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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Mayasuran Navy 8.3.0 RC2  (Read 221756 times)

eidolad

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Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
« Reply #360 on: May 22, 2020, 11:54:02 AM »

started a Nexerelin game and joined the Mayasuran faction at start...hoo boy interested to see if other players have had success in this game start.

Spoiler

1.   Mayasuran high command decided to make me, a Lieutenant JG frigate captain, in charge of their home world on day 1.

2.   I've got a pirate station AND a Tri-Tachyon station in the home system!

3.   so all the Mayasuran defense fleets immediately go off to kamikaze themselves to destroy these stations.  I help out but this drains the defense fleets to nothing.

4.  My first strategic decision is:  build up my own fleet asap.  So I've spent months just defending the home sector space and gobbling up D-Modded ships, including, God Help Me, three Venture cruisers.  All because I need the weight of metal just to counter the local Tri-Tachyon and Pirate patrols.  I just don't feel that the home planet has any protection really.

5.  Now that I have @20 junk ships, I'm off to make some money and tentative plan is to buy, say, two or defense fleets to give my home sector "space superiority".  But I know that the AI will likely waste these fleets once again to knock down those stations...so instead will likely buy a battlestation and ground troop upgrade for the planet instead.

So how do you folks plan your early game activities for a Mayasuran/Nex game start?...because I can definitely see why this is labeled a "hard" start and think that, Real Soon Now, a faction is simply going to send a Grand Fleet and two helper fleets and simply take the home world.

In fact big picture is that I assume I'll lose this planet...so I'm planning on the certainty that I'll have to start over someone else with the "new faction" and consider that to be the "real Mayasura".

edit:  actually a Few Good Men helped me with the pirate base, and then when Hegemony came for the planet they didn't take but disrupted just about every industry...so maybe Mayasura can come back.
[close]

edit2:  lost the homeworld! to a combined three Hegemony super-fleets...so waited till they went away...and before they rebuilt the orbital, took it back.  I then got a Few More Good Men and took some pirate bases and planets (which went over to Mayasuran faction control) which gave the enemy factions something else to target besides the homeworld.  Got some Mayasuran heavy metal in the fleet now.  No rest for Hegemony and Luddic anything.

gots me a Sunder(M) niiiiiice
« Last Edit: May 23, 2020, 07:56:40 PM by eidolad »
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Yubbin

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Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
« Reply #361 on: May 22, 2020, 06:19:34 PM »

started a Nexerelin game and joined the Mayasuran faction at start...hoo boy interested to see if other players have had success in this game start.

Spoiler

1.   Mayasuran high command decided to make me, a Lieutenant JG frigate captain, in charge of their home world on day 1.

2.   I've got a pirate station AND a Tri-Tachyon station in the home system!

3.   so all the Mayasuran defense fleets immediately go off to kamikaze themselves to destroy these stations.  I help out but this drains the defense fleets to nothing.

4.  My first strategic decision is:  build up my own fleet asap.  So I've spent months just defending the home sector space and gobbling up D-Modded ships, including, God Help Me, three Venture cruisers.  All because I need the weight of metal just to counter the local Tri-Tachyon and Pirate patrols.  I just don't feel that the home planet has any protection really.

5.  Now that I have @20 junk ships, I'm off to make some money and tentative plan is to buy, say, two or defense fleets to give my home sector "space superiority".  But I know that the AI will likely waste these fleets once again to knock down those stations...so instead will likely buy a battlestation and ground troop upgrade for the planet instead.

So how do you folks plan your early game activities for a Mayasuran/Nex game start?...because I can definitely see why this is labeled a "hard" start and think that, Real Soon Now, a faction is simply going to send a Grand Fleet and two helper fleets and simply take the home world.

In fact big picture is that I assume I'll lose this planet...so I'm planning on the certainty that I'll have to start over someone else with the "new faction" and consider that to be the "real Mayasura".

edit:  actually a Few Good Men helped me with the pirate base, and then when Hegemony came for the planet they didn't take but disrupted just about every industry...so maybe Mayasura can come back.
[close]


gots me a Sunder(M) niiiiiice
How did you get in charge of their homeworld?
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eidolad

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Re: [0.9.1a] Mayasuran Navy 8.2.9 RC4
« Reply #362 on: May 22, 2020, 07:01:09 PM »

I just set up a normal Nex game, non-random galaxy AND chose Mayasura as my starting faction.  I've been playing with this faction on for several games and only just noticed this amazing game option.

(I put that detail inside spoiler formatting originally because I didn't want to spoil any surprises that the mod creator may have sprung in a recent update.  However I've seen as reported in https://fractalsoftworks.com/forum/index.php?topic=17807.0, the mod appears to have this "challenge start, be in charge of Mayasura from the beginning" as a built-in feature.  And what a fantastic feature it is!)

