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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 697701 times)

Knight Chase

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Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #150 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.
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ReXspec

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Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #151 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

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?
« Last Edit: March 06, 2019, 09:54:58 AM by ReXspec »
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ReXspec

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Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #152 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?
« Last Edit: March 09, 2019, 03:24:10 PM by ReXspec »
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Vayra

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Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #153 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!


Mayasuran Nearly v 0.1


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.
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solardawning

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Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #154 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.
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ReXspec

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Re: [0.9a] Mayasuran Navy 8.1.8
« Reply #155 on: March 16, 2019, 02:18:37 AM »

You want more Tiburo, you get more Tiburo!


Mayasuran Nearly v 0.1


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
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Knight Chase

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Re: [0.9a] Mayasuran Navy 8.1.9
« Reply #156 on: March 16, 2019, 08:09:32 PM »

This here's the real update, not some phony one. Get it while it's hot!





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.
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Igncom1

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Re: [0.9a] Mayasuran Navy 8.1.9
« Reply #157 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.
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Sunders are the best ship in the game.

Noomsy

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Re: [0.9a] Mayasuran Navy 8.1.9
« Reply #158 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...
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Euphytose

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Re: [0.9a] Mayasuran Navy 8.1.9
« Reply #159 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.
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Voiddweller

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Re: [0.9a] Mayasuran Navy 8.1.9
« Reply #160 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!
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ThePollie

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Re: [0.9a] Mayasuran Navy 8.1.9
« Reply #161 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.
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AxleMC131

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Re: [0.9a] Mayasuran Navy 8.1.9
« Reply #162 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).
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ThePollie

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Re: [0.9a] Mayasuran Navy 8.1.9
« Reply #163 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.
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cjuicy

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Re: [0.9a] Mayasuran Navy 8.1.9
« Reply #164 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.
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