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Author Topic: [0.97a] Mayasuran Navy 11.0.0 RC1  (Read 698013 times)

Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.1
« Reply #255 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
[close]


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



« Last Edit: September 15, 2019, 02:55:20 PM by Knight Chase »
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I run a mostly variety stream at
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Nilands

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Re: [0.9.1a] Mayasuran Navy 8.2.1
« Reply #256 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://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?
« Last Edit: September 15, 2019, 02:55:53 PM by Nilands »
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« Reply #257 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://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.
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Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
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Nilands

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« Reply #258 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.
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Rohzdear

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Re: [0.9.1a] Mayasuran Navy 8.2.1
« Reply #259 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!
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MeinGott

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« Reply #260 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 :)
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Whitey

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« Reply #261 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.
« Last Edit: September 20, 2019, 04:07:12 PM by Whitey »
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« Reply #262 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!
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BigBeans

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« Reply #263 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.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« Reply #264 on: September 26, 2019, 09:41:50 AM »

Spoiler

[close]

Let's just say I've been working on that!
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Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
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StrikeEcho

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« Reply #265 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.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« Reply #266 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
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I hope you aren't wearing sunglasses or something.
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I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
« Reply #267 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://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_8.2.1_RC3.7z
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I run a mostly variety stream at
https://www.twitch.tv/knightchasevr
Hope to see you there sometime!
Follow my twitter at https://twitter.com/PanzerCrusader for mod updates. AND JOIN THE #1 GAMER DISCORD AT
http://discord.gg/TfnmXCxJuQ

Xevecx1

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
« Reply #268 on: September 26, 2019, 10:28:39 PM »

thankyou so hard to keep mayasura alive without heavy industry
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Nightrad

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Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
« Reply #269 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?
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