'Cause starting in control of Mayasuran faction is an eminently cool and difficult way to start out...we'll see how long I can survive as I usually wander away from a Nex game instance once I have a colony or two so am not very practiced in the end-game phase.

Sure seems that having 500 or so Marines around at all times is useful.

I've successfully brought Mayasura back from the brink of annihilation to sector dominance. Huzzah!

____

One note:  The home planet has both a Patrol Base, and a Military Base.  So when I eventually upgraded both to High Commands:  one of them disappeared (i.e. perhaps the game only allows a planet to have one High Command at a time).  I worked around this by not upgrading the second one to one step below High Command.
« Last Edit: May 26, 2020, 03:29:43 PM by eidolad »
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.2.9 RC5
« Reply #363 on: May 31, 2020, 05:39:02 PM »

Let's go, new patch!



Spoiler
[close]

8.29 RC5
-Buffed Gandiva DPS to 1050 (From 652)
-Changed to interruptible burst
This will allow you to shoot 1-2 shots by releasing your mouse button midburst.
-Gandiva Flux/shot to 1000 (From 1200)
-Removed Ammo from Twin Sagir Autolasers
This lets the Crossbow Bomber return to carrier as soon as its done dropping off its payload.
-Changed Arjuna's Flux Capacity to 18000 (from 12000)
-Changed Arjuna's Flux Dissipation to 1000 (From 800)
-Changed Arjuna's side turrets to mediums/removed center rear medium turret.
-Changed Arjuna's OP to 260 (From 240)
This is a very big buff and will let the Arjuna go toe to toe as a mainline battlecarrier now.
-Removed Carrier/combat tag from Arjuna
-Changed Arjuna Designation to Heavy Battlecarrier (From Siege Carrier)
-Mokarran Sprite Changes
-Arjuna Sprite Changes
-Gandiva Sprite Changes
-Excalibur Sprite Changes

8.2.9 RC6
-Nebulosa sprite changes
-Arjuna Flux Capacity to 14000 (From 18000)
-Arjuna Flux Dissipation to 900 (From 1000)
Did some testing, was a bit strong in over all flux. This should curtail the Arjuna, but still make it relatively good for its price/DP.
-Arjuna OP to 250 (From 260)
So, with the rearmost center medium turret removed, this left over an extra 10 OP; this should fix that.
-Changed Mokarran's system to Infernium Jets
Now, it has an effect of regular MJ, however it loses 25 of that speed in reverse.
« Last Edit: June 02, 2020, 01:40:52 PM by Knight Chase »
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Discgear

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Re: [0.9.1a] Mayasuran Navy 8.2.9 RC6
« Reply #364 on: June 03, 2020, 11:23:03 AM »

For anyone that still uses the Tiburo super fighter addon mod. The game treats the super fighter and the frigate, both named Tiburo, as the same entity. Removing "Mayasuran Navy\data\hulls\MSS_Tiburo.ship" fixes the weapon and thuster placements for the fighter. Need to disable the super fighter addon mod to get back the frigate variant.


Just dreaming here but having Tiburo frigate lauch a Tiburo fighter, both dressed in blue, would be freaking sweet. I know why you got rid of it but in my opinion the looks can't be beat.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.0
« Reply #365 on: June 20, 2020, 03:52:50 AM »

The CHAD Mokarran, the Virgin Rampage



8.3.0
-Multiple Sprite Changes
-Sprite Changes on most (M) ships.
In particular, the Winghead (M) has a fresh new coat of paint.
-Argentavis bound points change
-Joker bound points change
-Viper weapon mounts change/sprite change
-Sarissa price to 140000 (From 160000)
-Winghead price to 145000 (From 155000)
-Nightingale price to 24000 (From 50000)
-Tiburo price to 15000 (From 25000)
-Tiburo DP/Maintenance to 5 (From 7)
-Changed Heavy Ion Lance arc frequency to 0.2/0.3
This basically means it arcs faster, up to 5 arcs compared to the Tachyon Lance's 3.

-Added Arjuna (M)
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DeusVauly

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Re: [0.9.1a] Mayasuran Navy 8.3.0
« Reply #366 on: June 26, 2020, 01:15:04 PM »

is there any way to get the caravan labeled as a civilian ship so you don't get fleets filled with freighters like this?
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Sedrido

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Re: [0.9.1a] Mayasuran Navy 8.3.0
« Reply #367 on: June 29, 2020, 02:52:29 PM »

i think out of all the mods they could integrate into the game this one would be my pick it seems fairly balanced and somewhat lore friendly atleast as far as the ships go (a bit less faction wise considering their defeat and all) as the sector would surley salvage and reuse them even to current times  :)
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« Reply #368 on: July 26, 2020, 09:51:35 PM »

Post tournament update, HVBs/new ships are on the way soon!



