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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 697549 times)

Szasz

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Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
« Reply #390 on: October 27, 2020, 11:47:17 AM »

Could you be so kind to add the latest version to github that had no HVBs yet, please? I think it was 8.3.0 RC2
http://puu.sh/GHmi3/a6b795c228.zip
here you go!

Thanks!
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Cyber Von Cyberus

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Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
« Reply #391 on: October 27, 2020, 12:43:59 PM »

I wanted to know, how does the Arjuna's (M) fighter teleportation device works ? I've tried it out and it feels very inconsistent, either it teleports the bombers and fighters over a very small distance no matter how far away I point my cursor or it will only teleport a single wing if I try to teleport them close to me after recalling them.
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Mr_8000

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Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
« Reply #392 on: November 07, 2020, 08:32:55 AM »

Scaramouche (CJ)'s blueprint is present in the mayasuran bp package. Seems to be unintended since you can't produce it anyway, as it lacks an entry in default ship roles (as most HVBs do).
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
« Reply #393 on: November 07, 2020, 11:07:15 PM »

Scaramouche (CJ)'s blueprint is present in the mayasuran bp package. Seems to be unintended since you can't produce it anyway, as it lacks an entry in default ship roles (as most HVBs do).
Nice catch! I fixed it.
But also check out the ships I've been working on my twitter!



https://twitter.com/PanzerCrusader/status/1325216889757294600

https://twitter.com/PanzerCrusader/status/1324824112095584256

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Igncom1

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Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
« Reply #394 on: November 08, 2020, 01:03:32 AM »

That command frigate does make me yearn for a Mod that has it's ship 'power' priority reversed with ultra-powerful small ships, and fodder larger ships.

That or space 'fighters' and 'bombers' in place of cruisers and capitals. A faction that builds it's spaceships like they are massive aircraft.
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Chairman Suryasari

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Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
« Reply #395 on: November 26, 2020, 06:29:17 AM »

Mayasuran doesn't use (M) variant it is intentional? It's kinda weird that a commision holder can have planetary fleet fill with (M) variant instead of the main Faction :D
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Szasz

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Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
« Reply #396 on: November 27, 2020, 06:34:10 AM »

If Scaramouche CJ is meant to be recoverable please consider either adding Reinforced Bulkheads to its loadout or create a rare_flagships.csv file for vayra bounties (will be useful later on anyway) like
bounty,variant,factions,weight,source
mayasura_special_scaramouche,MSS_Scaramouche_HVB_CJ,"independent, mayasura, pirates",1,joyriding in

Save scumming that battle 8+ times with no option to recover the flagship is no fun.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.2
« Reply #397 on: December 06, 2020, 05:31:32 PM »

Two new very aggressive ships!



8.3.2
-Added National-Class Squadron Leader
This is my newest capital, capable of ruinous firepower with its three large energy turrets! You will find its firepower satisfactory for anything you mount on it!
-Added Loyalist-Class Command Frigate
This is my new frigate designed for those who like commanding from a frigate, using safety overrides and enjoying small weapons from a very... interesting chassis.
It has increased PPT of almost 7 minutes, however its toggle safety overrides' system will drain that extremely quickly.
-Added Safeties Switch System!
Toggle your safety overrides with one simple button!
-Buffed Phase Gateway Range from 800 to 1600 units.
-Updated Cjuicy's portrait with a custom made one by Gwyvern!
-Added Reinforced Bulkheads to Scaramouche (CJ)

https://github.com/KnightShii/Starsector/raw/master/Mayasuran%20Navy%208.3.2.zip
« Last Edit: December 06, 2020, 05:36:08 PM by Knight Chase »
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.1 RC3
« Reply #398 on: December 06, 2020, 05:31:56 PM »

If Scaramouche CJ is meant to be recoverable please consider either adding Reinforced Bulkheads to its loadout or create a rare_flagships.csv file for vayra bounties (will be useful later on anyway) like
bounty,variant,factions,weight,source
mayasura_special_scaramouche,MSS_Scaramouche_HVB_CJ,"independent, mayasura, pirates",1,joyriding in

Save scumming that battle 8+ times with no option to recover the flagship is no fun.
I've added bulkheads as a built-in to the HVB.
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Agalyon

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Re: [0.9.1a] Mayasuran Navy 8.3.2
« Reply #399 on: December 07, 2020, 12:43:19 AM »

This new stuff (and changes) all looks awesome, I'm excited to try it. The frigate in particular is very interesting, thats a really neat idea. Thanks for adding bulkheads do the Scaramouche too.

