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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Mayasuran Navy 8.2.0 RC5  (Read 99404 times)

vorpal+5

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #225 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.
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bamzooki2

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #226 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!
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Hrothgar

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #227 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
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eidolad

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #228 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.
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Null Ganymede

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #229 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.
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Sinigr

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #230 on: July 15, 2019, 09:56:26 PM »

Best ship of this mode! And first ship whis which i finghting turbing back towards enemies  ;)
« Last Edit: July 16, 2019, 11:44:06 PM by Sinigr »
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #231 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!
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« Last Edit: August 03, 2019, 11:11:28 AM by Knight Chase »
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ARandomGuy

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #232 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?
« Last Edit: August 16, 2019, 04:56:10 PM by ARandomGuy »
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #233 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!
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Alorex

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #234 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.
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Shuhei

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #235 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?
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AxleMC131

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Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« Reply #236 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.
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