8.3.0 RC2
-Javanicus PPT to 720 seconds (From 600)
-Javanicus Dissipation to 1300 (From 1200)
-These are the pre tournament stats that I'm putting back. Since the Javanicus should be Mayasura's last line of defense.
-Changed Mokarran's system back to Maneuvering Jets
These are the pre tournament stats
-Mokarran Shield Arc to 210 (From 270)
This should make the Mokarran more easily flanked, letting you use the PD weapons more.
-Mokarran OP to 300 (From 315)
Originally the Mokarran was at +130 OP, this should make it balanced at +115
-Changed Mokarran's frontal medium turrets to energy, frontal medium hardpoints to ballistics only, and the return of the large composite
This change will allow a greater variety of weapons to be used by the Mokarran.
-Removed two small energies next to the large turret, removed two small missiles.
In order for the large composite to come back to the Mokarran, other parts of the ship will have to be sacrificed.
-Sarissa OP to 145 (From 130)
-Sarissa (M) OP to 155 (From 145)
Originally the +30 OP was meant for a Heron, the +   45 from baseline is in between the Eagle and Heron, letting the Sarissa perform better.
-Fixed sunder's sprite floaters
-Moved Argentavis' central engine plume
-Removed Strike/Use vs frigates tag from the Gandiva
Hopefully this will fix some targeting issues
-Changed Patriot's default loadout to Ultraviolet Pulse Lasers
-Centered shield position for hammerhead/excalibur/sarissa
-moved stingray shield position
-Triple Beam Cannon turnrate to 10 (From 5)
This should help the TBC in firing continously on a target.
-Added Low Profile trait to Mayasura
This may make the Mayasura start *easier* but, hopefully Mayasura will not die during the first year. Still very possible with all its enemies!
« Last Edit: July 26, 2020, 09:53:10 PM by Knight Chase »
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LifeLoser

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Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« Reply #369 on: August 07, 2020, 07:32:52 AM »

After I've updated to a new version my game keeps crashing. When I try to access my storage to get my fleet I get this notification.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« Reply #370 on: August 07, 2020, 10:53:55 AM »

After I've updated to a new version my game keeps crashing. When I try to access my storage to get my fleet I get this notification.
>-Removed two small energies next to the large turret, removed two small missiles.
You must remove all weapons from the ship.
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LifeLoser

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Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« Reply #371 on: August 08, 2020, 06:53:51 AM »

The problem is I can't remove those weapons because as soon as I go to the planet where my fleet is stored (including one fully equiped Mokarran) and try to enter Storage in order to edit/retrive it, my game freeze and after a while I get a CTD with message posted above.

I've tried to maybe edit save but I couldn't see a record which would contain this paticular ship or any ship I own for that matter so I guess it means that my save is broken  :'(
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eidolad

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Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« Reply #372 on: August 08, 2020, 12:33:22 PM »

Version checker gives me the heads up about the new version yay!  And I spied that sweet phrase "HVBs/new ships are on the way soon!"

I reenlist with Mayasura.  A dusty old history file states that my great-great-great-great-grandmother was once entrusted with the defense of the homeworld.  Not me, now way.  Per family tradition, I choose to serve my homeworld's navy, but thankfully have stayed stayed under the radar here in the home fleet auxiliary.  Surely they will ignore this frigate Captain and let me be.

Excuse me exec, WHO did you say is on the comm?
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Histidine

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Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« Reply #373 on: August 08, 2020, 07:14:47 PM »

The problem is I can't remove those weapons because as soon as I go to the planet where my fleet is stored (including one fully equiped Mokarran) and try to enter Storage in order to edit/retrive it, my game freeze and after a while I get a CTD with message posted above.

I've tried to maybe edit save but I couldn't see a record which would contain this paticular ship or any ship I own for that matter so I guess it means that my save is broken  :'(
You can revert to the old version, make the changes, then update again.
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Knight Chase

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Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« Reply #374 on: August 12, 2020, 11:19:45 PM »

Just a quick update, not actual update. But I've been working on some ships!

Spoiler

[close]

My new destroyer carrier is called the Shikra. It's designed to be my two deck replacement for the Stingray. The Stingray will be downgraded to one deck, however its combat capabilities are vastly improved. With the introduction of two hybrid turrets on its side and the changing of the centerline missile mount to a composite; You will find the access of ballistics to a combat carrier with three mediums to be quite.. lethal!
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