by: Xobra on August 30, 2020, 11:14:43 AM
when you play as the mayasuran navy in nexerellin faction why cant you directly control the worlds that you take for the mayasuran navy if youre the de facto leader of the homeworld? doesnt make any sense and kills it for me, i have to create my own faction to take control of the worlds and then *** off the mayasuran navy.

Technically you only get Governorship, which means the planet (and its in-faction import/exports) still belongs to Mayasura. Which also makes the Faction still exist even though they don't have a market left.

If you want all the things you conquer for yourself use console commands to transfer the market to you.
Title: Raseri?
Post by: miniusAreas on September 16, 2020, 02:40:00 PM
Hey there! I played with this mod with version 8.2.0, back when the Raseri (in all of its broken, Mijolnir meta glory) was still around. I have fond memories of using it to punt the burnt-out husks of Ventures and Atlas MK2's into bigger and smaller ships for fun, and I'm sad to have lost it for what seems to be for good, quite possibly. Is there any chance we will ever see it back as part of this mod or a standalone version of the Raseri itself? The hole in my ramming fleet heart is currently bleeding wide open without such a glorious ship.
Title: Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
Post by: Warhydra on September 23, 2020, 01:25:24 PM
Really like this mod, though I encounter a few problem so far.

Nebulosa (M) - Sadly the Prime version is the worst of the three, both stormhawk and regular nebulosa have more firepower on their boadsides due to having missiles/fighters. It also likes to fire the railgun wildly while it's rotating, which is a common problem with broadside ships with fixed forward weapons (Neutrino Banshee Norn has the same problem)

Arjuna (M) - The AI spams the phase teleporter as soon as it is off cool down with no rhyme nor reason, fighters will be constantly pull out of range and grouped for flak cannons, bombers get teleported out before they are properly massed. Definitely not worth giving up the flux free large gun that the Joker gives you.