Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
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://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC2.7zhttps://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_Falls_8.2.1_RC2.7z
Quote from: Knight Chase on September 15, 2019, 02:40:26 PMHey, 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://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC2.7zhttps://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_Falls_8.2.1_RC2.7zOh 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?
Quote from: Rohzdear on September 14, 2019, 06:22:39 PMWould 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
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?
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.
Uh, dude you mind changing the shade of blue for the faction? The text is kinda hard to read with a space background.