As for built in vs modular weapons, I'm honestly pretty torn. I think if I had to pick a sufficiently interesting built in would take the cake as those are always awesome to play with and build around but tbh anything is nice.
« Last Edit: December 07, 2020, 12:46:02 AM by HeartofDiscord »
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onewhosaysgoose

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Re: [0.9.1a] Mayasuran Navy 8.3.2
« Reply #400 on: December 17, 2020, 08:33:50 AM »

I have spent hundreds of hours studying naval history, and almost every element of the ship designs you have put into the mod mesh with terrestrial ship design in an amazing and enjoyable way.

The doctrine of putting a medium mount on the stern of most ships with fixed front-facing main batteries, but then not putting them on the broadside-focused warships, feels like a logical compromise for a navy fighting in an environment with the ubiquitous Salamander missile system and highly mobile phase frigates. It is great for worldsectorbuilding by making it seem like these ships are made and employed by thinking people who want to live in their world. A dreadnaught style centerline battery with a superfiring turret feels remarkably cozy in a space age game.

I have been watching the Ferox Fighter wing take capitals from 100%->0% hp in a single strike if they hit exposed hull, but their contribution doesn't show up on a the combat analytics report (but their fighter kills do somehow). Is there a config setting or something to fix this?

Thank you for making this.
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Farya

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Re: [0.9.1a] Mayasuran Navy 8.3.2
« Reply #401 on: January 03, 2021, 11:41:18 AM »

Mayasurans really look like Greysons expies. And that's why I love them. In sector full of big factions made of *** like Hegemony and Diktat, this one planet faction still manages to hold it's own with clever ship designs and will to fight no matter what. Also midline tends to be generaly overlooked in mods. Low Tech and High Tech are much more popular for new designs. Having a faction focused solely on Midline doctrine is refreshing.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #402 on: January 26, 2021, 05:38:18 AM »

8.3.2 RC2
-Blocked Ops center from being installed twice on the National/Loyalist
-Fixed center left turret on the Loyalist to be 150 arc and match existing arcs.
-Returned the frontal small missile slots to the Mokarran.
-Changed Loyalist's sprite a bit.
-Buffed Argentavis' armor to 800 (From 700)
This change is due to the Enforcer getting a defensive bonus and I plan on keeping up with such changes!
-Buffed Stingray Dissipation to 450 (From 350)
-Buffed Stingray Capacity to 5500 (From 4500)
-Buffed Stingray to 95 OP (From 85)
These changes will let the Stingray excel in a more combat focused role. With focus on its three energy mediums, more spicy loadouts can be made.
-Added back in ammo system to UV pulse laser. It simply had way too good sustained DPS, this will curve it back a bit!

Small patch for now, big things soon; please look forward to it!
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Dazs

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #403 on: January 26, 2021, 01:57:42 PM »

I was testing the Loyalist in my fleet and thought it was a bit off, thanks for updating it!

"big things soon" OOOooo :)

Phoenixheart

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Re: [0.9.1a] Mayasuran Navy 8.3.2 RC2
« Reply #404 on: January 28, 2021, 02:48:03 PM »

Playing Mayasurans in Nexerlin, and they don't seem to be getting the Orbital Works bonus for their ship quality from their own planets, any ideas what might cause this and if it can be fixed by tweaking a config?

Screenshot:
https://imgur.com/a/F9rhWGP
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